Nov 24th 2025, 14:11:58
I don't want to put this into B&S without hearing from the express players on their thoughts.
As currently structured, the permanent bonuses from bonus points are of extremely limited utility in Express. For the most part, the play is spend on earthquakes, spend on turns if your a techer, save and spend on booms if you're not a techer.
I think it would be good for gameplay if the permanent bonuses were useful in Express. Toward this end, I think it would be a good idea to multiply all the current bonuses by 10. So building costs in this plan would be 12.5% instead of 1.25%, PM units would be 5% instead of 0.5%, etc. This would add a lot of variance to the game as far as useful strats, and could really change the risk/reward of playing out all your turns early vs. stacking up turns and spending bonus points before playing. Think of a commie breaking protection with 360(300) and 25% expenses reduction. Would that be enough to overcome the players who came out of protection early and kept up spending turns so to take advantage of the easier land from frontrunning? Would a defensive bonus of 5% change the endgame for people going into a long logout and trying to avoid end set grabs? Or would increased netting utility outweigh that functionality?
Given the turncount, and the compressed nature of the round, care must be taken to balance such an idea. a factor of 10 might be too high, it might be too strong an advantage. An FFO breaking protection with 25% building cost reduction could just be an unstoppable juggernaut, and a 5x factor could be more appropriate.
What say you?
As currently structured, the permanent bonuses from bonus points are of extremely limited utility in Express. For the most part, the play is spend on earthquakes, spend on turns if your a techer, save and spend on booms if you're not a techer.
I think it would be good for gameplay if the permanent bonuses were useful in Express. Toward this end, I think it would be a good idea to multiply all the current bonuses by 10. So building costs in this plan would be 12.5% instead of 1.25%, PM units would be 5% instead of 0.5%, etc. This would add a lot of variance to the game as far as useful strats, and could really change the risk/reward of playing out all your turns early vs. stacking up turns and spending bonus points before playing. Think of a commie breaking protection with 360(300) and 25% expenses reduction. Would that be enough to overcome the players who came out of protection early and kept up spending turns so to take advantage of the easier land from frontrunning? Would a defensive bonus of 5% change the endgame for people going into a long logout and trying to avoid end set grabs? Or would increased netting utility outweigh that functionality?
Given the turncount, and the compressed nature of the round, care must be taken to balance such an idea. a factor of 10 might be too high, it might be too strong an advantage. An FFO breaking protection with 25% building cost reduction could just be an unstoppable juggernaut, and a 5x factor could be more appropriate.
What say you?


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