No Marathon mode in 2.0: My solution
Posted: Fri Oct 25, 2024 10:43 am
I was also disappointed to learn that there was no marathon mode for Space Age equivalent to base game. By marathon equivalent to base game, I mean no expensive recipes, and the current marathon setting does not counter-balance for the removal of expensive recipes. I searched to try to find an explanation why, and found a post titled "No Marathon mode in 2.0 confirmed?" which contains the reasons why. The reasons are unquestionable, they had to take it out to balance the new mechanics. What is not unquestionable is a lack of counter-balance with other means when it comes to marathon mode difficulty. This is my solution. Well, I have 2:
1. The Trivial Solution: By my experience in the base game, expensive recipes made crafting stuff vaguely ~4x harder. Thus, all it takes to counter-balance for the lack of them is multiply the science research cost by yet another 4x: change technology price multiplier to 16x to compensate for the lack of them, and that's it.
2. My experimental ultra-marathon game mode: By my latest experience in the base game, I was last playing marathon at 100x science cost + expensive recipes, which if expensive recipes made crafting stuff vaguely ~4x harder, would be matched at 400x science cost in space age. Let's make it 1000x to counter-balance for all the new features in Space Age that make scaling up easier; like stacked belts, elevated rails, or module quality, to name a few. Let's lower some resources availability a bit: All 50% on Nauvis, 17% uranium (I always thought this rarish resource should be rare). Increase all resources richness to 600%. Nauvis water scale to 200%, coverage 150% (train world). Evolution settings: 2, 10, 1 for Time factor, Destroy Factor, Pollution Factor, respectively. We're gonna be in for the long run, the evolution needs to be scaled back really hard. Enemy expansion.. disabled: I wish I didn't have to disable it but at 1000x science cost, expansion could be a nightmare to deal with due to how long it will take us to reach artillery (train world also disables expansion, I had forgotten about that). Technology: Price multiplier 1000 (like acknowledged above). Polution: we're gonna be in the long run, so trees should last longer: minimum damage to trees to 9999, or 166x more than base game, but remember.. science cost is 1000x, so it's only balanced to bump it up a notch :p. Not sure about this one balance wise, but I'd rather be safe than sorry when I'll be few hundreds of hours into my playthrough. Asteroids: 50%. Spoiling rate: 10%. Neither sure about these two balance wise.. like I said, it's experimental. That's it. The seed is not specifically selected, it is left at random, feel free to randomize it. Exchange string:
Would gladly take any feedback and ideas on my ultra-marathon design. I already started my experimental ultra-marathon playthrough, but I could have messed up some balance in there and very possible I'll have to start over. I had to restart plenty of times just to balance my 100x + expensive recipes base game marathon settings, so I do have some clue about how these settings affect balance. Where I do have more of a blind spot is how these settings will affect the game relative to all the new features.
May the factory grow
1. The Trivial Solution: By my experience in the base game, expensive recipes made crafting stuff vaguely ~4x harder. Thus, all it takes to counter-balance for the lack of them is multiply the science research cost by yet another 4x: change technology price multiplier to 16x to compensate for the lack of them, and that's it.
2. My experimental ultra-marathon game mode: By my latest experience in the base game, I was last playing marathon at 100x science cost + expensive recipes, which if expensive recipes made crafting stuff vaguely ~4x harder, would be matched at 400x science cost in space age. Let's make it 1000x to counter-balance for all the new features in Space Age that make scaling up easier; like stacked belts, elevated rails, or module quality, to name a few. Let's lower some resources availability a bit: All 50% on Nauvis, 17% uranium (I always thought this rarish resource should be rare). Increase all resources richness to 600%. Nauvis water scale to 200%, coverage 150% (train world). Evolution settings: 2, 10, 1 for Time factor, Destroy Factor, Pollution Factor, respectively. We're gonna be in for the long run, the evolution needs to be scaled back really hard. Enemy expansion.. disabled: I wish I didn't have to disable it but at 1000x science cost, expansion could be a nightmare to deal with due to how long it will take us to reach artillery (train world also disables expansion, I had forgotten about that). Technology: Price multiplier 1000 (like acknowledged above). Polution: we're gonna be in the long run, so trees should last longer: minimum damage to trees to 9999, or 166x more than base game, but remember.. science cost is 1000x, so it's only balanced to bump it up a notch :p. Not sure about this one balance wise, but I'd rather be safe than sorry when I'll be few hundreds of hours into my playthrough. Asteroids: 50%. Spoiling rate: 10%. Neither sure about these two balance wise.. like I said, it's experimental. That's it. The seed is not specifically selected, it is left at random, feel free to randomize it. Exchange string:
>>>eNp1U72LE0EUn7kYcp6JRgmCEs4UVwmx8EQUJDtq4fdfYLFMNpM4uNmJszOROwtTHAgi2Nh4jdYKWgsWgWsUFIQrxMpTG0ELUbGTOLOzs5nk4oP38vb3vn7v7WYOAFBQCqplfEPSkPkBly3iMxoCMPCMDlEhwGFABXGxHQHDKglkwELAej3C64wTF96ZdKwnHZ1kEpHuSr2JY6fpwCu1Q8k4jYjfJ5Fwx5XaMuwwjv0gpO22W7PHRmgc4qgVu7FdnZA0Z9SUDZ6Q8KdJFE2wp7qJWd1iwaKJU6T4TSwId/PnKWfR9D1KIRXXqOz6Tb2n26YYYdmn8Xa2ec6C6xNM8nHAcc8t3h8LzAWNOj7mBPtdRmMhOZksMsTHXCqxDNuS08DHAW35HbISuxsMUV5wQiYmF4WMOrEgkc/45BEkx5HaS+/79MnhRrZvX4YBjqTaK/lgxhX7skifaYfG3Qm66T013aFB4cWTf68M1haB1tFtUBuNtCpvS+VpBXBg6qECreTTi4LaaaVnsiEQwluVZ+c+rT7woMk8glLnR4oMmxa5YJzBnQ30nxAAS9Y55vRZTuSX45ihQo1Is+bR2DHBNR2E8Pzzl+s/399twPrZ6rfPxw96KbLaUGH9x4VzmVl/qOWFXQXYnlteGvrgwbdvtHz3YF5XVLRBJ5QZXsoBWN6tvMf3lKlVgaXWsG0qCLYT+WM3+WKdTW96D3WIU7r5ojavtEkGZsygcdF9BNEhGz0wTlH1R4HLoTXe8LUdu+HMnyKy/UW4e0whS2jGa1jQA1uZ+ZrL2Kh7vivYJ/QIwZx2dNZvhZknHbGtzG8ZJee2Ub16Nn2UyEcvGXV17+blf5qyP3Q=<<<
Would gladly take any feedback and ideas on my ultra-marathon design. I already started my experimental ultra-marathon playthrough, but I could have messed up some balance in there and very possible I'll have to start over. I had to restart plenty of times just to balance my 100x + expensive recipes base game marathon settings, so I do have some clue about how these settings affect balance. Where I do have more of a blind spot is how these settings will affect the game relative to all the new features.
May the factory grow