Hab MC Rework

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Author: Graveless

Last revision: 6 Nov, 2022 at 19:29 UTC

File size: 582.66 KB

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Description:

Adjusts the MC costs of Habs to adjust the expansion curve in early, mid, and late game.

Tier 1, 2, and 3 Habs will have the opposite cost in MC than they do normally(5/3/1) because more people can better operate autonomously without needing Earth to get involved.

This mod also increases the cost of higher tier habs in terms of materials and adds a monthly Boost cost in order to make managing your MC vs Boost economy important in midgame.

To compensate and give a reason to leave them powered, all shipyards provide some boost income.

Additionally, actually automated Habs have reduced MC cost so that there’s a use for them(painting asteroids with relatively undefended mines).

Intended result:
In Early game, picking good sites and investing in them is important. Denying AI expansion will be impossible because of the increased costs unless you’re willing to commit atrocities by destroying stations.

In Mid game, balancing Boost expenses for sending more people to space while also freeing up MC for either more expansion or limited fleet defense will dominate.

In Late game, you will either have mostly autonomous colonies or automated mining facilities, freeing MC up for fleets.