tnevolin / thinker-doer

Modifications to a SMACX Thinker mod to highlight more game features
GNU General Public License v2.0
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Sea tiles, Tidal Harness and energy #123

Closed OmanovicEdo closed 2 days ago

OmanovicEdo commented 6 days ago

Nerf Tidal Harness energy: 3 -> 2. Its so good that we dont even need to build Thermocline Transducer. Nerf Tidal Harness production time from 4 -> 6 turns.

Nerfing energy overall.. sea bases are spammed A LOT.. they dont have many minerals but produce ton of food and energy.

tnevolin commented 4 days ago

Nerf Tidal Harness production time from 4 -> 6 turns.

Is is same as collector. They share the time. Will affect both.

Keep also in mind that reducing their output to 2 would seriously reduce their appeal comparing to mining platform, which has very big boost with +1 with tech and +1 with subsea trunk. After that sea bases would be very strong in minerals anyway. The sea 3-3-0 after that is stronger than our nerfed forest 3-2-1.

Especially, when we go for 3:1 hurrying ratio.

OmanovicEdo commented 3 days ago

Yes this ratio 3:1 is energy nerf so that is enough then, no need to change this.