ragamor

ragamor

Joined Member # 4050708
0 Posts 2 Replies 73 Reputation

Just looked at the gameinfo in diplomacy and i was quite shocked to discover that LFC tier 1 terran planet tech needs 23 minues to repay itself. Thats if you only got 1 terran planet, but even with two terran planets its slower then a snail high on glue. Also tier 1 planet tech is a waste of money before the planet has reached the population cap. That kinda kills of any early economy tactics. Maybe including some population growth rate with the tier 1 tech can help it somewhat. <

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I'll download your mod and give it a solid playtrue when i get time. If i hadn't been doing undergrade in graphic design i would have made my own mod as well. Mines in real life is often dirt cheep, not the most effective killing device, but great at making an no man zone and delaying your enemy. Maybe having them like that in Sins would work wonders as well. <spa

11 Replies 10,396 Views

I like the mod name. The changes to turret and hangar prices seems like a good idea. What about also lowering the prices on mines by 30% - 50%? Might seem a little much, but mines aren't that cost effective for what they do. How about making LRF drain a lot of antimatter each time they fire, like a damage caster unit? <sp

11 Replies 10,396 Views

I find it a bit funny that economic research don't really pay themself of before 10 - 15 minutes. In starcraft and other games with some balance doing early economical "rushs" are a valid tactic. In Sins if i go early civilian i end up roasted by a gang of LRF. I like a lot of what's said in this thread. Colony pods should be free, you allready pay with using slots and research. Free Colony pods would make building Starbases only for the trade route link a better option as they dont n

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