Thinking about the international incidents, I think they are actually not too frequent in terms of the number of actual incidents, or at least not far off. Having some conflicts going at all times, and not just one monolithic one either, is definitely a goal. And the game used to have that, but it was always border skirmishes. Now it's more evolved stuff.
The problem is the saucer death brigades, really. Those need to be toned down at first, clearly, but also the player buildings need some health buffs in general anyway. Not all of them, but some of them have just ludicrously low health. That then brings me back around to resources and natural wonders, and having the player use those to help build stronger, tighter cities that can grow up without being those huge sprawls that we've seen in so many cases. And there's a natural pushback now, because if you can't defend your hinterland, then you can't afford to have a hinterland.
There's a messload of balance I need to do there, but the design is now really clear to me in terms of what balances out what else. Some things with planet rage are coming clear to me now as well, come to that. God this is ALL connected, it's really interesting. I can't fully solve any issues with ICS, planet rage, crime, disease, saucer waves, international incidents, resources, or natural wonders without solving them all at once. And that's actually cool, I can live with that. It's going to mean another week or so of very messy balance, though, to be sure.
Getting all of that balanced out with itself is going to basically be the precursor to adding in blueshirts, I've just now decided.
The TLDR: Some of the people who have been playing for a while are going to see some of these current changes and go "aah, things are broken!" And to an extent that is definitely correct, because now the AI is actually interacting with you and each other militarily and at long range. And that's not balanced yet. And the citybuilding balance was only so-so previously, and was predicated around not having your city smashed to bits all the time. So balance is going to be rubbish for a bit, and I apologize for that, and please just keep helping out with bug reports as you are able, and I'll speed through to the other end of this particular tunnel as quickly as possible. During the week I expect we'll have daily releases for the foreseeable future, because no one feature is so large at the moment that it would cause a delay. So in terms of balance swinging around, at least there will be frequent updates to help ease things.
On my own end I have to just stop panicking and remembe that you guys are the earliest beta testers, and that throughout this particular process I can't provide a pristine experience for you. It's going to be real sloppy for a week or so, with lots of "gg" situations on your part, and then probably some "ha, I'm invincible!" situations on your part, and then finally something in the middle. A large part of my brain freaks out and goes MUST WORK ALL NIGHT TO GET THINGS PERFECT NAOW, THINGS ARE BROKENNN!!! But if I'm to have any sanity and sleep and home life, I have to tell that part of my brain to shut up, and then just work as quickly as I can during regular (which are long anyway) business hours.
And we'll get there! Soon.
Thanks to everyone for being a part of this ride, and for bearing with me. Some patience with the process on your part will make this super easier on me, and if you need to step away for a few days or a week while I get things sorted out with these bits, that's absolutely fine. Those who want to stay through this rough patch, I can definitely use huge amounts of feedback on where you are dying or OP, and why; that will let me get past this balance issue the fastest of anything, is that compound feedback from everyone.
Thanks again, and goodnight!