[gameplay/food problems] marginal utility for food production to solve beginning food problem?

could be also applied to other ressources

right now its rather an upward progression meaning that later in the game you can build buildings that give you much more food then the ones you buildg in the beginning that give you just +1 -(this also applies to the other ressources) - the problem i have with this kind of overall progression is that in the beginning youre limited with everything which slows down gameplay and in mid/late gameplay you have way too much of everything so that you do not really have to care about ressources anymore...

what about turning things around - in the meaning of decreasing marginal utility

which means that food buildings or ressource buildings in the beginning give you more ressources and the more of these buildings you build (since youre more and more exploiting the land) the less outcome you will get from the same buildings (this would also underline the importance ot technical improvements)

i think this could be an interesting idea to

speed up beginning gameplay

make ressrouce management more interesting in late gameplay

push research

 

what do you think?

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