Re: resource percentages
Another way to look at it is to drastically change the cost of things for one particular resource. What I was thinking is to make a mod where one resource, say organics, is extremely rare. Either it would be rare across the board or non-existant on 95% of the planets and rich on the remaning 5%. Competition for this rare resource would add another facet to the game.
Then, if you decided to take a chance, you could build some extremely powerful components/facilities using this rare resource. Or you could be safe by building normal components/facilities using other resources, but these would be far less powerful.
The same effect could be achieved by making the new components/facilities and significantly raising the cost of organics on them.
No, I don't want to manually edit a map for this effect.
Just a thought.
Slick.
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Slick.
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