As the title says, I propose to add a luxuary fabricator/convertor technology.
I see it as a mid-late tech, as it has to not be too easy to unlock, player has to put some effort to keep the whole luxuary system interesting.
Also the fabrication/convertion has to be expensive, like 2 or 3 for 1 at least. How it works? Pretty obvious : once you unlock the tech, you can convert ressources into another via the economy panel.
It has to be expensive to keep the whole luxuary system interesting (in term of quantity created). Also the way I see it, it would need two different types of ressources to create another one (in term of quality), to encourage economic activity and diversity.
So here is a proposal of conversion possibilities :
- Same Tier (or lower) : X RessourceA + X RessourceB = X RessourceC
- Tier T+1 : X RessourceA + X RessourceB = X/2 RessourceC
Also, a big dust cost has to be added, scaled on the ressource created tier.
Such system would add :
- a sinkhole for unused ressources and dust
- a new lever for the player to adress ressource management
I think it would add some choices and decision without adding to much complexity, and make the whole economy of the game a little bit more interesting.
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Downer
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Downer
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