Based on all your feedback since our last Research balancing revision on beta we are introducing a bunch of additional changes on beta, to adress the final concerns.
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- Increased Nuclear Rocket costs again: Rare Material from 12500 (pre-patch: 10000) to 15000 and Money from 30000 to 35000.
- Increased research time of Nuclear Rocket from 50h to 65h.
- Increased research cost of Nuclear Rocket: Food from 7500 to 8000, Rare materials from 12500 to 15000, Money from 25000 to 30000.
Reason: This change once more adresses the concern that the early availability of nuclear rockets is preventing other strategies from flourishing. Developing nuclear weapons is now a very costly endeavour, as it should be, since this weapon is a game changer.
- Normalized province resource consumption: Lowered Food consumption and raised Goods consumption
Reason: This change makes it easier to expand while still maintaining research. It adresses the increased need of Food and the decreased need of Goods.
- Increased damage scaling per level of Anti Air. Old air damage levels: 5/6/7/8/10/12. New air damage levels: 5/6.5/8/9.5/11.5/14.
- Increased damage scaling per level of Motorized Anti Air. Old air damage levels: 6/7.5/9/11/13. New air damage levels: 6.5/8/9.5/12/14.5.
Reason: This change adresses the concern that earlier availability of high Bomber levels shifts strategies too much towards air superiority.
Previously the damage of Anti Air could not keep up with the damage of Tactical Bombers on later levels. Now Anti Air also has more of a fighting chance on later levels.
- Increased Research speed-up cost for 12h from 1700 to 2500 gold.
Reason: This change adresses the concern that with more researches being available it would be too easy to gain a large advantage using gold. Since research times were lowered significantly, it is only fair that the price per skipped research hour rises accordingly to compensate.
- Decreased damage of Mechanized Infantry against unarmored units. Old attacking values: 7.5/8/8.5/8.75/9/9.5. New attacking values: 6/7/8/8.5/9/9.5. Defending values are 50% higher for both cases.
- Decreased damage of Mechanized Infantry against armored units. Old attacking values: 3.5/3.75/4/4.25/4.5/4.75. New attacking: 2/2.5/3/3.5/4/4.5. Defending values are 50% higher for both cases.
Reason: Mechanized Infantry now becomes available earlier, compared to other unit types. Therefore the damage of early levels of Mechanized Infantry needed to be lowered to be in balance with other units unlocking on the same days of the game.
- Moved rocket research lvl 4 from day 16 to day 18
- Increased rocket research lvl 4 costs: Rare Material from 6600 to 7500 and Money from 11250 to 13000
Reason: This change adresses the concern that the early availability of higher rocket levels shifts the metagame too much in the direction of rocket warfare.
- Changed Commando research price: Rare materials from 1700 to 2000
Reason: The Commando is a powerful unit. This change brings its research cost more in line with other strong units unlocked in that time frame.
- Increased Paratrooper range levels: Old range levels: 250/275/300/325. New range levels: 275/300/350/400
- Decreased Paratrooper production costs: Food from 1000 to 500, Goods from 2000 to 1750, Manpower from 1500 to 1300
- Decreased production time of Paratrooper from 48h to 32h
Reason: This change is actually not related to the Research Balancing, but is done now as well as the time is fitting. We heard loud and clear that most of you think that Paratroopers in their current state are for the most part not worth it, since they are competing with Commandos for their build slot. This change increases their cost-efficiency.
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These changes are now in effect in running beta games which were created after the 28th of May, so that you can test them immediately without the need to create new rounds.
We plan to release all beta balancing changes in the game update next week to the live version. It will then only affect live games which are created after the update.
I want to thank all of you for your invested time and your helpful feedback! I think together we were able to shape this Balancing update to be beneficial for the whole Community!