Sequel to Empire Builder 2.
Superior to EB1
Found on EU and NA
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This is my favorite map in the entire arcade, hands down. I know the same is true for other "regulars" who I play with frequently. Thank you for this phenomenal contribution to the SC2 community.
I'm including below a couple suggestions. Am happy to discuss, if helpful - please let me know.
The following "measurements" were taken in a game with no AI and with the Oligarchy (i.e., no buffs or debuffs) and the first Econ choice (i.e., (5%) upkeep on military but no other economic buffs or debuffs):
1. Quantifying impact of Clinic as well as the Genetic Screening and Cloning research options in the University
It would be helpful if possible to quantify the increase in energy regeneration rate (which is what I assume is impacted by this research.)
2. Showing level of upgrades on Protoss units
At the moment, Protoss units will always show 0/0/0 in their shield/armor/attack upgrade stats. It would be helpful if possible to have these stats correspond to the number of archives that were not destroyed before the timer expired. For example, if 1/1/1 (i.e., one archive not destroyed on time) were to correspond to a certain shield armor / armor / weapon value, it would help players quickly determine what upgrades to get on army units / defensive structures.
3. Giving option to disband/demolish or relinquish Mines/Boreholes and Oil Wells
The idea here is that if we are stuck in a negative tax balance or negative power (due to Boreholes) situation, it makes sense that relinquishing control of a Mine/Borehole or Oil Well as one option to instantly ease the situation.
4. Having the benefit of the Tech Income Upgrade (at university) scale exponentially (rather than linearly), to match the fact that upgrade costs scale exponentially
So for example, let's say that we have a University (+5 Tech Income), a School (+5 TI) and three Laboratory Vs (+75 TI), for a total of +85 TI. In the current version of the map, the first time we research the tech income +25% upgrade would result in our tech income increasing to 106 TI (i.e., 85 + 85 * 0.25). The second time we research the tech income upgrade would result in tech income jumping to 128 TI (i.e., 85 + 85 * 0.25 * 2).
My proposal is to structure the mechanic such that the second tech income research upgrade would have a cumulative impact on tech income. In other words, the second time we research the upgrade (in the example above) would result in a tech income of 133 (i.e., 85 * 1.25 ^ 2).
Although the difference between the two approaches is minimal after two rounds of upgrades, the cumulative approach results in meaningfully higher tech income after 10 or so upgrades. Using the above example: after 10 tech income upgrades, the current version of the mechanic would result in tech income of 298 whereas the proposed cumulative mechanic would result in tech income of 792.
It remains to be seen whether this approach would maintain balance but I thought I'd offer a suggestion as to how it might be possible to fix the fundamental issue: upgrade costs scale exponentially but upgrade benefits scale linearly.
5. Clarifying that each unit of population yields 3 credits per tick
I deduced this using some quick calculations but it would be helpful for players to understand this right away for purposes of managing economy.
6. Quantifying the impact of economic depressions and booms
I'm not sure how this is implemented in the game. I suspect that a depression (or boom) is simulated by reducing (or increasing) the credit per population multiplier (i.e., which is at a default of 3 during non-depression/non-boom periods). I do think it's important that the quantification of the depression/boom is communicated to the players.
7. Impacting the per-tick income of export-based empires during economic depressions and booms
Conceptually, it does not make sense that export-based empires are relatively immune to economic depressions/booms as compared to their tax-based counterparts.
One fix would be to change food/metal/oil prices: an increase in price during booms and a decrease in price during depressions (e.g., food drops to 0.85 in depression and increases to 1.15 in boom; similar changes for metal and oil). Though I imagine that this would depend on the game engine's ability to handle decimal values and round them as appropriate.
1. Building upgrades and current selection
Proposed change: It would simplify management of building upgrades - namely for farms, houses and tech labs - if upgraded buildings remain in the current selection. For example, let's say I have four Farm Is currently selected. If I upgrade one of them to a Farm II, then that farm is removed from the current selection, which now includes three Farm Is. The change I'm proposing is that upgrading one of the farms to a Farm II should result in the current selection containing all four farms (with the "Tab" key allowing us to shift focus between the Farm Is and the Farm II).
Why this would be helpful?: The reason this would be beneficial is that it allows control-group based management of building upgrades. In other words, as long as I'm diligent about adding newly constructed farms to my control group dedicated for Farms, then I can manage upgrades without looking back at my base.
2. Keyboard shortcuts for building construction
Proposed change: At the moment, there are a few overlaps in the keyboard shortcuts for ordering the construction of buildings, both via the Capital and Worker Bot:
Construction via Capital:
Construction via Worker Bot:
3. Unit priority when using mouse for boxing
Proposed change: At the moment, Mines take precedence over all units (including worker bots). For example, let's say I have 3 worker bots next to a Silver Mine. In the current version, if a draw a box over these three worker bots which contains a part of the Silver Mine, I will end up with the Silver Mine selected instead of the workers.
