Hello everyone,
I would like to share some thoughs about how difficult the economic system is to balance. That's more an analysis on why some units aren't used anymore, and some results of test I've done to try to better the situation.
The economic system used by SC (and TA before) is really different from other RTS. This two-ressources flow-based system is really complex to understand and balance. Moreover with the adjacency bonuses, it offers even more possibilities.
Since FA has been released, I'm concerned by the fact that
some adjacencies and some economic buildings are not very useful and so they are almost never seen in games. That's sad because it reduces the numbers of possibilities, the choices available to each player.
I've also read other threads, some with really good level of discussions, with lots of data and scientific methods. I'd like to analyse the solutions that have been said in order to see which consequences they ll have.
What will I check in this post ?
- Mass adjacencies bonuses because only mass storage are used currently.
- Mass fab balance (T2 vs T3) because T2 fab are better than than T3
- Mass production choices (Mex vs Fabs) because fabs seem useless
If someone has a suggestion to solve an issue, I'll be glad to test it as I ve tested the other ones.
I would like this thread to be a cordial discussion since I only want to share my point of view. And I apologize for my english because I'm not a native english speaker

If I have made some mistakes, do not hesitate to point them and I'll correct them.
-----------
I Notations
-----------
I apologize for the personnal code I use in this thread, but it saves me time not to traduce it
Here is the list of parameters that will be used :
Parameters for building the unit
MC : mass cost (mass)
EC : energy cost (energy)
BT : build time (time x build power)
Parameters when the unit is active
MF : mass flow upkeep or production (mass/time)
EF : energy flow upkeep or production (energy/time)
MA : mass adjacency bonus with full adjacency (%)
EA : energy adjacency bonus with full adjacency (%)
SA : size for adjacency
List of units and their codename :
PG1 : T1 Power Generator
PG2 : T2 Power Generator
PG3 : T3 Power Generator
HP : Hydrocarbon Power Plant
MEX1 : T1 Mass Extractor
MEX2 : T2 Mass Extractor
MEX3 : T3 Mass Extractor
ES : Energy Storage
MS : Mass Storage
-> X a given building, its mass cost will be written
]X_MC[/color.
-> An adjacency between X and Y will be written [color=green]X@Y
If we are using z adjacencies between those two buildings :
X@zY
-> A unit X upgraded from the unit Y is written
X<Y
-> A unit X building the unit Y is written
X>Y
--------------------------
II Energy production units
--------------------------
II.1 unit list
---------------
There are 4 common energy production buildings : PG1, PG2, PG3 and HP
Here are their raw attributes :
Code:
----------------------------------------------
| codename | MC | BT | EF | EA | SA |
----------------------------------------------
| PG1 | 75 | 120 | +20 | -25% | 4 |
| PG2 | 1200 | 2000 | +500 | -50% | 12 |
| PG3 | 3240 | 5400 | +2500 | -75% | 16 |
| HP | 160 | 400 | +100 | -50% | 12 |
----------------------------------------------
Table 1 : raw attributes of energy production buildingsMoreover, you can indirectly increase your energy production using the adjacencies with ES.
Code:
---------------------------------------------
| codename| MC | BT | EF | EA | SA |
---------------------------------------------
| ES | 120 | 200 | 0 | +50% | 4 |
---------------------------------------------
Table 2 : attributes of energy storageHere is the formula to know how much energy you gain from an adjacency with the building X :
ES_EF = X_EF * ES_EA * (ES_SA/4) / X_SAExplications / Exemple :
The first part of the formula says that if a PG2 is entirely surrounded by ES, you have a 50% bonus in energy production (PG2_EF * ES_EA = 500 * 0.5 = 250) But the second part says that because there are 12 ES around this PG2, a single ES only adds 1/12 of this amount (ES_SA /4 /PG2_SA = 4/4/12 = 1/12)
So the energy gain for a single ES is 20.83 (500 / 12 = 20.83)
Energy gains for using ES adjacencies :
Code:
--------------------
| codename | EF |
--------------------
| ES@PG1 | 2.5 |
| ES@PG2 | 20.83 |
| ES@PG3 | 78.16 |
| ES@HP | 5 |
--------------------
Table 3 : Energy gain for adjacency between Energy Storage and energy procuction buildingsIf the ES is surrounded by several buildings, you may multiply those numbers accordingly by the numbers of adjacencies.
