I love the new strategic resources, as well as the basic implementation.
However I've found that in my games they aren't ever a practical limitation. Once I research the synthesizer technologies I'm pretty quickly swimming in them. In my last game I replaced all of my generator districts because by mid-game I could just fund my empire by periodically selling motes and crystals.
This also makes resources on the map kind of unimportant. My refinery world cranks out so many crystals that the relevant edicts are permanently on and I still have 2,300 in storage so...
I suggest keeping strategic resources exactly as they are, but rebalancing them in the following ways:
- Make synthesizing them much more expensive. Honestly I would suggest by an order of magnitude. This would make them rare again and would make finding a patch of resources on the map a big deal.
- Use them in earlier generation technologies and weapons. Linking strategic resources to advanced technology is terrific, but it takes too long for them to become relevant on ships. It isn't a factor until relatively late in the game.
Instead, strategic resources should be necessary for advanced technology by the third (or even second) generation of components. This would help create early distinctions between empires.
- Make ship components more expensive, or include strategic resources in the upkeep cost.
The costs are great, but they're trivial. Even if I don't have a supply of exotic gases I can easily buy enough from the market to pay the 1 unit cost per ship for building advanced shields. Costs should be raised and balanced with production so that this is a real bottleneck.
Again, I really do love the new system. I just think it needs to be balanced around scarcity so that getting access to a resource, and which resources you can access, is a big deal.
However I've found that in my games they aren't ever a practical limitation. Once I research the synthesizer technologies I'm pretty quickly swimming in them. In my last game I replaced all of my generator districts because by mid-game I could just fund my empire by periodically selling motes and crystals.
This also makes resources on the map kind of unimportant. My refinery world cranks out so many crystals that the relevant edicts are permanently on and I still have 2,300 in storage so...
I suggest keeping strategic resources exactly as they are, but rebalancing them in the following ways:
- Make synthesizing them much more expensive. Honestly I would suggest by an order of magnitude. This would make them rare again and would make finding a patch of resources on the map a big deal.
- Use them in earlier generation technologies and weapons. Linking strategic resources to advanced technology is terrific, but it takes too long for them to become relevant on ships. It isn't a factor until relatively late in the game.
Instead, strategic resources should be necessary for advanced technology by the third (or even second) generation of components. This would help create early distinctions between empires.
- Make ship components more expensive, or include strategic resources in the upkeep cost.
The costs are great, but they're trivial. Even if I don't have a supply of exotic gases I can easily buy enough from the market to pay the 1 unit cost per ship for building advanced shields. Costs should be raised and balanced with production so that this is a real bottleneck.
Again, I really do love the new system. I just think it needs to be balanced around scarcity so that getting access to a resource, and which resources you can access, is a big deal.
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