[Suggestion] Rush buildings and temporary impact

In playing 4x games, including this alpah, I find the rush build option a bit "too easy".  I mean, I use it all the time.  But I think it would make sense to add some other cost to go along with the credits deducted.  For example, a planet doing a rush build might see a temporary loss of morale or productivity (because you worked those poor citizens a bit harder to get that thing finished... and some of them need to rest). Or, constant rush orders, because of strain on the workforce, has a minor impact on ideology.

Basically, I'd like to seem some way to slow down the use of the buy up option.  I know this is a strategy used by some (and I use it too at times).  But you can just build up coins and then buy buildings every turn and fast track your planet almost entirely based on money without any consequence, which seems both strange and lacking in strategic depth. Adding some secondary effect would cause players to think to at least two issues before rushing (financial cost and social cost).  

 

Thoughts?

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Reply #1 Top

This is an interesting idea, and could be a cool modified on Approval, or even Ideology. 

That said the alpha Improvement cost are pretty cheep, buying improvements will most likely get harder as we move forward with testing.

Reply #2 Top

I understand that keep things cheap makes sense in alpha to help us build up and go conquer. :)  

Nevertheless, with regard to the ease of buying, even in GC2 it was possible to basically take a financial approach... then when you get a new planet, just buy up while accepting that while your population grows, it will be a financial drain.  Again, this could be a strategy that some people like.  So when i mean "easy" I mean it in two ways.  1) It can be easy if costs aren't high enough.  But that in itself could be one person's way of playing - just not mine.  2) The other is mainly the conceptual issue of allowing the leader in the 4X world to throw money at something and low and behold... it is done with no further issue.  So, in my mind, adding secondary impacts help mitigate the conceptual problem(which exists in every 4x that I've played) while also adding another layer of strategic depth to the process.