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Suggestion: Reducing upgrade costs.

Open GoogleCodeExporter opened this issue 11 years ago • 2 comments

Upgrades are awesome, because they save a lot of space, but the output per 
credit is much lower. Right now the output from upgrades is twice as expensive 
for some buildings (power plants) and four times more expensive for others 
(houses, food etc.). 
This is not so much a problem for the rich player (who normally also needs the 
space), but the AI really throws away a lot of money on those upgrades.

My suggestion would be to reduce the penalty for plants, hospitals, police, 
food factories and power plants to 25%. (100% more output for 125% the credits)
The other buildings are fine as they are. They are supposed to be limited 
anyways :)


A little side note on upgrades: It would be really nice if the buildings kept 
producing while they are being upgraded. (I've sometimes even had colonies 
surrender to me and to my enemies, because they upgraded power plants at a bad 
moment and lost happiness)

Original issue reported on code.google.com by [email protected] on 30 Jun 2012 at 6:46

GoogleCodeExporter avatar Mar 16 '15 08:03 GoogleCodeExporter

Original comment by [email protected] on 30 Jun 2012 at 12:25

  • Changed state: Accepted
  • Added labels: Milestone-0.95.200, Balance

GoogleCodeExporter avatar Mar 16 '15 08:03 GoogleCodeExporter

I see two options: per upgrade cost for each building and each level, a global 
multiplier relative to the base building cost, or a mix of these two.

Original comment by [email protected] on 5 Aug 2012 at 8:18

  • Added labels: Type-Enhancement
  • Removed labels: Type-Defect

GoogleCodeExporter avatar Mar 16 '15 08:03 GoogleCodeExporter