Re: Toning down the resources requirements.
I've toyed with changing mineral requirements now and then.
Regarding the 25% maint. cost, I find thats a little high, since the cost is per turn, and each turn is 1/10 of a year. That translates to 250% of original cost per year. We are not simply talking currency, but new minerals.
I haven't playtested this at all, but since I like the concept of finite minerals, I've increased dramaticly the amount of minerals per planet. A high end of 80,000,000 tons works for non homeworlds. Homeworlds over 40 million tons coupled seem to cause the game to crash.
I don't know what good numbers are, but I guess it depends on the kind of game you are looking for, knowing that your raw materials will eventually will run out kind of works for me.
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