@bastecklein
I feel that as we are moving towards making all the races be on the same levels and I feel, you as well feel that all the races to have equal growth opportunities. With this, I would like to bring your attention to few buildings that just are way too powerful and can even break the markets.
I would take only 2 main examples here: The unholy core mine(zolarg) and the raw material extractor (darconinans).
In my honest opinion, it just feels like they were made early in the game and there wasn't enough time then so everything important was just mixed together and made in the same structure for convince sake. But looking at their trading capacity then, they couldn't do much with those resources. however now, they have become way more open to trading and I hope to see the trade cap rising more for most of the civilization with trade routes coming in.
I also believe this is one of the reasons why these civilizations didn't get much focus. If different resources were produced by different structures, there is way higher scope for variety and paths to choose from as to where one wants to go in the end game, rather than just spam building the same building.
Hence, To even out the game on all civilizations and to provide incentive to 'keep on' playing the civilization, I feel there is a need to nerf those buildings and and others similar to them.
Like the unholy core mine would just be producing relics and maybe clay, similar to UDD in human world. The rest all resources can be produced by other buildings and can have different tiers, especially for ore, gold and aluminium.
Similarly the stats of the Raw material extractor can be changed to use way less energy and produce the basic resources like ore, gold, or just obsidian/uranium and the other resources can then have their own buildings to produce them.
If you accept these suggestions, I can work more on how each of these resources are made and a whole new plethora of buildings in both zolarg and darconinans can be introduced.
I do understand that it would hurt a lot of already existing colonies in these civilizations but I am sure that most of the people who grew big in these civilizations had a main human base and zolarg and darconinans werenmajorly secondary base.
And one more suggestion especially for darconinans is the need for a building that produces crystals. It's almost impossible due to lack of crystals to expand your colony much as most of the the buildings basically work on crystals.
And a last one, that I believe might have mixed views, is making few resources exclusive to that particular civilization, or maybe making that resource easy too hard to produce in other civilization. Like zolarg make relics really easily but for humans, the cupcake factory literally reduces your GDP, and on zolarg end, it's too hard for them to produce AA. The only thing that is lacking here is though that humans need relics to get the AA, but for zolarg, AA is useless! So no one bothers to make them but humans have a real hard time
The base for all of these suggestion was to keep the games economy balanced and to increase trading amongst different players of various civilizations
Archmage Of Nations Of Oz[NOZ]
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Well yes, you are right, there is just a vast number of buildings and techs that need to be created for each civilization in order to "even" everything out properly. I feel like I can't really nerf those until there are suitable replacements.
Owner of Ape Apps, LLC
Yep, it would be unwise to nerf them completely before there are suitable replacement for them. But I wanted to pull the attention towards this for future updates as am seeing more and more contents coming for those civilizations. But as you move towards this, you can slowly nerf(reduce the production stats) in stages so that in the end, it does not become too big a nerf altogether.
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and then research converters come up...
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