Zero-K v1.7.3.1 - Economy Tweaks and Balance — Zero-K Steam update #758118

https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F32557867%2Fd9b37648b4227444751c67508f1238f3cb1526f8.jpgIn this update we've taken a...

Steam App
Zero-K (334920)
Event type
patch note
Published
2 March 2019 - 01:50:36 UTC
Source
steam_community_announcements
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F32557867%2Fd9b37648b4227444751c67508f1238f3cb1526f8.jpgIn this update we've taken a look at the economy, with an eye to getting more players through the early game and into the midgame. Several problematic units have also been tweaked and there are some superweapon changes for large games FFA. Economy Tweaks Initial incomes are now higher, offset by lower starting resources. Commander income +4 metal, +6 energy -> +8 metal and energy. Start resources 400 -> 200. The change in income and resources approximately corresponds to a free Solar and two Mexes. This change should smooth the start of the game by creating a slightly more economic default start and by making the loss of an early mex less devastating. Further effects, such as the efficacy of Ravens, will require community experimentation. Constructors no longer generate...

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