Re: StaticGemGens 1.1
I found you mod interesting and i´m tinkering with it... i find some modifications that make it more fun without becoming too unbalanced:
- reduced all static gem gens to 1 HP to make them extremely fragile.
- Reduced research levels to 3 for the astral and fire gemgens and 5 for the earth one.
- Astral gen now does not have a gold cost (no maint) but consumes supplies (20 supplies) and can be destroyed by starvation (lack of supplies).
- Fire gen does not have unrest/disease effect anymore but consumes 20 gold/turn (just increased the gcost to 300).
- Earth gen has no maint (no gcost) but increases unrest (5) and kills population (10).
Now the astral gen is limited by supplies, so the player cannot create a limitless number of them in each province and will need to spread them in several provinces.
The fire gen costs considerable maintenance and should not be an atractive option early on when gold is needed, but is interesting in the med-late game when gold is plentiful.
The earth gen now kills pop and causes unrest so it should not be too atractive to blood nations that already have unrest and lost pop from blood hunting.
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Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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