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StiofanKingofAwoo
Last updated 2 hours ago
Created 2 hours ago
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Stiofan Eco Refumble
PLAY THIS MOD
Maintained by

Last updated 2 hours ago
Created 2 hours ago
download JSON metadata of zkstiofanecorefumble
Hiya! This the mod thread for the Stiofan Eco refumble Github Repo, a part of the Refumble mod.
This mod is an experiment to try and get a little more interesting play and decisionmaking out of the overdrive system.
Core idea is that gridding usually happens at a time when it is already very safe to do so and alot of possibly interesting play of risk reward gets lost from that.
And so I want to shift things to make earlier gridding easier/more accessible/more attractive, by allowing you to stretch the existing needed Energy structures out into a grid.
Solar
This results in more Solars needed than normal, allowing for them to be used for grid more easily.
Another benefit is that Solar walls are more affordable too, and have a good bit higher hp/cost efficency.
Wind
This results in existing winds one would want to make being much more useable for gridding. The increase about matches the increase in gridding efficency solar gets from its price drop (if my math is right o,o").
Pylon
Pylon is sort of the least intersting way to grid, so I want to disincetivise it a little.Pylon is most interesting in the role of a costly lynchpin that the larger defences or contested supermex rely on, and so I want to move it in that direction.
Another 'easy' incentive to give to gridding, especially over minigrids which were buffed by cheaper solars, is to make large central powerplants stronger. And so they are.
This is a blanket buff to solar minigridding, which runs counter the idea of larger grids being stronger.
Changing solar cost messes with peoples memory and feel of things.
Windfarms can be a lot more spread out, and less vunerable to chainexplosion.
Better big powerplants may not be necessary at all, but I'm curious how it would shift things.
More expensive pylon may be a trap and messes with peoples memory and feel of things.
And of course theres more that I may have forgotten or missed.
Adjusting the overdrive formula would also be something, but feels like something a little more delicate that i'd want to touch last if necessary.
Feel free to tack on related thoughts, feedback n ideas.
This mod is an experiment to try and get a little more interesting play and decisionmaking out of the overdrive system.
Solar, Wind and Pylon
Core idea is that gridding usually happens at a time when it is already very safe to do so and alot of possibly interesting play of risk reward gets lost from that.
And so I want to shift things to make earlier gridding easier/more accessible/more attractive, by allowing you to stretch the existing needed Energy structures out into a grid.
Solar
- Cost: 70 -> 50
- E production: 2 -> 1.5
- Cost per E efficency: 35 -> 33.3 (so slightly more efficent)
This results in more Solars needed than normal, allowing for them to be used for grid more easily.
Another benefit is that Solar walls are more affordable too, and have a good bit higher hp/cost efficency.
Wind
- Gridrange 63 -> 89
This results in existing winds one would want to make being much more useable for gridding. The increase about matches the increase in gridding efficency solar gets from its price drop (if my math is right o,o").
Pylon
- Cost 200 -> 300
- Health 1000 -> 1500
Pylon is sort of the least intersting way to grid, so I want to disincetivise it a little.Pylon is most interesting in the role of a costly lynchpin that the larger defences or contested supermex rely on, and so I want to move it in that direction.
Geo, Fusion and Singu
Another 'easy' incentive to give to gridding, especially over minigrids which were buffed by cheaper solars, is to make large central powerplants stronger. And so they are.
- Geo, Adv Geo, Fusion, Singu E production +20%
Caveats!
This is a blanket buff to solar minigridding, which runs counter the idea of larger grids being stronger.
Changing solar cost messes with peoples memory and feel of things.
Windfarms can be a lot more spread out, and less vunerable to chainexplosion.
Better big powerplants may not be necessary at all, but I'm curious how it would shift things.
More expensive pylon may be a trap and messes with peoples memory and feel of things.
And of course theres more that I may have forgotten or missed.
Adjusting the overdrive formula would also be something, but feels like something a little more delicate that i'd want to touch last if necessary.
Feel free to tack on related thoughts, feedback n ideas.