II.2 Important numbers
----------------------
Now that we know how to produce energy, let's see how we can compare the different buildings :
-> EE : energy efficiency
This number represents the cost of a +1 energy income. The lower the better.
Formula :
X_EE = X_EF / X_MC-> EPE : energy population cost efficiency
This number represents the cost in unit count of a +1000 energy income. The lower the better.
Formula :
[color=greenX_EPE = 1000 / X_EF][/color]
-> EBT : energy build time efficiency
This number represents the cost in build time of a +1 energy income. The lower the better.
Formula :
X_EBT = X_BT / X_EFFinally, this table show the numbers for each buildings (order by energy production efficiency):
Code:
------------------------------------
| codename | EE | EPE | EBT |
------------------------------------
| ES@2PG3 | 0.77 | 6.4 | 1.28 |
| PG3 | 1.30 | 0.4 | 2.16 |
| ES@PG3 | 1.54 | 12.8 | 2.56 |
| HP | 1.60 | 10.0 | 4.00 |
| PG2 | 2.40 | 2.0 | 4.00 |
| ES@2PG2 | 2.88 | 24.0 | 4.80 |
| PG1 | 3.75 | 50.0 | 6.25 |
| ES@PG2 | 5.76 | 48.0 | 9.60 |
| ES@HP | 24.00 | 26.7 | 200.00 |
| ES@PG1 | 48.00 | 80.4 | 400.00 |
------------------------------------
Table 4 : Efficiency comparison for energy production building and energy storage
-> In matter of energy production, higher tech level power generator is always better.
-> HP are really interesting until TECH 3
-> Even if energy production is not the main role of ES, it may be interesting in some situation where you need power quickly, at the expense of population. For exemple, four ES between 2 PG3 give a nice boost to your energy. Remember that the primary role of ES is the storage increase.
II.3 Adjacencies gain with other buildings
------------------------------------------
First I'll give some common values of buildings using energy.
L1>LT : T1 Land Factory building light tank (-20)
L2>MML : T2 Land Factory building Mobile Missile Launcher (-60)
L3>HAB : T3 Land Factory building Harbingers (-160)
A1>INT : T1 Air Factory building Interceptor (-90)
A2>FB : T2 Air Factory building Fighter/Bomber (-140)
A3>ASF : T3 Air Factory building Air Superiority Fighter (-400)
OMNI : Omni sensor (-2000)
QG : Quantum Gateway (-410)
SML : Strategic Missile Launcher
SMD : Strategic Missile Defense
Code:
-------------------------
| Codename | EF | SA |
-------------------------
| L1>LT | -20 | 16 |
| L2>MML | -60 | 16 |
| A1>INT | -60 | 16 |
| A2>FB | -140 | 16 |
| L3>HAB | -160 | 16 |
| A3>ASF | -400 | 16 |
| QG | -410 | 20 |
| SMD | -1500 | 8 |
| OMNI | -2000 | 4 |
| SML | -4500 | 12 |
-------------------------
Table 5 : Energy use and size for adjacency for several buildings.In order to measure the benefits, we must know (X being the unit using energy and Y the power generator used for adjacency) :
X@Y_EF : how many energy is spared with adjacency.
MCS : the mass spared for not building some power generators.
MCS = X@Y_EF / Y_EF Code:
--------------------------------
| Codename | EF | MCS |
----------PG1 Adjacency---------
| L1>LT@PG1 | 0.3 | 1.2 |
| A1>INT@PG1 | 0.9 | 3.5 |
| L3>HAB@PG1 | 2.2 | 8.2 |
| A3>ASF@PG1 | 6.3 | 23.4 |
| OMNI@PG1 |125.0 | 468.8 |
----------PG2 Adjacency---------
| L1>LT@PG2 | 1.9 | 4.5 |
| A1>INT@PG2 | 5.6 | 13.5 |
| L3>HAB@PG2 | 13.1 | 31.5 |
| A3>ASF@PG2 | 37.5 | 90.0 |
| OMNI@PG2 |250.0 | 600.0 |
| SML@PG2 |562.5 | 1350.0 |
----------PG3 Adjacency---------
| L1>LT@PG3 | 3.8 | 4.9 |
| A1>INT@PG3 | 11.3 | 14.6 |
| L3>HAB@PG3 | 26.3 | 34.0 |
| A3>ASF@PG3 | 75.0 | 97.0 |
| OMNI@PG3 |375.0 | 486.0 |
| SML@PG3 |843.8 | 1093.5 |
--------------------------------
Table 6 : Energy (and mass equivalent) spare for using adjacencies between several buildings and energy production buildings.
