Thanks for the various feedback on the fallen-spire stuff.
Just want to clarify, since internet communications often make it so easy to misunderstand, but
the current fallen-spire balance is not final. It's not even close to final. We've got til the end of December 3rd, at least, before the first official release of this stuff (and can still make changes on the 6th, but if that winds up being the delivery date then there's not much time to test). In order to get things from where they are now to a good balance, I need feedback. Preferably feedback without wailing and gnashing of teeth (it's a beta, you're just the first mice to hit the traps), but I understand if I've provoked a bit of that.
Ok, carry on
Right now all I'm hearing is:
1) It's excruciatingly hard, even on Diff 7 with otherwise mild settings.
2) The idea of the AI attacks continuing to escalate regardless of player actions after building first city hub is demoralizing (though do note that the rate of "resources" the AI gets to launch those attacks never goes up except directly based on player action).
3) Some people find this entertaining, most do not, and even those that do think it's just too hard.
If it's really what's necessary, I can change the event-attack mechanic to not escalate (or at least have some kind of story-stage-based ceiling on the escalation). I can also continue to tune down the per-minute increments, though I'm thinking that there are problems unrelated to the frequency/magnitude of the attacks.
Another thing I'm thinking about is having the habitation centers (and perhaps the city hubs themselves) contribute a pretty substantial metal and crystal production to your economy. In theory I can also ratchet down the fairly insane costs of the various Spire structures/ships, but I'd prefer to avoid that since it is supposed to be a larger scale of stuff than you normally operate at. I'd like to have each city hub increase your metal/crystal storage cap, but I'm not sure how Chris would feel about that.
Anyway, please operate under the assumption that if it's broken or otherwise simply-not-fun, we will do what we need to do to fix it