Cloning facilities are overpowered

Moderator: Vic

Post Reply
User avatar
Voker57
Posts: 290
Joined: Sat Sep 19, 2020 9:00 am

Cloning facilities are overpowered

Post by Voker57 »

They were already powerful, and with their semi-random nature a player could obtain a serious population boost. Now that the production bug is fixed, they have become even better, +3.5k pop in a good town. Should be either reverted to fixed 1000 or seriously scaled down (1.5k per 100k pop?).
User avatar
Vic
Posts: 9941
Joined: Mon May 17, 2004 2:17 pm
Contact:

Re: Cloning facilities are overpowered

Post by Vic »

I am working on a lot of nudges
Step 1 will be posted soon (food, water, units, ammo)
Step 2 will be logistics
Step 3 will be artifacts, stratagems, hex feats
Hope to wrap this up by start of september.
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
crimes
Posts: 8
Joined: Tue Apr 05, 2022 11:29 pm

Re: Cloning facilities are overpowered

Post by crimes »

Just to second this-- In a recent duel on a planetoid, total population ~200k and only two major cities, a cloning facility gained through fate stratagem was producing ~2400 pop/turn. This is more than 1% of world population, which seemed rather lopsided. Perhaps it is meant as an extremely powerful asset; it proved so in this example.
Post Reply

Return to “Suggestions and Feedback”