As we can see, using energy adjacency bonus with a factory will not turn the tide of the game : the benefits in term of mass spared are really marginals. Moreover, adjacency bonus are not given to units assisting the factory.
However, using adjacencies with building that uses large amount of energy is really worthy : T2 radars, omni sensors, Eye of Rhianne, Soothsayer, T3 mass fabricators, ... But those building have low hit points, and power generators are highly volatile.
-------------------------
III Mass production buildings
-------------------------
III.1 unit list
----------------
There are 5 common mass production buildings : MEX1, MEX2, MEX3, FAB2 and FAB3
Here are their raw attributes :
Code:
------------------------------------------------------
| codename | MC | BT | MF | EF | MA | SA |
------------------------------------------------------
| MEX1 | 36 | 60 | +2 | -2 | -20% | 4 |
| MEX2 | 900 | 900 | +6 | -9 | -40% | 4 |
| MEX3 | 4600 | 2875 | +18 | -54 | -80% | 4 |
| FAB2 | 100 | 500 | +1 | -150 | -10% | 4 |
| FAB3 | 3000 | 3750 | +12 | -3500 | -30% | 12 |
------------------------------------------------------
Table 7 : Raw attributes of mass production buildingsMoreover, you can indirectly increase your mass production using the adjacencies with MS.
Code:
---------------------------------------------
| codename| MC | BT | MF | MA | SA |
---------------------------------------------
| MS | 200 | 250 | 0 | +50% | 4 |
---------------------------------------------
Table 8 : attributes of mass storagesHere is the formula to know how much mass you gain from an adjacency with the building X :
MS_MF = X_MF * MS_MA * (MS_SA/4) / X_SAMass gains for using MS adjacencies :
Code:
--------------------
| codename | MF |
--------------------
| MS@MEX1 | 0.25 |
| MS@MEX2 | 0.75 |
| MS@MEX3 | 2.25 |
| MS@FAB2 | 0.13 |
| MS@FAB3 | 0.50 |
--------------------
Table 9 : mass income gain for using adjacency between mass storage and mass producing buildingsIf the MS is surrounded by several buildings, you may multiply those numbers accordingly by the numbers of adjacencies.
III.2 Important numbers
-----------------------
Now that we know how to produce energy, let's see how we can compare the different buildings. Since most mass productors have an energy upkeep to run, it's important to take their consomation into account (which depends on the tech level we are). That's why all the following formula take into account a second buildong, Y, which is the power generator used.
-> ME : The mass payoff efficiency
It's the time that the building takes to repays itself when it has been built. It is important because it's the time from which there is a benefit for having built this unit.
The lower the better.
Formula :
X_ME = (X_MC + X_EF * Y_EE) / X_MF-> MPE : The mass population efficiency
It's the number of unit count used to produce a +1 mass income. The lower the better.
X_MPE = (1 + X_EF / Y_EF) / X_MF-> MBT : The mass build time efficiency
It's the build power required to gain a +1 mass income. The lower the better.
X_MBT = (X_BT + Y_EBT * X_EF) / X_MF
= (X_BT + Y_BT * X_EF / Y_EF) / X_MFFinally, this table show the numbers for each buildings (order by energy production efficiency):
Code:
------------------------------------------
| codename | ME | MPE | MBT |
-------------------TECH 1-----------------
| MEX1 | 21.8 | 0.56 | 36.3 |
| MS@MEX3 | 88.9 | 0.44 | 111.1 |
| MEX2<MEX1 | 231.6 | 0.34 | 235.9 |
| MS@MEX2 | 266.7 | 1.33 | 333.3 |
| MEX3<MEX2@4MS | 298.1 | 0.20 | 197.3 |
| MEX3<MEX2 | 397.4 | 0.08 | 247.7 |
| MS@MEX1 | 800.0 | 4.00 | 1000.0 |
-------------------TECH 2-----------------
| MEX2 | 155.6 | 0.17 | 156.0 |
| FAB2@2PG2 | 370.0 | 1.23 | 950.0 |
| FAB2@PG2 | 415.0 | 1.26 | 1025.0 |
| FAB2 | 460.0 | 1.30 | 1100.0 |
-------------------TECH 3-----------------
| MEX3+4MS | 202.6 | 0.19 | 147.8 |
| FAB2@2PG3 | 221.5 | 1.04 | 702.5 |
| FAB2@PG3 | 258.0 | 1.05 | 763.3 |
| MEX3 | 259.4 | 0.06 | 166.2 |
| FAB2 | 294.4 | 1.06 | 824.0 |
| FAB3@PG3 | 557.1 | 0.18 | 824.4 |
| FAB3 | 628.0 | 0.20 | 942.5 |
------------------------------------------
Table 10 : Efficiency comparison for mass production building and mass storage
-> Mexes surrounded by MS are the best way to go.