Why this would be helpful?: It would greatly simplify the management of Worker Bots when securing ownership of resources or controlling Army units. It would also align with the boxing priority of traditional, melee SC2.
Interesting feedback, I've read everything you put.
Solar powered vehicles are an interesting idea. I was planning to add some other electric vehicles that operate in different ways too. Bots do need a disband option yes.
"Evil" isn't allied to the Protoss, at least all the times I've played, and plenty of times I have seen the Necro die to the Protoss. I will double check this, but I've seen them attack eachother many times.
As for difficulty, your feedback is at odds with many other peoples' opinions. Many people seem to find the game quite easy at the moment with recent patches, even on hard and similar difficulties. I'm not sure how easier I could make easy without it being dull to be honest. The difficulty settings seem to work fine so far with most players and err on the side of an easier game. I never intended this game to be incredibly easy, perhaps try different strategy and tactics in the game, quite a few players have solo'd Nightmare let alone easy mode. A learner difficulty could be done, and that's great for a learner, but I'd worry that new players and inexperienced players vote this in a lobby and end up not growing their abilities because they are facing an inept opposition. I do want a level of difficulty to be present. In short: so far the difficulty isn't putting off the majority of players and the game is easier than it has ever been. I know this might not be the response you want, but honestly I must take into account many other people's feedback too - I've had many people message me that the game is too easy for them right now. A learner difficulty that can only be chosen if the game is solo is probably the best solution here. I don't think I added difficulty scaling, although it was in EB1, I'll have to check. I think the best option for you right now is to play more games with others and see how they handle the AI - for example you say armies are not an option, yet for several people armies are the main and sometimes only option and defences are not so viable in the long run.
And also: some empire choices are more soloable than others, some work better in a team.
Emitters: yes, they are lethal, but economies with mixed income sources can survive against this, ideally you must destroy the emitter as soon as possible and it won't respawn. It is weak and does not have good defences, so a group of units can take it out with ease. It might be a surprise to a new player, but if you see it again you'll be sure to eliminate it ASAP. It's possible that I might require it time to activate first before killing populations. At the moment emitters are designed to be immediate threats that must be responded to.
Highways: I've thought about an upgrade to farms that give them a similar buff.
Difficulty bug: yeah I should probably stop people from voting for the last two difficulties again.
Downloading the map: the map is downloadable through the editor
Another idea, is to allow you to donate resources to the Colonies, so that they send you aid sooner. This game appears to be 100% impossible solo, no matter what government I choose. :/ The random events are survivable.
EDIT: Also, make the necro spawn enemy to the protoss. The protoss hate any other race, so why would they and the zerg and zombies be working together? Make them fight each other.
I miss highways from the Kenji version of the map. :P Though, I didn't like that they were all 1x1 only, took a lot to make a 2x2 path. Would like 1x1 and 2x2 versions though.
I've noticed that the emitter is overpowered just like stated. It deleted 100% of my economy and made the game absolutely impossible. Which it pretty much already is. i didn't even know where the emitter was. There was a protoss gateway directly outside our base, spawned like against the wall letting the enemy walk into our base even though we blocked off the only door, the photons had spawned around it too to protect it, some leaned on the wall sideways. I couldn't find the emitter, and once they killed all my troops, the game was lost, it was impossible. Zero population and I wasn't allowed to build anything else, nor was my friend.
Does the emitter have some sort of range? Or is it a total map thing? If it's a total map thing, it's too overpowered, and needs to be set to a range, or turned WAY down. If it's a local area thing only, it needs to have a red blip or something on the map that can be distinguished so we can find the most deadly of the things around us to kill it.
Other than that, the game is too difficult on Easy. Armies were killed in an instant by everything, the only thing that lasted was our door defense which lasted two hours. The defenses could outlast because of the glitch in AI path finding that walls disallow enemies to find a path and so their random pathing causes them to walk past the wall instead of go up to it. That's the only reason we lasted 2 hours, armies aren't possible. I had maximum military focus, that Elite Soldiers government type, and wow. Random spawn of allied AI had 20 research defense and attack while I was still at 7 and couldn't buy anymore because it cost 2k research each.
I think you should add a Learner difficulty in just like Kenji's version of the older one, that disables the random spawned bases and only sets up the main base. The random spawned bases are too often and too powerful for Easy. We did Disabled first just to learn the units and how they work and stuff, but switched to Easy thinking, hey, we might be able to make some decent progress but nope. We were stuck inside our base all game. Not allowed to leave because no oil, no metal, and marines walk out there and die before they can say "ohshi...."
