So there's no real point to this thread, no sexy suggestion, or axe to grind over performance, or even hype for Eldritch Fish-aliens.
Just me looking back at some of the resources we've lost along the way since V1.0, why those changes might have happened and contemplating what new purpose you'd give to them - if you were to reintroduce some in to the current version of the game.
I went for a dive on the Wiki commit history to find this all, from most recent resource changes to oldest:
Concluding thoughts on these changes.
I get why (in some cases) these changes were made - PDX wanted Edicts to feel more unique, they wanted to include a mana system and have it do interesting things (edicts are basically just the gods in imperator, instead of stabbing a pig to get a buff for N years, you sacrifice "Influence"), or perhaps the FTL changes raised concerns that if resources were too spread out, or too isolated, players would find it too long in the late game to reach everything via hyperlanes.
Other changes, like the trade enclave resources being cut, are far less clear to me. And that so many redundant resources have not also made their way back in to the game in other features is both confusing and a little disheartening.
Just me looking back at some of the resources we've lost along the way since V1.0, why those changes might have happened and contemplating what new purpose you'd give to them - if you were to reintroduce some in to the current version of the game.
I went for a dive on the Wiki commit history to find this all, from most recent resource changes to oldest:
L-Cluster resources simplified down in to "Nanites"
Nano Resources were simplified down in to nanites [as far as I can tell this change happened with 2.2].
What are nanites now used for? (Bear in mind they are a resource - and potential antagonist - hyped up in the L-cluster event texts as something that could destroy whole empires).
Nanites are basically just preserve the first of the 4 "OG" L-cluster resources (Grey Actuators +research).
The other 2/3 initial resources (Grey Crystals and Grey dust) are not really preserved in the game, Grey Scales is basically just "farming subsidies 1.0".
Nano Resources were simplified down in to nanites [as far as I can tell this change happened with 2.2].
What are nanites now used for? (Bear in mind they are a resource - and potential antagonist - hyped up in the L-cluster event texts as something that could destroy whole empires).
- Fuelling a Transmuter building that converts a nanite into 2 Gas/Crystals/Motes & 5 energy.
- A building with an economic impact so small, by that point in the game, it isn't worth the hassle of finding a free tile to build it on.
- Running a Nanite Repair component on ships.
- And an edict increasing research
CGoutputReally? It's *Grey goo* ... and all I can do is make it build plasma TVs and toasters?- Edit: as NHunter_rus points out the Edict is Research related, not CG related...that said, the effect is Still pretty "meh" for such a rare resource...
Nanites are basically just preserve the first of the 4 "OG" L-cluster resources (Grey Actuators +research).
The other 2/3 initial resources (Grey Crystals and Grey dust) are not really preserved in the game, Grey Scales is basically just "farming subsidies 1.0".
Unique Trade Enclave Resources replaced with Gas/Crystals/Motes
Trade enclave resources were removed from the game, now if 3 enclaves spawn each offers either motes, gas or crystals, case in point:
There was literally no reason for this change. Where the other resource replacements you could argue were due to the edict system or due to FTL changes (more on that below), of all the lost resources these are the most baffling to me as they were unique - they had their own unique flavour text and method of acquisition, and blowing up an enclave (or having an AI FP blow one up, which I have seen once) would mean they're gone for good, so it was worth protecting them if you wanted their goods. Now if an enclave blows up, who cares? I can produce all the strategic resouces I want on my own, anyway...
Trade enclave resources were removed from the game, now if 3 enclaves spawn each offers either motes, gas or crystals, case in point:
There was literally no reason for this change. Where the other resource replacements you could argue were due to the edict system or due to FTL changes (more on that below), of all the lost resources these are the most baffling to me as they were unique - they had their own unique flavour text and method of acquisition, and blowing up an enclave (or having an AI FP blow one up, which I have seen once) would mean they're gone for good, so it was worth protecting them if you wanted their goods. Now if an enclave blows up, who cares? I can produce all the strategic resouces I want on my own, anyway...
- Hell, with the release of MegaCorp PDX should have at least re-added these resources as something MCs could produce from branch office buildings & sell on the galactic market.
