About research labs. I think of 4 variants:
1. Very simple:
Make RLs bigger, say 900 kt and play with research output and costs until satisfactional results.
2. Simple
Add some restrictions to research lab components:
RL lvl 1 - 10 per base
RL lvl 2 - 9 per base
...
RL lvl 5 - 6 per base
or something of that kind. This way maxed reseach base can generate 2400 rp maximum.
However where is workarond to this receipt - ALOT of small bases with 2-6 RL V. Not very good.
3. Weird
5 levels of RLs + 5 sizes of bases = 1 RL per base:
RL I - size: 900 kt; cost: 6400/0/0; research generation: 400; suitable for sizes >= 1000 kt
RL II - size 1900 kt; cost 11200/0/0; research generation: 900; suitable for sizes >= 2000 kt
....
RL V - size 4900 kt; cost 30400/0/0; research generation: 2300; suitable for sizes >= 5000 kt
(numbers are approximate)
Then it will be impossible to upgrade old bases + player is forced to research Base Construction tech. I don't like this variant - too artificial for my taste
4. Less weird, but still....
My initial suggestion - increasing lab's size with level. And keep them costing only primary resource.
About upgrading such designs - yes you'll have to make a couple of clicks to remove extra labs and to shut up warnings. That's all.
However, I'm not sure about AI - it seems it can save designs with warnings
Also it would be nice to hear opinions of other people.
And Last: unbalancing research labs in 0.14.08 could be fixed/changed in 0.14.09
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Slavery camps:
did you meant
Quote:
b) 10% more productive, +2 anger per turn
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or +1?
Imo, +80 (+10%) resource advantage of SLC is too unsignificant and don't worth a burden of troops and entartaimant networks. Probably, +120 (+15%) per facility per turn will be better (talking about maximum levels)?
[ August 07, 2004, 20:56: Message edited by: aiken ]