-> FAB2 with PG3 take longer to build, more unit count, and are more vulnerable, but they are quite interesting in term of payoff.
-> FAB3 are really unworthy. Their sole interest is to take only 1/5 of the unit cout of a FAB2 when TECH 3.
II.3 Adjacencies gain with other buildings
------------------------------------------
Code:
-------------------------
| Codename | MF | SA |
-------------------------
| A1>INT | -2 | 16 |
| L1>LT | -4 | 16 |
| A2>FB | -5 | 16 |
| L2>MML | -8 | 16 |
| A3>ASF | -8 | 16 |
| SML | -40 | 12 |
| L3>AAB | -16 | 16 |
| QG>SCU | -29 | 20 |
| SMD | -15 | 8 |
-------------------------
Table 11 : Mass use and size for adjacency for several buildingsIn order to be efficient, an adjacency bonus must give a mass income bonus equivalent or greater than the adjacency with a MS.
The critical values are :
X_CMF = MS@X_MF / (X_MA * X_SA / 4 / Y_SA)Code:
-----------------------------
| X_SA |
----------------------------------------
| Codename | 8 | 12 | 16 | 20 |
----------------------------------------
| X@MEX1 | 10.0 | 15.0 | 20.0 | 25.0 |
| X@MEX2 | 15.0 | 22.5 | 30.0 | 37.5 |
| X@MEX3 | 22.5 | 33.8 | 45.0 | 56.3 |
| X@FAB2 | 10.4 | 15.6 | 20.8 | 26.0 |
| X@FAB3 | 4.4 | 6.7 | 8.9 | 11.1 |
----------------------------------------
Table 12 : Minimum mass use for adjacency with a building being more interesting than with a mass storage.That means that a building with a size 16 adjacent to a MEX2 will give a better mass gain than a MS adjacent to this MEX2 if it uses more than 30 mass / time.
If we cross the two tables, we can guess when we could place a building next to a mass production building instead of a mass storage :
-> SMD may be interesting with MEX1, FAB2 and FAB3
-> SML may be interesting with anything
-> QG may be interesting with MEX1, FAB2 or FAB3
-> Land and air factories may be interesting with FAB3 for T2 and T3 units
-> Land factories may be interesting with FAB2 for very high cost units like AAB.
We can search the new Mass Payoff with those adjacencies :
Code:
-------------------------------
| codename | MF | ME |
--------TECH 2-----------------
| FAB2@L3>AAB | +0.10 | 418.2 |
--------TECH 3-----------------
| FAB2@SML | +0.33 | 221.4 |*
| FAB2@SMD | +0.19 | 247.4 |*
| FAB2@QG | +0.15 | 256.0 |*
| FAB2@L3>AAB | +0.10 | 267.6 |
| | | |
| FAB3@SML | +3.00 | 502.4 |*
| FAB3@QG | +1.31 | 526.6 |*
| FAB3@SMD | +1.13 | 574.0 |
| FAB3@L3>AAB | +0.90 | 612.7 |
------------------------------
* better than an adjacency between the FAB and the PG3
Table 13 : Mass payoff efficiency for the adjacencies between mass production buildings and several buildings
If we look at those results, we can conclude that mass adjacency bonus is only useful with building using lots of mass per time. But it is only marginal and thus mass adjacency isn't very well balanced.
------------------------------------------
III Is it possible to improve the system ?
