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My Crusade 2.31 balance issues

Posted on Monday, July 17, 2017

I thought I would open a thread for balance issues.  Hopefully if enough people say the same things, we should start seeing trends.    I also added a section of things that I think are balanced right.   I put Crusade 2.31 in the title, because I didn't want to mix balance issues with different patches.

 

My list:

-  Square-rooting population.

- Prototype hyperdrives available at game start, move 5.  Not even the final warp tech in the game can touch it.  That's crazy.

-  That I can build a single, blazing-fast transport, load it down with Prototype hyperdrives, and own the game.  They don't destruct when you invade (and win the invasion). 

-  Improvement upgrades like Xeno Factory and Research Centers severely UP.    Factories=useful.  Xeno Factories=pointless.

-  Planetary invasion completely imbalanced.

-  Planetary defenses useless.  You don't get invaded.  Offense gets too many advantages.  

-  Money is off-kilter.   Early game is completely starved for money with no way to make it (at least, not in any real quantities), followed by mid-game when you have more than you know what to do with.   Galciv2 was similar, BTW.

-  Antimatter, Promethion, and Arnor Spice mean everything.   Everything else...not so much.

-  Elerium and Thulium are not even worth the admin point to mine them.  I get plenty enough for free already, in my search for Antimatter and Promethion.  The remainder I can always trade with AI for cheap.

-  Research and Salvage Missions should cost less ship construction.  That is your reward for getting Precursor nanites and Xanthium.

-  When you extend a starbase's radius, that should apply to mining and relics as well.  And if you extend the radius of a Generic Starbase, that should make the Mining Ring become available, if applicable.

-  Doom Rays cost only 1 Elerium.  Who cares?

-  You shouldn't get to choose the most expensive technology whenever you explore a research anomaly.   You should not get to choose--it should be random.

-  Ideology point-giving buildings don't scale right with galaxy size.

-  Fleet Commanders should be given "X" bonuses, and when you promote you should give them X+Y.  As it is, Fleet Commanders are better off un-promoted.   They lose "X".

-  You can only Recruit Scientist and Recruit Diplomat right before you win Tech victory.  Needs to be sooner.  Make them a legit part of the game (you might need to nerf Epiphany if you do, in case someone has loads of Promethion lying around).

-  Split up Beyond Immortality into 3 techs, so that someone can't just immediately Epiphany their way to tech victory.  There needs to be more late game, where we actually use Doom Rays and Nightmare Torpedoes.  

-  Same with Recruit space mission.  Make them available earlier.   They already require gobs of resources, anyway:  that is your limiting factor.

-  Jamming and defense-nullifying modules (like shield punch) defeat the point of even having defenses at all.

-  Malevolent is still OP.  Benevolent is still UP.

- Large map issues:

    -  Economic starbases are not useful, because administration does not scale with map size.

    -  Assigning citizens to planets is pointless if you have 100 planets.

 

Now, for things that I think are right:

-  Asteroids!!   Do not lose the asteroids!!

-  Influence and farm improvement upgrades.

-  Monsatium lets me pack more food into fewer tiles?   Okay.

-  Nightmare torpedoes do loads of damage, but cost loads of antimatter, and antimatter is scarce.   Okay.

-  Promote administrators to minister, 4 admin for 10 promethion.  Okay.

-  The whole economic mechanic of "Raw production", "% bonus to raw production", and "% bonus to gross production".  That's awesome.

-  Ship defenses only work vs. the weapons they are intended for.  Fair enough.

-  Xytology missions take Promethion and yield Arborus arboretum.  Hyper Silicates missions take Arborus Arboretum and give Hyper Silicates.  Arnor Spice missions take Hyper Silicates and yield Arnor Spice.   That's cool.   I think you're onto something there.