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wundte

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I stumbled on several topics with people complaining about not getting rare resourses production tech or tier 2 buildings. I sufferd from this issue myself. However i feel that RNGesus and tech cards are not the ones to be blamed.
I think its a tech points problem.
All rare resourse techs and all tier 2 production building belong to the engeneering research. And in the game now (as it always was) the amount of engeneering research points you get is the lowest among all 3 tech fields.
Like you always have tone of physics in space + some anomalies and buildings that give you tons of physics points (like dimensional portal researcher +10 points, black hole observatory +10 points, tons of stars with physics and so on)
Society points are also easy to get. First of all you get events like species procurment with tons of society points as a reward. And you can and will build dozens of unity buildings that provide you with biology points.
But engineering is always lacking.And there is no way in the game now to increase engineering points separetly.
As a result you will struggle to get those tier 2 buildings and rare resourses because you also want and need to have tier 2 and 3 stations, new gauss cannons, cruisers etc.

So to sum up: we have a research field with tons of super valuable research and with very little research points.
What do you guys think?

P.S. Sorry for my crappy english.
 

Yumo

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I think its a good way of establishing the need for a market. Some may find the resources in space, some might come up with the costly way of synthesize them (I would raide the price).
Others would need to rely on the market.
Not everyone should get access to all resources.
Finally some interaction that is not war.
 

Little Green Mensch

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It might be enough to put some of the extraction techs out into separate fields, e.g. crystals to physics and gas to society, based on the type of buildings that require them.

In order to soften the blow of tier 2 buildings all requiring rare resources, I think it would be very reasonable to eliminate rare resource maintenance for tier 2 buildings (but keep the upfront rare resource cost).