1 |
A
global
slider
for
economy
vs.
military
sounds
ok,
but
how
does
it
work
in
practice?
Military
is
built
as
a
constant
rate
while
economy
is
built
in
bursts.
Constructors
walking
between
mexes
is
going
to
introduce
peaks
and
troughs.
It's
probably
good
to
build
fusions
and
geos
at
high
priority,
faster
than
your
average
economic
expenditure
throughout
the
game.
So,
I
just
I
think
the
decision:tedium
ratio
in
the
economy
is
too
high
for
one
of
the
following
to
not
be
true:
|
1 |
A
global
slider
for
economy
vs.
military
sounds
ok,
but
how
does
it
work
in
practice?
Military
is
built
as
a
constant
rate
while
economy
is
built
in
bursts.
Constructors
walking
between
mexes
is
going
to
introduce
peaks
and
troughs.
It's
probably
good
to
build
fusions
and
geos
at
high
priority,
faster
than
your
average
economic
expenditure
throughout
the
game.
So,
I
just
I
think
the
decision:tedium
ratio
in
the
economy
is
too
high
for
(
at
least)
one
of
the
following
to
not
be
true
of
any
implementation:
|
2 |
* The economic slider is so simple that players have to fiddle with it more often than they were fiddling with constructors and priorities, all to implement the same decisions. Rather than telling your constructors to expand in an area on high priority, you will need to tell them to expand and fiddle with the slider. Rather than just set a fusion to high priority, you will need to set high priority and fiddle with the slider.
|
2 |
* The economic slider is so simple that players have to fiddle with it more often than they were fiddling with constructors and priorities, all to implement the same decisions. Rather than telling your constructors to expand in an area on high priority, you will need to tell them to expand and fiddle with the slider. Rather than just set a fusion to high priority, you will need to set high priority and fiddle with the slider.
|
3 |
* The economic slider is so complicated (eg setting resources aside to deal with fluctuations) that players don't understand it, so they can't really be said to be using it to make decisions. When players delegate control to unit AI, they need to know what the resulting commands will be, or else they're just playing a game of prodding the AI until they win instead of playing the underlying game.
|
3 |
* The economic slider is so complicated (eg setting resources aside to deal with fluctuations) that players don't understand it, so they can't really be said to be using it to make decisions. When players delegate control to unit AI, they need to know what the resulting commands will be, or else they're just playing a game of prodding the AI until they win instead of playing the underlying game.
|
4 |
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4 |
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5 |
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