------------------------------------------
Forged alliance economy is more complex than any other strategy game. The introduction of adjacency bonuses is really interesting because you have to make choice between efficiency, unit count, build time, vulnerability, ... And there are a lot of layout possible.
With the current balance, there are some units or combinaisons that are hardly useful but they are really difficult to better.
III.a FAB2 analysis
First issue : FAB2 are (almost) never used in T2 because their payoff efficiency is very bad when supplied with PG2. But when you achieve T3, they become quite efficient with PG3. (Same as MEX 3)
Second issue, with their unit count efficiency, it's not really worth building them in T3 : 56 unit count to equal the 10 units of 2 MEX3 surrounded by MS ... that's a bit heavy. But they are fine in term of payoff efficiency !
Any change in order to make them useful in their tech level may make them too good at T3. Here are some exemples :
-> decreasing their energy upkeepWhat would happen with a reduction of energu upkeep
Code:
---------------------------------------
---------- NEW UPKEEP = 125 -----------
---------------------------------------
| codename | ME | MPE | MBT |
----------------TECH 2-----------------
| MEX2 | 155.6 | 0.17 | 156.0 |
| FAB2@2PG2 | 325.0 | 1.19 | 875.0 |
| FAB2@PG2 | 362.5 | 1.22 | 937.5 |
| FAB2 | 400.0 | 1.25 | 1000.0 |
----------------TECH 3-----------------
| FAB2@2PG3 | 201.3 | 1.03 | 668.8 |
| MEX3+4MS | 202.6 | 0.19 | 147.8 |
| FAB2@PG3 | 241.8 | 1.04 | 736.3 |
| MEX3 | 259.4 | 0.06 | 166.2 |
| FAB2 | 262.0 | 1.05 | 770.0 |
---------------------------------------
Table 14 : Efficiency comparison between MEX3 and a FAB2 with a 20% reduction in energy upkeepNo need to go further, we can see that the payoff efficiency (ME) at tech 3 would quickly be better than MEX3 (259) and than MEX3 + 4MS (202) in which case they wouldn't be used anymore except for their population efficiency.
At tech 2, building FAB2 would be equivalent at upgrading a MEX2 to MEX3 without MS adjacency (397), and less effective than with adjacency (298).
At tech 3, I think 125 energy upkeep would really be the limit because FAB2 without adjacency would be equivalent as MEX3 build from scratch, and with double adjacency, they would be equivalent to MEX3+MS, so that would be fine.
Don't forget that FAB2 will require more build power (x4) and population slot (x5) than mexes !
[b}-> Reducing their mass cost[/b]
What would happen with a reduction in mass cost ?
Code:
---------------------------------------
--------- NEW MASS COST = 80 ----------
---------------------------------------
| codename | ME | MPE | MBT |
----------------TECH 2-----------------
| MEX2 | 155.6 | 0.17 | 156.0 |
| FAB2@2PG2 | 350.0 | 1.23 | 950.0 |
| FAB2@PG2 | 395.5 | 1.26 | 1025.0 |
| FAB2 | 440.0 | 1.30 | 1100.0 |
----------------TECH 3-----------------
| FAB2@2PG3 | 201.5 | 1.04 | 702.5 |
| MEX3+4MS | 202.6 | 0.19 | 147.8 |
| FAB2@PG3 | 238.0 | 1.05 | 763.3 |
| MEX3 | 259.4 | 0.06 | 166.2 |
| FAB2 | 274.4 | 1.06 | 824.0 |
---------------------------------------
Table 15 : Efficiency comparison between MEX3 and a FAB2 with a 20% reduction in mass costWith a reduction in mass cost, the efficiency gain is better for T3 than for T2. The situation will be worse because FAB2 could become too powerful at T3 and never used in T2.
-> Increasing adjacency bonusWhat would happen with an increase of adjacency bonus ?
Here is a table showing the critical values to make mass adjacency more interesting than MS adjacency depending of the adjacency bonus of FAB2 :
Code:
-----------------------------
| X_SA |
----------------------------------------
| FAB2_MA | 8 | 12 | 16 | 20 |
----------------------------------------
| 10% | 10.4 | 15.6 | 20.8 | 26.0 | (current value)
| 15% | 6.9 | 10.4 | 13.9 | 17.3 |
| 20% | 5.2 | 7.8 | 10.4 | 13.0 |
| 25% | 4.7 | 6.2 | 8.3 | 10.4 |
| 30% | 3.5 | 5.2 | 6.9 | 8.7 |
----------------------------------------
Table 16 : Critical value from which mass adjacency is better than mass storage adjacencyBetween 15% and 20%, the bonus with a factory would become interesting at T3 (because only at this level we found units with a cost higher than 10.4 and 13.9 mass/time), so we will further increase the interest for using FAB2 at T3.
