edicts balancing

Balance Population & Services
mimoanon [ideas] · 3 years ago

edicts that imo need some balancing
big buffs - farming boost
buffs - truck overloading edicts,more food
changes - quarantine
nerfs - food saver
big nerfs - growth boost,health boost
1) growth boost I - insanely good, crazy versatile, op to the point you can rush office for it and have it enabled through the whole game. can help mitigate flu if health above 0, make recovery from it by far too easy - all of it on top of being unmatched to grow population. can be nerfed to 20% and auto disabled if there's ongoing flu. to compensate such a severe nerf to pop growth it might be good to boost growth from health with +0.008% per unit of health - +0.2% per 25 health
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mimoanon [ideas] · 3 years ago

2) health boost I & II - by far the best way to fight flu (after med packs). using it in tandem with growth boost I can mitigate even -20 health flu no problem without any additional help for 5-15 unity per pandemic - which is busted and miles ahead of quarantine - no workers requirement, better effciency. it will make sense for health boost to provide only 1/2 or 1/3 of it's full effciency the moment it switched on, and the rest after a year. to slightly compensate the severity of the neft health bonus can be buffed to 12+
3) food saver I & II - significantly simplifying getting enough of all types of food, so real cost is significantly lower then 1/2 unity. can receive nerf to not be exploited in this way - each food category will provide 3 health instead of 4 as long as edicts active
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mimoanon [ideas] · 3 years ago

4) more food I & II - this 2, on the other hand, can bring less than 1/2.5 unity, as sustaining enough production of all types of food will be much harder - can be buffed so each food category will provide 5 health instead of 4 as long as edicts active
5) farming boost I & II & III - really lacking off in comparison with food saver, as farming boost not affecting buildings beside farms, only have 1/2 effciency and require more vater, so the only way it maybe can be better - if food packs contracts are on, but they are not op enough to justify this edict - farming boost can use 5%+ more yield to be inline with other edicts, along with additional 5%+ fertilizer requirement
6) truck overloading edicts I & II - despite having unity cost and maintenance cost - 2 tears of it is not even 33.33% buff to load, so haul trucks can't even take 4 full excavators buckets - at least needs buff to 33.33% and maybe decrease in unity cost to 1 total
7) quarantine - can use 1 more lower tier

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