I don't know about other people, but the faction which I find most unbalanced in MP is the Free Drones. It took me a while to figure out why I feel this way, but here it is: they can get +2 (actually +3) economy and +3 industry at the same time. Other factions can get +2 or +3 industry, but they can't get the magic +2 economy at the same time (and the other faction that can get +3 industry can never get +2 economy), and other factions can get +2 economy, but never with better than +1 industry. As a bonus, they get one less drone (particularly useful when running Free Market at Transcend difficulty), and their disadvantage, -2 research, while really nasty in the early game becomes quite minor relatively quickly (consider that not only can they build research facilities and probe teams fast, but they can run FM/Knowledge for +2 economy/average research and still have +2 industry!)
So do other people find them overpowered, or am I nuts? And if fans of them think they're overpowered, do you have any solutions? I thought of two: the obvious fix is to reduce their industry bonus to +1; a more interesting but less effective fix is to give them a -1 to economy (excuse: massive union featherbedding hurts entrepreneurship). A final possible fix would be replacing their -2 research with a -2 economy, which would be a disadvantage throughout the game, balancing their advantages which last throughout the game, without the crippling effect of -2 research in the opening game.
I'll clarify that I don't find them overpowered when people run them only in Planned, the problem is when they are run in FM.
So do other people find them overpowered, or am I nuts? And if fans of them think they're overpowered, do you have any solutions? I thought of two: the obvious fix is to reduce their industry bonus to +1; a more interesting but less effective fix is to give them a -1 to economy (excuse: massive union featherbedding hurts entrepreneurship). A final possible fix would be replacing their -2 research with a -2 economy, which would be a disadvantage throughout the game, balancing their advantages which last throughout the game, without the crippling effect of -2 research in the opening game.
I'll clarify that I don't find them overpowered when people run them only in Planned, the problem is when they are run in FM.
Why not restrict them from FM economics instead of Green? You could view it as a resistance to an economic model which exploits the working class. That way, no +2 Econ until Eudaimonea is available.
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. I just about always play against them, of course! My only objection: greater industry reduces the cost of rushing a "lot", not a "little". (Both these terms are of course relative.) Which means you can rush more stuff, sooner, which is where my 8% vs. 6% example comes from.
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