The code below isn't working since most recent update. Refer to this thread where I posted an improved and complete mod for this concept: #1218405020547027034 message
Many games I see snowball pretty hard once one side gets a significant economic advantage.
To counteract this, I thought "why not have a constant energy drain for each mobile combat unit?" I made a Tweakdifs that demonstrates this.
if ud.energycost and ud.maxacc~=0 and ud.energymake==nil then
if ud.energycost>0 then
ud.energymake=ud.energycost*-1/1000
end
end
end```
What this does is takes a tenth of each unit's energy cost, inverts it into a negative number and makes it a negative draw on energy in the same way that constuctor has a positive energy generation value.
What I imagine this doing:
The opponant who has more units and is winning engagements will have more units on the field, which costs them energy.
The guy whose units are being blown up and he's got almost nothing on the field is gonna be turtling up. Defenses don't cost energy to keep on the field, so it'll give him an economic edge to try to catch up to his economically advantaged opponant.
Here are some values from Armada of what some units draw for power:
Tick -.3
Centurion -3.1
Fatboy -11
sharpshooter -20
Hound -6.3
thor -240
vanguard -71
marauder -21
Titan - 286
liche -46
Banshee - 2.3
hornet -22
blizzard -13
If I knew how to make it so the units just stop being able to move AND shoot when you don't have enough energy, I would do that. doing this modification just slows down your construction and unit production.
I provided a screenshot with an army comp to look at total energy drain.
Any input or suggestions for improvement welcome