The purpose of this thread is to get feedback on a mechanism I'm implementing for a balance mod...while the mod will include many changes, this thread is to focus on only one area of change, an area I'd really appreciate some feedback on...
There are two things currently I think are problematic:
1) Trade is too powerful
2) Each additional planet does not fall victim to diminishing returns as much as it should
These are of course opinions, and not necessarily concerns shared by many...I think most players would agree that trade is a very powerful and important element of the game, one that dominates a lot of decision making...
I may be alone, however, with my 2nd opinion...I believe that in all games each additional planet/base/city/asset/whatever should reflect diminishing returns: the 3rd planet should not be as useful as the 2nd, and the 4th should not be as useful as the 3rd...
To a point, Sins does reflect diminishing returns with the concept of allegiance...however, trade is not affected by allegiance, and therefore does not fall victim to diminishing returns...in fact, trade is the exact opposite of diminishing returns....
Independent of how many planets you have, you will probably want a capital ship factory, several frigate factories, and a certain number of labs...the number of labs and factories you have will be dependent on many variables, but in general, how many labs and factories you need is independent of how many planets you have...certainly the number of planets you possess may limit how many labs/factories you can have, but how many you can have and how many you need are two entirely different things...
These mandatory logistic structures are absolutely necessary and in general the number you need is not tied to how many planets you have....once you have all your mandatory logistic structures, you can fill the rest of your logistic slots with whatever you want, which (other than the occasional culture structure) is generally trade ports...
Since the number of mandatory structures is essentially fixed, after your first few planets, each additional planet becomes pure profit and is filled almost entirely with trade ports...furthermore, each additional trade node increase the output of all trade ports...because trade is the dominate source of income for large empires, the benefits of this trade bonus outpace the economic consequences of decreasing allegiance...
To counter this, I am working with the following set of changes:
1) Frigate factories and research labs cost ONE logistic slot....all other logistic structures cost TWO logistic slots...
2) Each planet starts with TWO logistic slots, and each logistic upgrade adds TWO logistic slots...
3) Below is the corresponding number of logistic UPGRADES and resulting TOTAL slots for each planet type:
- Asteroid -- 1 upgrade, 4 total slots
- Ice/Volcanic -- 2 upgrades, 6 total slots
- Terran -- 3 upgrades, 8 total slots
- Desert -- 4 upgrades, 10 total slots
4) Development mandate and planet bonuses affecting logistic structures now grant TWO additional logistic slots
What are the consequences of these changes? Consider 2 empires, one with 5 planets and one with 8 planets...for simplicity, let us assume that all planets are ice/volcanic (not a bad average when you mix desert/terrans with asteroids)...
For the empire with 5 planets, we have either 25 logistic structures (under vanilla sins) or 30 logistic slots (under modded sins)....I think it is reasonable to say that at this stage, the mandatory structures would be a capital ship factory, 2 frigate factories, 2 culture stations, and 8 labs (the number of labs is debatable, but I'm think 3 civ/5 mil for TEC and advent, 3 mil/5 civ for Vasari)...that leaves room for 12 logistic structures (vanilla sins) or 14 logistic slots (modded sins)...
What does this mean? This empire can build more trade ports under vanilla sins (12 vs. 7)...however, if this empire were to stagnant and go into the late game (where it conceivably may want 16 total labs), then actually both systems would allow about the same number of trade ports (4 vs. 3)...
For the empire with 8 planets, lets say the mandatory structures are one capital ship factory, 4 frigate factories, 3 culture stations, and 16 labs...that leaves room for 16 logistic structures (vanilla sins) or 20 logistic slots (modded sins)...for this empire, the number of trade ports it can build is 16 vs. 10...
As you can see, this system seriously limits how many trade ports (or refineries) you can have, but it does not limit your ability to field labs and frigate factories...
Obviously there are some consequences with these changes...it is hard to amass a lot of culture (I have considered reducing culture to one logistic slot) and early game logistics are really rough unless your HW starts with 2 upgrades (instead of the typical one upgrade IIRC under quickstart)...
Anyway, I know that is a lot to read but I'd appreciate any feedback on this suggestion....