Not having played the alpha, i went into this round with good hopes and a good helping of naivete. I still have the latter part, but sitting here crunching some numbers… it hurts.
Leisure centers (and ALL other former food and population buildings) are completely out of whack.
The numbers below represent their output normalised to units of metal, compared to the equal-tier metal mine. This is easily done: 10 pop = 1 soldier = 30 met/ 20 min = 60 met. There are some caveats with this calculation, but not much. To be fair, the values below represent a planet with 130% abundancy (average for g1)
|Leisure Centre||12000||1170||Core Metal Mine|
|Hydroponics Lab||5400||1170||Core Metal Mine|
|Hydroponics Dome||54000||11700||Strip Metal Mine|
|Hospital||16200||11700||Strip Metal Mine|
This is just dumb. The LC outproduces it’s metal counterpart by a factor of 10. The outcome is predictable: there’s just no way for anyone to do any form of meaningful damage against a properly turtling opponent, and to my dismay, everyone who played the alpha is turtling like it’s the new krumping.
This means one of two things:
- this problem was spotted by the players and not properly reported
- this problem was reported but ignored.
More than any other balancing issue, this breaks the game. There simply is no way to outproduce anyone who clicks leisure center and then living quarters (ofcourse, non-demolishable, diminishing the value of the planet even further), no way to damage them, and no incentive to attack.
This kills the game, pure and simple. Fix it, pretty please with sugar on top.