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If you want to slightly nerf the late game supremacy of Nutrients, then you could cap the maximum number of useable sats to some high number, say 24.
Or one could possibly change sats to not give resources for specialists, but not being a modder myself, I am not sure that is implementable.
Actually, I don't see any of this as actually being a problem, just a preference for how you would rather have things operate. It is just the way it is. So food rules the late game. So what?
A mod limiting sats has the affect that only the first N food gets a +1/1/1 from sats; the rest of the food has to be justified based on specialists alone.
I can make a strong case that after the 1/1/1 sat bonus is limited, then working multiple resource squares makes more sense than more specialists, if that is your goal.
As for using defense pods to attack sats, I can build a lot of defense pods to defend my sats. I build a lot of defense pods anyway to defend against hostile missiles, particularly planet busters, so I don't think your mod is actually going to weaken sats very much. It will just mean that more of the economy shifts to space battles.
I agree that the sea is far more costly to terraform, especially since the formers are so much more expensive. However, there are 3 facilities available fairly early for sea bases that give bonuses, which can help balance a bit, which should be taken into account. Still, sea seems to max out its bonuses pretty early on the tech tree, and does not get anything equivalent to Hybrid Forest in the mid game.