B. I think I'm agreeing more with the guy saying the Syndi special district is bad, Oathbound don't have a cooldown on getting +5 Influence and +20 energy from their Colony Lord winning a battle.
Basically, the time between won battles is the cooldown.I've seen many arguments both in this thread and on steam concerning the Syndicate Ambassador's Quarters. But so far the PvP squad, who usually are very picky about balance (exploitable vs too weak), seem to be mostly in agreement that the building is fine. Which only confirms my own view on the topic. My prediction would be that if we lower the energy cost of the slots in one patch, we would have to raise it again in the next.
We can look at artillery units for examples:
- Most artillery units have a 1 turn cooldown between their Artillery shots.
- One could say that the Dvar Rocket Battery has no cooldown on the Artillery strike.
Except they do, becuase they have to use "Train Weapons" after every move to have a a working artillery strike (it is too short ranged and not accurate enough otherwise).
- One could say the Shakarn Sonic tank has no cooldown on the Artillery strike. Except one needs to gather stacks for "Ebb and Flow" to even have a artillery strike - wich also ends turns.