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Better Level 6 Scalables #74

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8 of 13 tasks
DaloLorn opened this issue Aug 3, 2020 · 0 comments
Open
8 of 13 tasks

Better Level 6 Scalables #74

DaloLorn opened this issue Aug 3, 2020 · 0 comments

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@DaloLorn
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DaloLorn commented Aug 3, 2020

So, the recent discussion with Mystic has highlighted that a lot of scalable resources actually have pretty underwhelming effects at level 6. Since they're traditionally a pretty large investment, it seems to make more sense to buff the majority than to nerf the outliers - especially since one of the outliers is the Ancient Hubworld, and cannot be nerfed as trivially as Allondium.

With this in mind, here are the current scalable resources of the mod. Items which have been checked off are (currently) considered to be at a good place, or have what seems to be a decent buff plan already:

  • Allondium
    • +10-70% to civilian Influence generation on the planet.
    • At levels 2, 4, and 6, the cost of buying cards deeper in the influence stack is reduced by 1. (This stacks with itself and other Allondium planets, and cannot reduce the cost of cards below their "natural" minimum costs.)
    • At level 4, can buy Name Flagship and Annex Planet cards for 5 Influence.
    • At level 5, vote cards cost 3 less Influence. (This stacks with other effects of the same type, including other Allondium planets.)
    • At level 6, starting votes costs 100 less Influence. (This usually translates to "free" - the only case where it's not is if you're annexing super-loyal systems... or more likely, high-level Ringworlds.)
    • Occurs on the Fasshi homeworld.
  • Cyllium
    • +10-70% to civilian Energy generation on the planet.
    • At levels 0-5, spawns an owned artifact in the system every 2 minutes. Expiration timers grow on the scale [120/240/360/600/960/1800], which translates into owning [1/2/3/5/8/15] artifacts at a time.
    • At level 4, the cost of using artifacts in the system is reduced by... 25%? Was it 25 or 50?
    • At level 6, spawning rate is increased to 60 seconds, translating into owning up to 30 random artifacts at a time.
    • Occurs on the Ulthaar homeworld.
  • FTL Crystals
    • FTL Storage built on the planet contains twice as much FTL.
    • Generates [0.1/0.5/1/2/4/9/20] FTL/s. (Actually 21, because I screwed up my math a long time ago.
    • At level 4, sees all FTLing units, all unpacked gates, and all wormholes and slipstream tears in the universe.
    • At level 5, all FTL in the system is free.
      • Building Flux ships still costs FTL, but Flux jumps out of the system do not have any cooldown.
      • Planets still FTL at full cost.
    • Proposed adjustments:
      • At level 6, stores 10,000 FTL.
      • At level 5, planets FTL at 25% cost.
  • Phosphate
    • Adds [5/10/15/25/40/60/100]% combat effectiveness to fleets in your territory.
  • Vast Plains
    • Always has a surface size of 26x16 tiles. (For the uninitiated: Way more than most planets.)
    • Tile development is 100% faster, plus another 50% for each level.
    • Provides a maintenance discount of [50/150/300/500/750/1100/2000] kilocreds on buildings built on the planet's surface. (To clarify, this means you can freely pay X building maintenance, not that you can freely maintain any building with a maintenance cost of X...)
  • Quartz
    • Adds 10 labor storage, plus 100 for every level.
    • Whenever an artifact is activated by the owner, gains [10/25/50/80/120/200/300] stored labor. (I don't remember if this respects the storage limit or not.)
    • Occurs on the Ulthaar homeworld.
  • Sulphate
    • As Phosphate, but only outside your territory. (Note that if it has your empire's colors around it, it counts as your territory... even if you only conquered an enemy planet.)
  • Sulphate Traces
    • As Sulphate, but with half effectiveness. Only occurs on the Rahta homeworld.
  • Crenim Ferns
    • Only uses tons of water and food to level up.
    • Reduces engine maintenance costs by [5/10/25/50/75/90/100]%.
    • Adds [2 Energy/3 Money/4 Influence/5 Energy/6 Influence/7 Money] pressure to itself. (These boosts scale with each other, for a maximum of 7 Energy, 10 Influence and 10 Money pressure.)
  • Ancient Hubworld
    • Guarded by a Remnant Guardian.
    • Always has a surface size of 30x20 tiles.
    • Adds 1-7 of each pressure type.
    • At level 1, acts as a Supply Depot and adds 1024 support capacity.
    • At level 2, acts as a Fling Beacon and a Beacon (for the purposes of jumpdrive safety), and connects to the empire's gate network.
    • At level 3, acts as a Commerce Hub and Power Transmitter.
    • At level 4, prevents all other planets in the system from being captured.
    • At level 5, grants the Recall ability, allowing the user to spend Energy to instantly jump any owned fleet to the Hubworld.
    • At level 6, unlocks the Progenitor tech subgrid.
  • Marenium
    • Unlocks the Marenium Generator, an expensive and mediocre generator whose only claims to glory are that they consume no internal space and grant the Marenium planet's buffs (potentially stacking with multiple Mareniums, if this ever somehow occurs in a universe) to their parent ships:
      • Weaker and more expensive than most generators. Cannot be combined with any other power source (including Atroan Control Cores, which means Atroan players must research Control Computers to use Marenium Generators).
    • Adds [5/10/15/20/25/30/40]% combat effectiveness to ships using Marenium Generators.
    • Adds [0.1/0.2/0.4/0.7/1.5/4/7] u/s^2 of acceleration to ships using Marenium Generators. (TODO: Adjust this to account for galaxy rescaling!)
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