Pleasure Domes in the current meta-Currently Pleasure Domes are relatively cheap to produce, cost only power as upkeep, and give a fixed income in return.Recently a player known as DeathTacitus has been crushing games with an "early patent lab->virtual reality tech->Pleasure Domes". This strategy sacrifices early game HQ upgrades and a lot of money to secure a crucial patent and a set up for a strong mid to late game. I have yet to see him lose playing this strategy, and I have not lost when using it myself.My concern is the counter-play and response actions an opposing player can take. Whoever obtains the patent for virtual reality can get insane income from a pleasure dome or two. (If you want to see a good example, go look at Zultar's youtube change for the OTC video "domed"). In this video and in many games I have played both against and with this strategy, the Pleasure Domes make upwards of $1000 a second(when boosted), and with a goon squad can not be shut down. This production is better than an Offworld Market shipping 60k value goods off every minute, and those goods costing only $1 on world. Simply put, that is insane.Now Black Market attacks can keep this play at bay for a time, but with EMPs and Power Surges not clearing the goon squads on a building that is not directly hit, you are basically giving the opponent a free black market item if you want to hit the pleasure dome, and they can simply re-goon it. With Dynamites and Mutinies not always being available on the black market, shutting down the Pleasure Domes can be nearly impossible.But beyond just wasting all of your black markets on ever increasing cost and less effective attacks, there are simply no counter play options once this strategy has begun. The player usually invests in power, keeping their stock price high, and powers price low, making them hard to buy while also making their pleasure domes more efficient. If another player tries to drive power prices up to make the Domes less efficient then they are sacrificing their own debt to do it, making them very easy to buy with the heavily punishing debt scaling these days. Additionally, this just allows the Pleasure Dome player to make even more off of the power production they already have down.An opposing player could invest in Pleasure Domes himself, as I believe the equation for computing Pleasure Dome returns is based on the number of Pleasure Domes on the map, but this also feels very unrewarding. Because your opponent already has the virtual reality patent, your Pleasure Domes will never make as much money as theirs, and you are almost forced into taking a loss on those otherwise equivalent tiles for the entire game. This is simply not viable and will only prolong the inevitable defeat.Finally, the Pleasure Dome is boring. It does not effect the market beyond its marginal and easily coverable power cost, and has no other impact on the game besides producing insane monetary returns for the player who patents and builds them.In conclusion, Pleasure Domes bring the efficiency of an Offworld Market to a level 3 HQ, has little to no counter play, keeps a players stock price too high to be easily punished for their early game gambit, and is a boring building to exist in the game regardless.Solutions-Pleasure Domes are the only advanced building that can be affected by adrenaline boost, this seems strange and allows for insane returns in a very short time. When combined with a goon squad it will produce enough money in 60 seconds to almost buy out a player at level 3.Pleasure Domes only effect one resource. Add in a continuous electronics cost to maintain the Pleasure Dome. While I do not think this is a good solution, at least it would apply more market pressure and keep them in check a bit more.Have pleasure domes lose value over time. People get worn out of partying after a while. Have pleasure Domes start at the same value, increasing with each upgrade, but have that value decrease as the pleasure domes exist on the map. It would basically act as another, somewhat hidden resource on the map. If players build pleasure domes the price will go down, and if the pleasure domes are removed the price will go up. Virtual reality could be changed as a patent so instead of giving 100% boost to pleasure dome production, that players pleasure domes no longer receive this degrading penalty. Virtual reality can keep the people entertained permanently.When do people go to bars and parties? At night! The Pleasure Domes should receive a 25% penalty (number can be fit to balance) during the day, and a 25% boost during the night. This small change adds a lot to the pleasure domes play and counter play. First, as day is longer than night, pleasure domes will receive a small income nerf as it is. The penalty and bonus amounts could be changed, so that their is a 50% boost at night to circumvent this. However, beyond any apparent surface nerfs or buffs based on those percent numbers, it adds counter play. At night, power costs typically rise due to solar panels not working. This will somewhat counterbalance the increased returns. Most importantly, just as solar panels are always hit with black market affects in the morning, pleasure domes would be targeted come evening, just as night time drops. This increases the efficiency of attacks and makes the pleasure dome more of a dynamic building that has unique features to it.If you have your own ideas, comments, or changes post below.
I don't think the random resource shipments I've gotten have been as large as Cubit's 60 carbon/20 electronics, but I have noticed having scatterings of resources that I know I didn't buy or produce.
Also notable: robots no longer receive 20 electronics when founding. There's no entry in the change log for that, so could it be a bug (rather than a significant nerf)?
And on the topic of pleasure domes, I do feel like the scaling needs to be toned down a lot. The pleasure dome rush seems like way too powerful a strategy as things stand in beta 7; my 11:22 time for the daily (scavenger) came even though two AIs built pleasure domes that hampered my own two (though I did mutiny the AI's domes when I could and shut them off since they were poorly placed). I don't remember the exact statistics, but by the end I made 525k from entertainment and sold less than 300k in resources.
Yeah, I made 1350k from single PD in 22 minutes - a typical MP game length give or take. I really hate the idea that now everyone will fight for the correct PD spot, Another gimmick that makes no sense to me.
delete-
Maybe it's because you built something that requires a resource you're not currently mining or producing and then you cancel a building before it finishes construction? So for instance if you have no glass furnaces but you have enough money to build an offworld. Since game automatically uses the money to buy glass for you at that price for the offworld if you cancel it you'd suddenly have 100 glass credited to you despite never producing it. I've done that as scavenger where I produce some steel mills when the prices get high and as soon as i cancel one (or scrap it with nanotech) i'll get an influx of iron and wonder where in the world it came from.
No, Blackmagic. We know that happens when you cancel buildings, or research, or whatever. In beta 7 random resources appear out of thin air.:/
in beta 7 what seems to happen is that the game automatically causes you to purchase resources for buildings the very instant that their models land on their respective tiles, so long as the cash is available.
it'll be fixed in the next next_version, so thanks for pointing it out...
Thanks. I didn't realize the conversation was about b7. I only clicked on page 2 of this post so Blues' comment looked like a non sequitur to gduma's original post.
It's funny that we've come this far that pleasure domes need to be nerfed again. Cubit's HQ level 2 pleasure dome rush looks like it could become an earlier version of the offworld rush. The ability to plant remote pleasure domes is silly. Prepare for a hologrammed cluster of buildings next to the colony from each HQ.
Like I mentioned before, I hate PD already.
the PD and how to win dailies at break neck speed:
tldr: PDs are insanely profitable as of the current beta 7 build.
Poor teammate, you stole all his resources and then pawned them off for cash
There may also be a bug with the time that the game records for your daily runs on the leaderboard. I finished my daily run at Day 3, 9:30 game time. This is 309 seconds after I founded, the game records 346 seconds (ie. 5:49) instead of 309 (5:09). I'm not sure where the added time is coming from.
Well, your run begins at like 0:02 on the video and ends at 5:51, so the real-time timer is correct. It counts the 10 second found time, and also your forgetting that a martian day is 24 hours and 37 minutes, which the game rounds up to 24 hours and 40 minutes. once it hits that time, the timer goes back to 0:00. Re-doing the maths with that in mind gets the correct answer.
I was surprised that the in game clock was on martian time when i found that during my data collection, equally surprised this isn't as commonly known.but really you wouldn't really notice unless you were looking specifically at it during this time, and even then I first assumed it was a bug.
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