steinio wrote:Well you play with a mod and not with the official 15.0.
The author created this mod as a playable version of this FFF.
Since then the whole concept could have changed and nobody knows but the developers.
I don't like to use end products instead of intermediates for science. This makes it unnecessary complicated.
I am aware, but since they aren't giving us any updates we have to assume it stayed as it was. I merely want to give feedback so they can work with it. What they do with my feedback is their thing, but without any feedback they have a harder time developing and balancing things, because they need to base everything on their own experience.
And I know from personal experience how hard it is to make something truly balanced and good in a game without someone from the outside giving you an opinion.
For me blue science is simply too much of a cost jump.
(Engine = 1 steel 4 iron plate) so a total of 50 Iron plates, 14 copper plates 1 steel plate and 2 plastic bars.
Red -> Green is +175% Iron, +50% Copper
Green -> Blue is +810% Iron, +833% Copper, addition of plastic and steel
You see where I'm coming from? The +833% for copper doesn't matter, because the base value was so low (1,5 copper plates) but for Iron it's pretty ridiculous.
Even compared to the other two sciences (military being more early than blue and production being more late) it just is not really proportionate. You need to take into account that you get two sciences per craft for these.
This also nicely shows why I think the electric furnace is a bit expensive for this science (it's not too expensive as an item, just as an ingredient) - it adds stone to the already complex recipe, it requires 5! advanced circuits and to top it off it requires tons of steel. We had to expand our steel to pretty insane levels when we did production science. Currently we are creating 6,7k processing units and 43k advanced circuits per hour, and our 30k steel per hour pretty much entirely go into science.