There are times, mainly in late game when you don't know what to do with your resources. You have a surplus in all the resources and it doesn't make sense to sell them because your energy stockpile is full, so eventually all the stockpiles are filled.
My suggestion is to give a bonus when you have a lot of a resource, similar to the maluses of shortages. The trigger could be a full stockpile, having greater than X% filled or having more than X quantity. I think the latter 2 options are better than having the stockpile completely full.
These bonuses could be the opposite of the maluses:
Energy: +army damage, +shield hit points, +ship weapons damage
Or bonuses that are thematic with the material:
Alloys: +shipbuilding speed, +robot assembly speed, +megastructure build speed
For strategic resources a bonus based on their edicts makes more sense, because the malus is only -job output:
Exotic gases: +sublight speed, +shield hit points
For the quantity bonus I think on an small number like +5%/+10%, it's only to not have the feeling that it's all going to waste.
My suggestion is to give a bonus when you have a lot of a resource, similar to the maluses of shortages. The trigger could be a full stockpile, having greater than X% filled or having more than X quantity. I think the latter 2 options are better than having the stockpile completely full.
These bonuses could be the opposite of the maluses:
Energy: +army damage, +shield hit points, +ship weapons damage
Or bonuses that are thematic with the material:
Alloys: +shipbuilding speed, +robot assembly speed, +megastructure build speed
For strategic resources a bonus based on their edicts makes more sense, because the malus is only -job output:
Exotic gases: +sublight speed, +shield hit points
For the quantity bonus I think on an small number like +5%/+10%, it's only to not have the feeling that it's all going to waste.
Last edited:
- 1