Just like Kane's Vision, this mod aims to perfect the gameplay experience of Kane's Wrath. With countless new faction unique upgrades and units, this is a comprehensive overhaul of this already great game. Every change that was introduced in this mod was with quality gameplay in mind and do justice to the lore of the factions. Furthermoe, One Vision is keen on maintaining the game's high visual level and improve upon it wherever possible.

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Economy (Games : Command & Conquer 3: Kane's Wrath : Mods : One Vision : Forum : Balance : Economy) Locked
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Sep 27 2013 Anchor

Anyone else think the post EA patch economy should be rebalanced? I believe that the cost increase of refineries/harvesters from 2000/1400 to 3000/1600 overnerfed the economy and skewed the game in favor of early all in rushers. In single player this cost change also interferes with the way the AI handles itself on higher difficulties (unless you set your starting credits very high), often the hard AI will sit in its base build 5 refineries, attack once with a handful of basic units then wait for you to defeat it. This is particularly noticeable for anyone who tried conquest mode pre and post EA patch. Not to mention the 30 build time for refineries makes early game setup unnecessarily long.

What I suggest is setting all refineries/harvesters to costs of 2500/1500 as well as decreasing the build times to 25seconds and 15 seconds. I believe this will speed up the early game and alleviate some of the AI economy problems without turning the game into a spam-fest (again).

I would be interested in others input.

How many would be for or against such a change?

Sep 30 2013 Anchor

Thank you for stating this here again. Economy can surely be improved but I didn't change anything because I believe this to need A LOT of tweaking and I didn't have the time to do this until ... well today.
What I would appreciate is more input from more players. Economy has a major impact on the overall gameplay and I would like to have as many opinions from as many people possible. That said, this will probably my last post for a time now...
See you all!

New post starts here:

What I thought of is making harvesters (-200$) and Refineries cheaper (-300$) for now, and a bit along a minor HP nerf.

This wouldn't drastically change things but makes it easier to make the Tiberium flow. You can produce more harvesters but the bottleneck is still the Refinery as only one harvester can dock at once. And because a refinery is cheaper by mereley 10% of it's cost, it still can't be spammed. It just makes the game start a and setting up an economic outpost faster.

What I also thought was adding "Secondary Refineries". That would be a considerably cheaper Refinery, avilable later in the game. It's basically the same but without a harvester. I'm not sure about that.

What I thought of is making harvesters (-200$) and Refineries cheaper (-300$) for now, and a bit along a minor HP nerf.

This wouldn't drastically change things but makes it easier to make the Tiberium flow. You can produce more harvesters but the bottleneck is still the Refinery as only one harvester can dock at once. And because a refinery is cheaper by mereley 10% of it's cost, it still can't be spammed. It just makes the game start a and setting up an economic outpost faster.

What I also thought was adding "Secondary Refineries". That would be a considerably cheaper Refinery, avilable later in the game. It's basically the same but without a harvester. I'm not sure about that.

Edited by: Zocker4ever

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