Malevolence -> RE: Administrative Strain (11/4/2020 12:58:44 AM)
|
quote:
ORIGINAL: DTurtle Well, added costs like additional chances to get events and move the profile to where I want it? Additional zones to place clone centers, and other free assets in? What are the costs of having a zone with a few thousand people, a single truck station or supply station and maybe a mine or two? It's not simply the apples to apples comparison of building wide-many or tall-few zones. Zones are the principal object of the minigames that are outside of combat. Fewer political officials in your regime means influence/eliminate impacts a greater percentage of the whole regime's leadership. Eliminating disagreeable political factions is simple; more so if done in one or few zones. Concentrate effort and power in the smallest possible geographical area during purges. I begin to drive political opponents to zero (0) relations on turn 1. Every next zone opens you up to added simultaneous adverse event/issues. Events are triggered by zone, not by regime. Cults, corporations, insurgents, disasters, etc. The game disproportionately favors small maps and fewer zones. Most asset upgrades do not increase admin strain because they are at range zero. Late game, with advanced tech, it becomes even more prudent to build inside the city. For example, fewer zones means fewer cities to fortify and reinforce. Asset logistics within zones is instant and conducted without the use of truck/rail points. More zones means that more logistics points are used to deliver goods between zones. The artifact installations cannot be stacked, but they only impact their own zone. The bonuses are therefore, in the aggregate, better used in a tall-few zones strategy. I am not suggesting using one zone, but I am suggesting a very prudent and circumspect assessment. Administrative strain is not the most important (or only) evaluation criteria. Aside, many may see significant differences between single player (pve) and multiplayer (pvp) games. In my opinion, multiplayer certainly makes combat more fun, but otherwise the planet map (size, geography, starting position, etc.) sets the most important opportunities for players. More broadly, environmental conditions that are randomly decided before the game begins have the most impact (all other things being equal--if this is your first wargame and Frank Chadwick is your opponent, then best of luck regardless of the environment). As an analogy, I don't suggest you bring your sniper strategy to the knife fight in the pitch-black closet.
|
|
|
|