#How to fix aquarions eco

2 messages · Page 1 of 1 (latest)

tribal quiver
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I've been thinking about what makes the aquarion economy so awkward and I've come to the conclusion that the main reason probably is that they don't really have any pop-giving equivelant to ports when going down the naval path. Since you can build as many ports as shallow water tiles (plus get cityconnection) other tribes can gain more population easily while aquarion is stuck with just fish unless they go down an additional tech path.

I think the most sensical way to fix that would be to put aquafarms into the marine-life tech so aquarion gets the ability to upgrade with aquafarms with tech that you would naturally take more in the early game. The downside of this would be that we would have to come up with another tech to put in the now empty aquaculture.

Another option may be to let aquarion start with the waterways tech to give acess to atolls and allow for easier early games upgrades that way (probably put the flooding ability in free spirit then). This could also help newer players to understand the importance of atolls in aquarion's strategy as it may not be immedeatly obvious, though I do have to admit that this potentially may be too much of a powerbuff

Also as sidenotes:
I think it would be kinda more natural if the guaranteed capital resources were fish rather than fruit, though I do kinda appreciate the encouragment

I would try reducing the unitcost of sharks to 7 stars to make them more worth their cost and economically viable. Alternative idea keep 8 star cost give sharks 15 hp back, but make them stiff so they don't give counterdamage at all

I think the flooding abilities of crabs and puffers should destroy ice, both to have a better counter against polaris as well as because it would just make thematic sense (units that are still on icetiles destroyed by puffer could get put into rafts)

shut mantle
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Just give the 1 pop atolls back 🥲