- This would give MCs unique goods to produce and sell (y'now that thing that corporations do in real life - product research and production).
- This would would have recycled old assets (effectively no art or writing cost) and made playing as and trading with megacorps a more unique experience.
Galactically clustered rare resources removed (effects substituted in to Edicts... mostly)
Once upon a time there were rare resources that spawned in certain parts of the galaxy, most of these were boiled down in to edicts with similar effects - costing Gas/Motes/Crystals.
Whilst the preservation of their effects is fine, the fact that the galaxy no longer has sectors that spawn unique things is ... depressing, it's definitely noticeable as all games post 2.0 tend to result in homogenous expansion - you just blob outward smacking your fleets against your neighbours as it's all the same, whereas prior to this, you'd want to try and take key areas of the galaxy or form alliances & trade deals (if you didn't want to conquer).
Once upon a time there were rare resources that spawned in certain parts of the galaxy, most of these were boiled down in to edicts with similar effects - costing Gas/Motes/Crystals.
Whilst the preservation of their effects is fine, the fact that the galaxy no longer has sectors that spawn unique things is ... depressing, it's definitely noticeable as all games post 2.0 tend to result in homogenous expansion - you just blob outward smacking your fleets against your neighbours as it's all the same, whereas prior to this, you'd want to try and take key areas of the galaxy or form alliances & trade deals (if you didn't want to conquer).
- A favourite strategy of mine, Pre 2.0, was to "liberate" (or conquer and release) a few systems or worlds - often in far off parts of the galaxy - that were running (e.g.) Teldar Mining operations, then swoop in after liberation and offer them protection & a trade deal they couldn't refuse.
Some strategic resources got lost along the way too.
Neutronium Ore, Pitharan dust and satramine gas have also all turned in to edicts costing Gas/Motes/Crystals. These are less of a loss as they could spawn anywhere in the galaxy and starbase modules (if I remember right) could reproduce them in the late-game.
BUT, Stars are still not as flavoursome as it once was, Neutron stars were fairly rare once upon a time & finding a Neutron star yielding Neutronium ore was pretty cool.
Neutronium Ore, Pitharan dust and satramine gas have also all turned in to edicts costing Gas/Motes/Crystals. These are less of a loss as they could spawn anywhere in the galaxy and starbase modules (if I remember right) could reproduce them in the late-game.
BUT, Stars are still not as flavoursome as it once was, Neutron stars were fairly rare once upon a time & finding a Neutron star yielding Neutronium ore was pretty cool.
Terraforming Gasses and liquids
Further, the Terraforming process was streamlined by removing Terraforming Liquids and Gasses from the game, terraforming just costs EC now. This initially seems like a quality of life improvement ... however it also makes the game far more dull, If I don't like a world now I just throw money at it, wait a bit then its converted.
Further, the Terraforming process was streamlined by removing Terraforming Liquids and Gasses from the game, terraforming just costs EC now. This initially seems like a quality of life improvement ... however it also makes the game far more dull, If I don't like a world now I just throw money at it, wait a bit then its converted.
- This both devalues the habitability mechanic and cheapens the experience of discovering, say a Gaia world (as they'll all end up like gaia worlds by the end game.
- Terraforming being so easy, to the point of costlessness (money has no value by midgame, usually), also devalues the mechanics underpinning genetic engineering, to a degree.
- At 100% habitability you don't suffer any supplementary CG cost for pops on a colony,
- So why bother gene engineering each species to exist on a world, when you can just set that world to something all species can live on?
- There were literally cases where I'd wage war over a single system containing a single gas giant, yielding terraforming gas. Because that stuff was like liquid crack for your expansion if you could get it early.
- I've never had that experience post 2.0 as nothing has ever been rare enough for me to need to conquer the galaxy. (with the possible exception of Grey (pre-nanite resources) - until they were removed too).
Rare resource refinement
As a small aside, for those that don't remember, or picked the game up later. Where most resource refinement is done on planets (and sometimes habitats) via synthesisers in 2.7.2, a lot was actually done on starbases via modules in past versions of the game. Modern starbases feel a little bland in their module offerings as many of these modules are now in the history books, perhaps they could reprise their role as orbital refineries for rare and dangerous resources... somehow?
