Moreover, Terraforming with a value 5 (not necessarily level 5) will allow you to buy 5 infrastructure TOTAL on a star. 2E + 2I + 1S
or 1E + 4I
, etc… In such case, infrastructure should be transformable for a % price.
/EDIT: I shouldn’t have answered without reading the rest, as Rubberband already suggested similar :).
In that case, Economy should be generating money through the whole day, but the cash generated would be collectable at full cycle only. This would encourage building economy ASAP, not waiting just for the tick before production. This would also introduce new kind of risk/reward.
Destroying or refactoring infrastructure would take 1 cycle (or more?). This would mean that if you don’t want enemy to get the infrastructure, you would have to cripple your star so much ahead. Also, I would not recommend adding the ability to destroy stuff, instead only to modify it into something else. That way the attacker always get’s the reward.
The hardcapped EIS (combined) does actually support this all-or-nothing approach.
As it is now, if someone with less stars have more econ than someone else with more stars, they always have less I or S. And this would remain the same with hardcapped infrastructure. A smaller player with more Terraforming can still outbuild a larger player. [quote=“bills6693, post:37, topic:3238”]
But I for one find great satisfaction in seeing my costs for new things go down, and its an important factor in my research choices. It is extremely satisfying to get terraforming one tick before production and suddenly all my Economy is a little cheaper. I find terraforming the most appealing tech and the best to research. I would personally consider the most ‘unsatisfying’ tech to be manufacturing (incramentally faster ship production, by decimal places/hour).
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You may not be completely right actually. See compared diminishing yields of Terraforming and growing Manufacturing. [size=11](xNumber means price of xth infrastructure)[/size]
Notice the superhigh price reductions on early levels of Terraforming.
This says, that there is a huge difference between stars with 10 resources and 50 resources, but there is close to zero difference between stars with 110 and 150 resources - which also prevents the ‘hunt’ for plentiful stars.
Also, at a later stage, you end up buying less Econ and spending much more money into Science, to research new levels of Terraforming, than you would have bought if you put everything into Econ in the first place.
This is exactly the opposite of Manufacturing, where at a certain time, it becomes cheaper to get 1 additional level by bying more Science, than buying more Industry and Terraforming. In other words: spending money for Science to obtain more ships. (mind=blown).
It’s because Terraforming is function of 1/x, while Manufacturing is 1*x.
This is probably what Jay meant by saying this:
[size=25]Back to Banking:[/size]
Cash required to buy more Science → to research more Banking is much higher than just buying new Economy structures. This indeed needs to be rebuilt. (Compared to Industry and Manufacturing, as mentioned above.)