News - Big Game Changes
I'm starting work on a pretty big overhaul of infrastructure, it's outlined below. Let me know on the forums, IRC, or PM what you think about it. Nothing is set in stone yet, so things can be added or removed from the below. The five infrastructure types are being replaced with the below. Your existing infrastructure will be converted into equivalent levels of the new types.
- Farms that produce food
- Mines that produce ore
- Refineries that produce fuel
- Factories that consume ore and produce weapons, building materials, or luxury goods
- Civil Services that house population
- Research Labs that contribute towards unlocking the next era
- Military Installations that increase maximum military size
The existing money and build credit resources are being replace as well. As with buildings, your existing stockpiles will be converted.
- Food is consumed by your population
- Ore is used by factories to make more resources
- Fuel is used to take military actions (move and attack)
- Weapons are used to make units
- Building Materials are used to make more buildings
- Luxury Goods are consumed by higher level populations
- Anti Matter is used for AMW weapons
The big difference in resources is that build capacity/credits are gone. If you have enough of the building materials or weapons for the infrastructure or unit, you can buy it. Resources are also tiered: weapons and building materials are only produced by factories that consume ore (ignoring the market). Factories can produce luxury goods from ore, but in limited quantities. You will likely have to go to the market for them. If you don't have enough ore to support all of your factories, their production will be decreased. You will control how many of your factories produce building materials, weapons, and luxury goods.
Your population now consumes food every turn. If you don't have enough, they will start to die and get unhappy. Unhappy populations may eventually riot or leave your empire. As before, population is taken when you create military units. Now they are also used in your buildings as employees. If you don't have enough population to meet your buildings' demand, some of them will be idle.
As expected, this affects the market too. You'll no longer be able to buy or sell units and infra on the market. Instead, it'll only accept offers using the six above discussed resources plus population. Eventually alliances will be able to maintain stockpiles of these resources.
These are some pretty big changes, but I think they will make the game more fun and interesting. They also fit well with the future planned features of multiple planets and armies per player (which will be tradable on the market).