Quasi-duck wrote:
I do not mind any of these changes except for infra. It's prices should not have been meddled with.
I think this is a refreshing change. Albeit, the increased cost seems a bit more of a jump than ought to be. Perhaps mellowing the increase, a tad, would make the morale-factor more valuable. Otherwise, I fear people will avoid using them as much as they ought.
Kehsct wrote:
Infrastructure is one of the first buildings made on day 1 by experienced players, and by raising the price, hinders most early game strategies.
Mmmm, not always. I prefer to upgrade Factories to level 2 before adding infrastructure on some matches, especially when your craftiest of neighbors blows half their starting cash on a bunch of military spies and tries to flatten your level 1 factories on the day 1 -> 2 change. Trust me, this has been done to me, before, and I never could recover enough to afford all the repairs to my IC's just to bring them back to functional status. And since most players try to max out the starting tech research as fast as they can, they won't have enough Rare Materials to rebuild their defunct factories anymore than I had, that one time.
Besides, only the Armored Car is buildable early enough to take advantage of first-prioritized Infrastructure. By the time one researches Light Tanks, usually a couple days have gone by and the player can easily get at least a level 1.5 upgrade on their factories before switching over to Infrastructure. This way, they can avoid the risk of a successful espionage attack while still getting their Infrastructure built.
Also, there are some players that always went straight to Tac Bombers, not even bothering with Infrastructure, but using Gold to upgrade and build level 2 airbases and researching the technology instantly. Those folks get themselves a big stack of bombers on day one and pretty much ruin the game for all their neighbors. Actually, I had that happen to me in a match I recently started. But, I got wise to it, immediately....I convinced about 10 or so players around the map to sell me their starting Fighters. By the time they got to my shores, I was already growing into a full-fledged empire and I'm ready to take on that golder....and I am going to do so without using gold. Oh, and by the way, I tricked him into selling me three of his bombers. Trust me, by the time he realized, I had flown them far enough out of his reach. He was madder than a wet hen....but it was totally his own fault. You should have seen it!
Kehsct wrote:
In addition, later game, people might actually shy away from infra due to it's increased oil and steel costs, especially since many late game units require large amounts of oil and steel, along with consuming oil daily.
Well, at least in Oil provinces, they won't. But since you can't build tanks without Infrastructure, this update is more likely to force players to build both fewer aircraft as well as fewer armored units....since there just won't be enough Oil to go around. But, the change affects everyone. And since most mid-level players favor the tank/bomber strategy, this update will give newer players more of a chance to survive....at least in the early game.
VorlonFCW wrote:
I think The morale bonus for infrastructure will more than pay for them with increased production, both early game before your core typically grows to 100% morale, and late game in large maps to stabilize far flung food provinces.
Actually, the early game won't be affected by the Infrastructure morale improvement. Think about it. The morale starts low, but equal, for everyone. It will increase the same amount, each day, up to your maximum, which, if you aren't at war, is 100% for most of your nation. But, capturing a capital can speed that up. However, though having added Infrastructure will help to maximize the possible morale in a province, it won't increase the speed in which it's daily morale growth occurs....beyond the normal daily maximum. Thus, the early game isn't affected by the added morale capabilities of Infrastructure.
That said, the mid and late-game affect will be very serendipitous for those of us who like to build gargantuan empires. Unfortunately, with the increased resource costs, it will likely be used less frequently than would make sense. As I mentioned at the top of this post, the increased resource costs should probably be mellowed a bit.
abdoer wrote:
im against interceptors & tactical bombers upkeep and cost change they made fun and oil is currently rarealso their hp was perfect
I like the changes. And, the HP was perfect
ONLY to players that wanted to build nothing but bombers. I know there is a divide in the opinions of those who participate in the forums. But I fall into the camp that thinks that Tactical Bombers are/were a little overpowered. At least, with a lesser HP -- and with the normalized air combat numbers -- they can become a little more realistic.

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3