Also, the timer at the top that counts down, is slightly under the income window, and can you add an income timer? I just feel a bit more secure with my income with an income timer.
I'll give this some more tries. I'd really like to fix a few things in Kenji's version still but I do like how this one is executed, I just think it's much too hard.
One question though. Does the AI scale in difficulty with the amount of players in the map? If not, it should. I feel that if I tried to play Solo, I'd die too often.
First suggestion: Make friendly AI events more often on Easy. I'd say 3x more often on Easy, 2x on Normal, 1x on hard, 0.5x on the harder difficulties. Sorry, didn't memorize the exact difficulty names. :P So anything harder than hard, they come 50% less often, while coming 3 times more often on easy.
Solar powered vehicles, a few small solar powered vehicles, or scouts even.
Along with that, electric powered vehicles that use electricity instead of oil. Has an energy bar so that they use that for electricity storage, and they regain energy so long as they are in a power area (substation or something) shutting down like they are out of oil when their energy depletes. Same for solar vehicles, that gain power during the daylight and burn off their energy during the night.
Scout heli, a heli that works like the scout bot, and is only for scouting.
I want to be able to disband my scout bots and bunkers. So I can get rid of the 30 bots I made all over the map, and so I can replace an old bunker with the upgraded bunker. Or at least, add an upgrade bunker feature to it so I can upgrade it without rebuilding it from scratch. Even if you have to empty it first.
Keep up the good work though, I like it. It's just too difficult for us right now.
Before I forget. After the players vote on a difficulty, the last two difficulties are still clickable afterwords. They don't fade out like the rest.
And lastly, I'd like to be able to hover over the homes to see their max storage per level, just like in Kenji's map, it lists all the home upgrade names and each of their storage amounts. Very helpful. All this needs is a tooltip edit so that won't be hard at all. :P I'd help you with some of these things if I could, but you haven't uploaded the map.
huge update released - 4.9
OK I just got back from a holiday in the Baltic states so I will see what I can do now.
Protoss emitter: it is supposed to be deadly, and force a player to deal with it as soon as possible, however, I might add an activation timer to it so that the player has some time to assemble a force to deal with it before it becomes active.
Air defence: AA vehicles and infantry will be added, and an improved air defence will be available.
Subjugated players and revolutions: I will allow countries to try and split from their emperor, and allow all players to change their governments, militaries etc. There will be consequences, and there will also be later game government types.
Cruise missiles and ICBMS: that's a good idea, I had a look at the archangel missile ability.
Air transport: will be added
Sight vision: defences have already had their sight increased in the latest update
Please reduce collosuss damage or add building that have big vission sight, becaus his range is too big.
Remove Protoss Emmiter, change immortal special ability to more shield, but no reduce dmg (shields 2.5x like)
- Protoss emitter is way too powerful as it can cripple a player's economy in a few minutes which leads to the player being overrun by the Protoss.
- Aerial units need some balancing because as it stands there's no real effective way to counter them, adding specialized anti-air infantry and vehicle would be a way to solve this problem.
- It would be nice for subjugated players to have the option to revolt against the player that subjugated them.
- Add Nuclear ICBM (Or Cruise Missile if that seems a bit too over the top), use the Archangel Missile ability in the editor to make this. (Change the damage effect, impact model and sound, and boom, you got a crude but working ICBM that is more realistic then the Ghost Nuclear Strike Ability)
- Aerial Transport unit, we really really need that.
- A more effective anti-air defence unit, the flakker is absolutely useless against helicopters or/and bombers with 20 armor upgrades.
1) population decrease debuff of the protoss emitter need to be redesigned, because it is 99% fatal. the debuff can be changed to something like capping the population growth or reducing the movement of all units.
2) No overlord, or necromancer, or emitter debuff before 45 mins pls. lost 5 out of 5 games because of the above events comming too soon, before even unlocking airport/vehicle tech. If you insist on keeping them in the game, then pls nerf them so they can be easily dealt with with basic cannons + biological army
3) pls dont make two debuffs come at the same time. Give at least a 10 min break for players to take a breath. (imagine you just won a pyrric victory against a wave of necromancer&zombies, hot on its heel come the world recession, with protoss expanding across the map and protoss armys knocking at your door)
Alternatively, for things mentioned in 2 and 3, you can make them exclusive to higher difficulties to satisfy players who would like to cha(tor)llenge(ture) themselves.
4) Dont recommend random spawning of protoss bases. Other wise they can appear in some locations unreachable by ground forces (cliff, abyss). It is probably fine if it is a gateway, but in case it is an archive or an emitter, doomed.
5) the timer for the archive is bugged. It remains there even the archive has been destroyed.
6) need to increase the sight of the cannon to 8, equal to its range.
7) stronger and faster air units.