At 25% some units of the T2 land factory will allow a small benefits. So let's see the efficiency of FAB2 with 25% adjacency bonus :
Code:
------------------------------------------------
---------- NEW ADJACENCY BONUS 25% -------------
------------------------------------------------
| codename | MF | ME | MPE | MBT |
--------TECH 2----------------------------------
| FAB2@L2>OBS | +0.14 | 403.5 | 1.14 | 964.9 |
| FAB2@A2>FB | +0.11 | 414.4 | 1.17 | 991.0 |
| FAB2@L3>AAB | +0.25 | 368.0 | 1.04 | 880.0 |
--------TECH 3----------------------------------
| FAB2@SML | +0.83 | 160.9 | 0.58 | 450.3 |
| FAB2@SMD | +0.47 | 200.4 | 0.72 | 560.9 |
| FAB2@QG | +0.36 | 216.5 | 0.78 | 605.9 |
| FAB2@L3>AAB | +0.25 | 235.5 | 0.85 | 659.2 |
------------------------------------------------
Table 17 : Efficiency of FAB2 used in adjacency with some buildings.According to those results, an increase of adjacency bonus will make FAB2 even more interesting at T3, but not really more at T2. The explanation is that adjacency bonus is better used with high energy consomators, which are at TECH3.
-> An overall increase of all stats
That may sound weird, but what would happen if we increase all stats. Let's say we double them :
Code:
---------------------------------------
-------- NEW MASS COST = 200 ----------
-------- NEW UPKEEP = 300 -------------
-------- NEW MASS INCOME = 2 ----------
-------- NEW BUILD TIME INCOME = 1000 -
---------------------------------------
| codename | ME | MPE | MBT |
----------------TECH 2-----------------
| FAB2 | 460.0 | 0.80 | 1100.0 |
----------------TECH 3-----------------
| FAB2 | 294.4 | 0.56 | 824.0 |
---------------------------------------
Table 18 : Efficiency of FAB2 with double statsWith this new setup, the only change is that the unit count efficiency is better. This will only lead to an easier use at T3 ...
Conclusion (This section is only my personnal opinion and It can be freely debate):
It's really difficult to better the balance of FAB2. Maybe the best way is to forget the current stats and to define when and how FAB2 should be used !
-> long payoff is bad because it slows the pace of the game. A 8 minutes payoff is really too long ! A payoff efficient around 5 minutes 30 (330) when used around PG2 at T2, and around 4 minutes 20 (260) when used around PG3 at T3 would be fine.
Why ?
At T2, building a MEX2 directly has a payoff of 2 minutes and 30 seconds, putting MS around it 4 minutes 40, and upgrading to MEX3 5 minutes. All mexes solutions will remain better in term of payoff efficiency, have a better unit count efficiency, a better build time efficiency and will be a less vulnerable solution (don't forget that T1 bombers, T2 fighter/bombers, air drops and other TML can kill the low HP FAB2 quickly).
At T3, building a MEX3 and 4 MS will be more efficient with its 3 minutes and 20 seconds payoff.
-> Energy upkeep should remain between 100 and 150 because it's a T2 unit and if we use it to absorb energy excess, that's not a too small or too big range compared with the +500 of a PG2.
-> Unit count efficiency should be slighly better. Around 0.6, three time the unit count of mexes surrounded by MS, and ten times the unit count of Mexes alone.
