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What is the point to strategic resources?

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13 years ago
Jun 8, 2012, 6:59:57 AM
1: The Dust bonus for monopolies of strategic resources was removed.



2: The techs which require them are often very important techs and better than they would otherwise be for their tech level.



3: Having a monopoly of a strategic resources decreases the cost of production for ship components made using that resource (I believe by half).
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13 years ago
Jun 8, 2012, 7:47:22 AM
At the moment, there is no point to strategic resource monopolies--this will be changed in a future patch. I'm sure the future patches will make higher-tier missiles require all lower-tier resources... or I will just ignore those techs. :-D
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13 years ago
Jun 8, 2012, 5:23:02 PM
Ketobor wrote:
3: Having a monopoly of a strategic resources decreases the cost of production for ship components made using that resource (I believe by half).




Really?

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13 years ago
Jun 8, 2012, 6:53:25 PM
OptionalSpring wrote:
I have been playing Endless Space for about 3 weeks now and have been wondering what the point to strategic resources is besides the +10% FIDS bonus on Monopoly. For example I know first level missiles require Titanium-70, however the second level missiles do not and it is the same for lasers but it's Hyperium that is needed. This just strikes me as odd. All I want to know is if this is the way it is going to be, or is it just for the testing stage of the games development?




I thought they removed monopoly bonuses for strategic resources? I know I haven't been getting any. I've only been getting bonuses for luxury resources.
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13 years ago
Jun 8, 2012, 7:19:30 PM
Draco18s wrote:
Really?

[10char]




Yes. Hover over the part (even works in tech tree, even if it isn't researched yet) when you have a monopoly. Compare the production cost between when you have just 1 (or none) of the resource and when you have 4+.
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13 years ago
Jun 8, 2012, 7:29:33 PM
Basically we did it to drive gameplay -- if you need a certain tech or building or module, and that requires resources, you have to use exploration or war or diplomacy to obtain it.



You have the option of generating maps with tons of resources everywhere if you don't like that, but I think it adds a nice bit of tension to the game smiley: smile
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13 years ago
Jun 8, 2012, 7:33:50 PM
Slowhands wrote:
Basically we did it to drive gameplay -- if you need a certain tech or building or module, and that requires resources, you have to use exploration or war or diplomacy to obtain it.



You have the option of generating maps with tons of resources everywhere if you don't like that, but I think it adds a nice bit of tension to the game smiley: smile




If you don't mind me asking, then, why do some of the resource requirements go away the higher you go in the tree? For example, I think I need Hyperium for the first beam weapon mod, but every beam after than I can use without resources.
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13 years ago
Jun 8, 2012, 7:41:44 PM
FinalStrigon wrote:
If you don't mind me asking, then, why do some of the resource requirements go away the higher you go in the tree? For example, I think I need Hyperium for the first beam weapon mod, but every beam after than I can use without resources.




Also this.
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13 years ago
Jun 9, 2012, 12:15:55 PM
I too think this is a bit stupid. All techs of the same type should require the resource, not just the first one, though I'm assuming its a bug/oversight.



I was playing a game and was really worried when I found no titanium in my spiral arm (I play on low resources to make them more important), but then i realised that after the first missile tech none of them needed it.
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13 years ago
Jun 8, 2012, 4:08:56 AM
I have been playing Endless Space for about 3 weeks now and have been wondering what the point to strategic resources is besides the +10% FIDS bonus on Monopoly. For example I know first level missiles require Titanium-70, however the second level missiles do not and it is the same for lasers but it's Hyperium that is needed. This just strikes me as odd. All I want to know is if this is the way it is going to be, or is it just for the testing stage of the games development?
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13 years ago
Jun 9, 2012, 1:01:38 PM
Yeah but after that the resource becomes all but useless. If all weapons required a resource then you'd be able to make more tactical strikes against you enemy, cutting them off from their resources and by extention, reinforcements.
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13 years ago
Jun 9, 2012, 3:36:18 PM
I also agree with strategic resources being required a lot more in the tech tree. Like IanVanCheese says it makes you think a lot more about where in your enemy's empire to target, and makes blockades far more important.



Of course, the AI should be altered to be a bit more amenable to trade. If we only border each other with smaller colonies (i.e. neither of us is heavily built up on the border) tensions shouldn't be as high as if we both have very high-population systems adjacent to each other.
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13 years ago
Jun 9, 2012, 8:32:41 PM
This is a talk for another thread, but I agree that border tensions can build up to insane levels over time, even if you only share a border of one wormhole.



Anyway I'd like to see all the weapons require a resource (except a few low level kinetics, just in case you get screwed and have no resources). I also think all the ship classes should require one too (cruiser upwards anyway). Maybe even have some of the buildings require them (not sure if they do already). That way control of resources becomes much more important, important enough that you'd be willing to go to war over it.
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13 years ago
Jun 9, 2012, 9:16:12 PM
Makes sense to me that you might not need certain resources on tech level to another.

Think gun powder. The original gun powder is sulfur, charcoal and either potassium nitrate or sodium nitrate. Modern smokeless gun powder isn't.
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13 years ago
Jun 10, 2012, 1:44:06 AM
Meh, sense shouldn't come before gameplay. The resources should be important and if you can just skip past them after one tech upgrade then they dont serve much purpose.
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13 years ago
Jun 10, 2012, 6:10:01 AM
The lowest tech weapons are the most important, even late-game. I would rather have a hyperium monopoly and lasers than have beams 4 ranks above lasers.
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13 years ago
Jun 10, 2012, 1:57:52 PM
Ketobor wrote:
The lowest tech weapons are the most important, even late-game. I would rather have a hyperium monopoly and lasers than have beams 4 ranks above lasers.




Why?

[10char]
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13 years ago
Jun 15, 2012, 7:44:53 PM
It also allows you to play the RPS game. Those that require "special" resources tend to be key parts. Yes the ultimate weapon doesn't need anything "special" because your empire can make just about anything...reaching the new biggest stick doesn't take that much shiny stuff only time. As for titanium you need it to build an entire class of ship (or at least used to). The strategic resource builds tension but also guides game play and tech tree climbing.



Do I spend 12 turns trying to get the next laser or switch to missile because it doesn't require a strategic resource even though I know then enemy has flak? By the end I have to have at least 4 strategic resources just to build my dreadnaughts with all the shiny things inside. Some of the support modules require them as well. Dark matter weapons aren't going to use hyperium...because that would be silly. Just like the Entropy based missiles don't require dark matter or hyperium.
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