Hello all! Merry Christmas! Happy Holidays!
I've been off playing the heck out of Endless Legend. Once I got my head around its economic model, it just blew my socks off. Not that I prefer it to Beyond Earth - I like Beyond Earth just fine. EL is fantasy-themed, BE is scifi and pretty deep end scifi at that.
That said, I think the resource management of EL is very interesting. In terms of strategics, EL has multiple ones as well, and a pair for every other Era, ending up with 6 in the endgame. For BE, we have 3 Affinity Strategics, Titanium, Oil, and Geothermal - also 6.
In EL, the advanced units all require a crap-ton of strategics. We're talking something like 54 for a single unit. The resource management is different - it's not an ongoing cost but a one-time payment; but 54 units of Strategics could represent your entire empire's allotment of it for 4 or more turns! For a single unit. You really have to think about its allotment per unit. Moreover, the buildings can require them as well, with some of the strongest buildings requiring 40 Strategics. You really have to coordinate your buildings and units based on what you can afford. You end up prioritizing buildings on certain cities because you don't have enough.
I think that's the intent behind some of the late-game buildings in CivBE. With a more stringent cost in Xenomass, a building doesn't have to be hammer-expensive to be limited. An empire might only be able to afford one or two simply because it doesn't have enough Xenomass or Floatstone or Firaxite to sustain more. Particularly resource-poor empires might not even be able to afford one.
Implementing this thoughtfully in BE requires serious consideration, but it might bring about increased identity and differentiation between Affinity factions. Currently, only late-game buildings require Floatsone and Firaxite and such. But what if the tech to exploit the resources were located on the first ring (everyone can exploit them early), but the tile production boost is moved to buildings?
How does that work?
Well, instead of putting Energy on Floatstone, you nix the tile output, but require a token - 1 Floatstone to build a Purity building themed around production (Manufactories certain look Purity-ish). Autoplant feels pretty good. It's Purity/Supremacy. Boost the hammer output of the building, add more energy output, reduce the hammer cost, and require 1 Floatstone. The bottleneck here is not intended to be the hammer cost itself, but the tech and the resource.
Could require Titanium for other (even more basic) production buildings as well, given how abundant it is.
Firaxite could be required for science buildings (like Institute) while Xenomass could be required for food buildings (and boost their food output).
The other side of this idea means that Purity factions could find themselves having to balance their Industry Floatstone requirements with their stronger units, whereas a Supremacy faction can freely use all their Floatstone for industry - their units depend on Firaxite. Of course, the Purity faction can use all THEIR Firaxite for science.
So what we have here isn't merely a balance between economy and military - certain aspects of economy are weighed against your military concerns, but you can spare some in areas your military doesn't use.