All those points could be achieved with the following stats :
Suggested values for a better T2 mass fab
Mass cost : 370
Mass income : +2
Energy upkeep : -140
Build time : 1000
Code:
-------------------------------------------------------------------------------
| SUGGESTED VALUES || OLD VALUES |
--------------------------------------||---------------------------------------
| codename | ME | MPE | MBT || codename | ME | MPE | MBT |
----------------TECH 2----------------||----------------TECH 2-----------------
| MEX2 | 155.6 | 0.17 | 156.0 || MEX2 | 155.6 | 0.17 | 156.0 |
| FAB2@2PG2 | 311.0 | 0.61 | 710.0 || FAB2@2PG2 | 370.0 | 1.23 | 950.0 |
| FAB2@PG2 | 332.5 | 0.62 | 745.0 || FAB2@PG2 | 415.0 | 1.26 | 1025.0 |
| FAB2 | 353.0 | 0.64 | 780.0 || FAB2 | 460.0 | 1.30 | 1100.0 |
----------------TECH 3----------------||----------------TECH 3-----------------
| MEX3+4MS | 202.6 | 0.19 | 147.8 || MEX3+4MS | 202.6 | 0.19 | 147.8 |
| FAB2@2PG3 | 241.7 | 0.52 | 594.5 || FAB2@2PG3 | 221.5 | 1.04 | 702.5 |
| FAB2@PG3 | 258.0 | 0.52 | 622.9 || FAB2@PG3 | 258.0 | 1.05 | 763.3 |
| MEX3 | 259.4 | 0.06 | 166.2 || MEX3 | 259.4 | 0.06 | 166.2 |
| FAB2 | 275.7 | 0.64 | 651.2 || FAB2 | 294.4 | 1.06 | 824.0 |
-------------------------------------------------------------------------------
Table 19 : Efficiency comparison between suggested and old FAB2
AS we can see, those values give a better efficiency at T2 and a slightly worse than before in T3. But with a better unit count efficiency, FAB2 will be useful in both tech levels but may not be overpowered.
III.b FAB3 Analysis
Currently, FAB 3 take age to repay their cost. More than 10 minutes without adjacency and 9 minutes otherwise is really too long when most ranked games last 10-20 minutes and longer games are around 1 hour ! Moreover, their mass adjacency bonus in regard of the danger of their 5000 damage explosion.
If we try to define how FAB3 should be :
-> The repay time should be less than 8 minutes without adjacency and around 6-7 minutes with adjacency
-> The unit cost efficiency must be worse than the MEX3 but better than the FAB2 (that's the first advantage of FAB3 beside FAB2)
In his gathered list of changes, ppipp suggested a change to up to 16 mass income. Here is the result of this change :
Code:
-------------------------------------------------------------------------------
| SUGGESTED VALUES || OLD VALUES |
--------------------------------------||---------------------------------------
| codename | ME | MPE | MBT || codename | ME | MPE | MBT |
----------------TECH 3----------------||----------------TECH 3-----------------
| MEX3+4MS | 202.6 | 0.19 | 147.8 || MEX3+4MS | 202.6 | 0.19 | 147.8 |
| MEX3 | 259.4 | 0.06 | 166.2 || MEX3 | 259.4 | 0.06 | 166.2 |
| MS@FAB3 | 300.0 | 1.50 | 750.0 || MS@FAB3 | 259.4 | 0.06 | 166.2 |
| FAB3@2PG3 | 364.7 | 0.12 | 529.7 || FAB3@2PG3 | 486.3 | 0.16 | 706.3 |
| FAB3@PG3 | 417.8 | 0.13 | 618.3 || FAB3@PG3 | 557.1 | 0.18 | 824.4 |
| FAB3 | 471.0 | 0.15 | 705.0 || FAB3 | 628.0 | 0.20 | 942.5 |
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Table 20 : Efficiency comparison between suggested and old FAB3
The change ppipp suggested is well suited and should give FAB3 some better days in T3 games.
III.c mass adjacencies
Currently, mass adjacency bonus are almost useless.
For FABs, if the above changes are applied, mass adjacency will be even more useless due to the mass income increase.
The issue is that if we buff adjacency bonus too much, mass storage will never be seen anymore.
There is another solution that is to make factories consume more mass. The higher the mass use is, the higher the benefits from adjacencies are. There is another thread on the build speed of T3 land fact so I will not enter the debate. We could also have the possibility to buff build power of factory. Either with a special building or with assisting (which would increases build power of the factory)
After lots of testing, I believe it is possible to give advantages to both adjacency in different time of the game. In the early stage, with lots of T1 factories, storage could be better. They could be equal When T2 factories are in play. And it could be really interesting to put T3 Land factories.
But I need further testing before releasing the results
Thanks for reading me ; I hope I wasn't too boring nor wrong.