(I only have this screenshot because I replayed a Pre Utopia (V1.4.1 and earlier) game recently... which is a very different experience to V2.7.2).
As a small aside, for those that don't remember, or picked the game up later. Where most resource refinement is done on planets (and sometimes habitats) via synthesisers in 2.7.2, a lot was actually done on starbases via modules in past versions of the game. Modern starbases feel a little bland in their module offerings as many of these modules are now in the history books, perhaps they could reprise their role as orbital refineries for rare and dangerous resources... somehow?
(I only have this screenshot because I replayed a Pre Utopia (V1.4.1 and earlier) game recently... which is a very different experience to V2.7.2).
I get why (in some cases) these changes were made - PDX wanted Edicts to feel more unique, they wanted to include a mana system and have it do interesting things (edicts are basically just the gods in imperator, instead of stabbing a pig to get a buff for N years, you sacrifice "Influence"), or perhaps the FTL changes raised concerns that if resources were too spread out, or too isolated, players would find it too long in the late game to reach everything via hyperlanes.
Other changes, like the trade enclave resources being cut, are far less clear to me. And that so many redundant resources have not also made their way back in to the game in other features is both confusing and a little disheartening.
- e.g. Megacorps could have branch offices manufacturing rare goods (like Xura Gel) for sale and distribution on galactic markets,
- Or Non-MC empires (for those without that DLC) could buy licensing rights to produce those resources from Trade Enclaves, locally (in planet or empire-unique buildings, to regulate output).
- Bio-Gestalts, with their colossal consciousnesses could unlock the potential of some rare spices
- The potential of those rare resources could be completely lost on individualistic nations, making bio-gestalt economies more unique.
- Machine-Gestalts might brave the firey hearts of Neutron stars to forge the hardest alloys in the galaxy etc.
- Similarly making machines a little more unique to play late-game.
- The changes to Nanites made the L-cluster underwhelming, it feels like 'just another part' of the galaxy now, I rarely actually bother to open it anymore.
- And before writing all of this up, I didn't quite understand why, now I do - there is no real incentive anymore to the L-cluster chain, nanites have been reduced to something less than it's precursor resources.
- The changes to Trading Enclaves made them, frankly, irrelevant.
- I can build whatever they can produce on one of my many worlds or habitats.
- I no longer care if Enclaves live or die; where once, I did.
- The removal of Rare, galactically clustered space resources has made the galaxy a less unique and exciting place to explore.
- When there is no potential "gold-rush" resource to be found, or no highly valuable star-cluster to fight over and the whole galaxy spawns the same (few) resources left in an equal distribution, it quickly grows to feel homogenous and boring.
- With Strategic resources all retired in to edicts - or deposits being boiled & distilled down into Motes/Crystals/Gasses, I find my economies always look identical from game to game.
- There is no chance of needing Orillium to maximise my build, and lacking it, whilst an enemy has it.
- Or needing terraforming gasses for terraforming and then brokering a trade deal for that with (now my envoys post-federations) or taking it via conquest.
- Because those items are all gone now.
- With the changes to terraforming, terraforming has never been easier. However, the habitability system and the differences between alien climate preferences are less important than ever before.
- Where once there was a real incentive to play an egalitarian & diverse empire (even early in the game), because you could have a multicultural empire living on many worlds, whilst authoritarians had to work a little harder to make do with their slaves and their un-adapted master-race... now there is not.
- Once finding a certain type of planet would raise an interesting, if admittedly brief, strategic question
- How can I maximise the potential of this world?
- Do I hunt for terraforming resources & change the world to suit my own people?
- Or do I Gene mod my people to suit the world?
- Or do I let in some refugees to live there in my name?
- Or deploy robots?
- How can I maximise the potential of this world?
- Now there is no question, it's always (You'll be a Gaia world, or an Ecumenopolis ... sooner or later, once I've saved up some more cash).
- Would you perhaps re-introduce them as resources only exploitable by certain government types (e.g. gestalts or megacorps)
- Would you scatter them amongst the stars, in low numbers, granting each one wildly powerful effects to encourage exploration & great galactic crusades for them?
- Would you reprise the old role of starbases as refineries?
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