Re: An idea to make construction more realistic
I like the idea of increasing the organic usage to more realistically account for the food the workers eat. But I personally might not increase it so much. In the beginning of the game right now, I have barely any planets bringing in organics. If the organics cost of the hull matched the mineral cost, that would be a pretty dramatic change. Likewise for the radioactivies cost.
Are you increasing the resource cost across the board for all components or just for the hull itself?
Any time you start thinking about increasing the mineral cost of a large number of items in the game, think about how this is going to affect the game play. I am afraid that if you increase the cost of ships and facilities by too much, then you may spend more time just pressing 'End Turn' while you wait for stuff to finish building. Personally, I think they designed the game on purpose so that most planetary facilities finish in just one turn to prevent just that.
In my own mind, I translate one game turn into three or four months of real time. I just can't picture most level one facilities taking just a month (approx. 1/10th a year) to finish. So, when it takes a ship just three turns to finish, in my mind, that is really a year of real time. I think of a year as just a convenient term for ten turns and not as a real year my time. This makes it easier for me to reconcile building a huge ship in such a short time.
Just my opinion, of course.
|