Offworld Trading Company

Offworld Trading Company

Continuous Innovation
philothanic  [developer] 27 Mar, 2018 @ 3:35pm
Full Balance Changes
Current Factions

Robot:
- Change electronics upgrade cost to 10, 25, 50, 80.
- Start with 10 Electronics.

Scientist:
- remove starting goon squad
- give 25% freeze resistance

Nomad:
- Second HQ founds at level 4.
- Starting resources: silicon, aluminum, and electronics.
- Life Support: increases to 1.25x when founding second HQ

Elite:
- Remove both starting shares.
- Removed extra starting claim
- each advanced building decreases the cost of the next by 10% (only for the same type). Limit 30%.
- Steel upgrades at 60, 120, 200, 280
- Silicon replaces Aluminum for construction
Optimization Center:
- remove extra claims at perfect
- every two optimizations decreases the cost of optimizations by 10%. Limit 50%.
Pleasure dome:
- remove chemical cost
- bonus is 50% better than normal PD instead of 75% better

Locations

Mars:
- Dust storms reduce solar/farms by 25% instead of 50%, and increase wind-turbines by 50% instead of 100%
- Solar Flares bonus reduced to +75%

Ceres:
- Solar Flares bonus reduced to +75%

Io:
- Sulfur frost decreases building time by 50% instead of 66%
- Solar Flares bonus reduced to +75%

Buildings

Solar Panels: no longer produce less power on Ceres or Io

Reactors and Water Processors: use Aluminum instead of Carbon for secondary construction cost

Space Elevator: Costs 200 base, 100 aluminum, 100 electronics, 100 glass

Patents:

Superconductor: increased cost from 40 to 60 chemicals

Cold Fusion: decreased cost from 60 to 40 chemicals

Transparent Aluminum: replace glass with twice the aluminum instead of 1-1

Water/Nuclear Engine: use 3/4ths fuel cost when using water/nuclear

Nanotechnology: recycles for 75% of building cost

Miscellaneous:

Pirates: slight increase in appearance probability

Silicon: slight increase in silicon appearance probability

Black Market: minimum number of items has increased from 8 to 9

Power Price: base power price reduced from 40 to 30
Last edited by philothanic; 22 Jun, 2019 @ 8:45am
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Showing 1-5 of 5 comments
timeracers 13 Aug, 2018 @ 8:47pm 
Inventor seems UP. It's first ability of mining on the resources it places on, isn't worth more then a claim since it only mines it at trace level. So with your size 6 HQ if you land on a area of water you can get small 1.5 water production.
HQ vs Claim:
Pros:
Costs no energy
Can't be affected by negative black market items
You can mine multiple types of materials if they are grouped
Cons:
No adjacency bonus
Can't be affected by positive black market items
Can't be replaced
You might not get all 6 tiles to mine a resource

Its second ability is useful but not very impactful either. You primarily have 2 types of ways to change buildings. 1: Replace half of the input of this material with another material of the same rarity. 2: Spend more power and some of this resource to increase production by 50%. The first can cut the cost of running the building it is only effective if it's inputs are expensive in comparison to other resources. While the second increases both the cost of running and output by nearly equal amount, which is an upgrade but unless the added input is cheap it is still worst then an optimization. Lastly there is a price to this ability, you do need to pay chemicals and some other resources to change buildings. Which you may later want to revert when the market changes.
Last edited by timeracers; 6 Sep, 2018 @ 12:02am
philothanic  [developer] 28 Feb, 2019 @ 5:11pm 
Today's update lowers the Inentor retrofit cost from 10 steel and 10 chemicals to 10 steel and Nomads use 1.5x life support when founding their second HQ
philothanic  [developer] 17 May, 2019 @ 1:06pm 
Today's update lowers the cost of Cold Fusion to 40, increases the minimum number of Black Market items to 9 (on standard MP settings), and lowers the base Power price to 30.
philothanic  [developer] 15 Jun, 2019 @ 1:32pm 
Today's update changes the Adaptive bonus. Both upgrade paths, Glass and Electronics, apply an efficiency bonus adjacent to the HQ and half of the bonus two tiles away from the HQ.
philothanic  [developer] 21 Jun, 2019 @ 4:51pm 
Today's update lowers the Nomad Life Support costs on HQ4+ from 1.5x to 1.25x, reduces the extra power cost for Inventor output buildings by half, and fixes a bug where Adaptive HQs were only consuming half the Life Support.
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