Most of the ressource distribution problem I found in this game are "offset" by research. Having to hack the price up and down each day/night.Ībout carbon, yes, I know, but that's kind of the issue. The hardest problem i have found is after you buy someone out and you have big power usage and its nighttime. I find the best strat is to amass huge amounts of chemicals and off world sell them, that nets you loads! Originally posted by Joeyjoefro:You can do the research to "get carbon from the atmosphere"? The debt mechanic is also a very good find. The "+50% production if near" is pretty neat too =). Another idea would be a "mars too cheap if too much ressources are over-produced".Įverything "else" is quite good, I especially like the black market and the rush to ressources part. Combined with ressources, maybe it would be possible to get a "fear me" winning conditions (drilled for uranium and threatened to go nuclear). Like if you don't have food, it's endgame because your population died, a research victory.
There also is a huge need for alternate victory conditions (or loss conditions). My opinion is that all factions need more diverse and numerous buildings, rather than "solving" ressource issues with researches. There is literally nothing to do if you overstock something, which becomes an issue in campaign mode at the start because you're limited in buildings. If ressources are too short in number then you NEED to get slanted drilling. except if you research the specific technology to counter the problem. when someone blows your buildings I'd want his name in large bold in the middle of the screen so I know who to retaliate against =).Ībout ressources, it feels unbalanced currently. White text describing the situation is not enough. minor UI issue, events need to be more visible. I'd like, by clicking on the ressource, to be able to switch between all of the building which consume / produce the ressource, and to be able to check what the other have build more easily than scouting the whole map manually and checking by hand. large UI issue, there is no way, at a glance, to manage your own ressources, nor to see what the others have built. Doing so gives you the most claims, and therefore the most ressources, and the most money, which in turn lets you build whatever you need afterward. As there is only one way to win the game (buying out the competition) it's plain better to rush upgrading your HQ. "organic" ressources are quite complex to set-up but it's fine, because they're mostly useless (see next point). There is literally nothing to do with overstocked ressources. one the other hand, some ressources are not used enough. ice and dry ice are absent on 1/3 maps, and only one sort of them is present. but when there is less than one carbon / player and you're robotic, you're dead at the first dynamite. Dynamite in that situation can cost you a game. Other times I had no carbon or no aluminium. I had a random map where there was less iron tiles than the number of players after landings. some ressources, when rare, are too much of a key. However after a few game and a won campaign mode, I've got the following complaints: So far it's been a new rewarding experience, funnily it plays like a lot of good board games.