Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Single Resource vs Multi Resource Factions
My mates have been full on arguing for the better part of a full day over whether a mono-resource reliant faction such as the Tyranids are Harder that a multi-resource reliant faction such as the Drukhari. Allow me to sum up the ♥♥♥♥ show of 8 hours of bickering between them and see your thoughts. ill be writing from my perspective but basically quoting full conversation. For reference Side 1 = Mono is hard, Side 2 = Mono is Easy


Side 1:

“Drukhari have the safety net of receiving resources super quickly because of tile bonuses being way larger and things not consuming a million if your one resource like you don't seem to understand Tyranids can only get +20% max on a tile for biomass on the ideal tile, I sometimes see +50% and + 40% tiles for a bunch of resources, it’s easier to manage multiple resources over the multiple different tiles of bonuses rather than 1 singular resource over 1 bonus that caps at 20% ”

Side 2:

“When playing factions with all 3 you can have a ♥♥♥♥ economy in 1 sector and make 1 of each every 5 turns or 1 every 2 of inf or vehicle, you are enabled the flexibility that comes with mono because everything costs only that one type”

Side 1:

“not true because with mono I can't just ignore food and use ore to make vehicles I need to stop building structures and all other infantry to make one big unit because it costs so much resource that's used for everything, More resource types is objectively more flexible, you simply choose to ignore your food production in order to spam vehicles. While it puts you at a de-buff you still have flexibility. Tyranids can not ignore their 1 resource because its everything”

Side 2:

“A resource that does not need special attention will naturally get better as you progress your economy, you fail to realize that getting a good eco requires sacrifice”

Side 1:

“A sacrifice you chose to make to push out units instead of prioritizing food which tanked your eco, this same food problem which is causing a 50% decrease in population growth because you let it go negative for so long. Other factions that have more resource types have the ability to stockpile so you can go into deficit and ignore it for a bit to hard focus on something else whereas mono factions you must have enough resources every turn to do everything you need in that turn."

(here side 2 claimed that food does not affect population, was proven wrong through in game testing)

"This proves my point that you chose to ignore your economy longevity and your now handicapping yourself with a -50% population growth rate when in reality that wouldn’t be feasible as a mono Resource Faction"

(in the current game we are playing it’s a 2v2, the 2 sides here on one team vs 2 other friends on a team. So this game we play will get used as example)

“The argument isn't that things cost stuff to make it's that developing multiple resources with higher % yield bonuses is easier than one”

Side 2:

“Nids have a uniqie system that feeds into itself and makes it more flexible than I even first thought Its literally impossble to stagnate and explosive power of tile eating offsets a lot of costs related to expensive building more mlaenthropes = more income a turn Since buioldings dont become more expensive the increase is EXPONENTIAL and you get tech to negate UPKEEP their mono eco is explosively strong at quick changes making it flexible”

Side 1:

“SO, IMAGINE THIS

Nids:
Two resources, biomass and influence
Can get up to +40% influence with outpost tile claimed and best outpost, like every other faction’s energy but has 3x more demand on it.
Can get up to +20% biomass with outpost tile claimed and best outpost. Is used to:
Make buildings (around 25 biomass)
Make infantry (around 45+ biomass for anything combat capable - not a gaunt)
Make monsters (this factions vehicles - around 60+ biomass for the first combat capable monster)
Maintain everything infantry based
Nids need dedicated cities to produce, get biomass and get influence. Each city needs to do one of each or everything shatters. They can hardly diversify. Assuming three cities (which is the norm for most factions) it requires an income of 120 biomass A TURN to make a meh infantry unit and a resource building in all cities. This requires 16 biomass buildings and 2 influence buildings to do - other buildings grant biomass sometimes but I'm using this for comparison.

Non-Nids:
4 resources. Ore, Food, Power, Influence
Can get up to +60% Ore and Food with outpost tile claimed and best outpost.
Can get up to +40% influence and power with outpost tile claimed and best outpost.
Ore is used to:
Make buildings (around 25 ore)
Make infantry (around 12.5 ore)
Make vehicles (Lets say 60 ore to be fair for something comparable to a 'fex)
Food is used to:Make infantry (12.5 food)
Maintain everything infantry based
Power is used to:
Rarely make units & Maintain
Non-Nids can diversify much easier in cities because the +% yield tiles are much more common. Allowing you to easily grab a +% ore tile if you need ore or same for food. Of course it isn't as optimal as picking the outpost tile but it's still more optimal than the nids building on anything that isn't an outpost tile.
Assuming three cities it requires an income of 87.5 ore and 12.5 food A TURN to make buildings every turn and an infantry unit. This means you need a whopping 9 ore buildings, 2 food buildings and 2 power buildings to pull this off.
13 buildings is less than 18.”

Side 2:

“Your ignoring the literal practical aspects of the game that don't allow non monos to react in a way that even compartibvley flexable as the nids”

Side 1:

“im not wasting my time you clearly haven’t read ♥♥♥♥ from the last 3 hours”

Side 2:

” Nids: have a subpar game and proceed as normal, None nids: HAVE EITHER AMAZING START OR ♥♥♥♥♥♥♥♥ that takes 20 TURNS to recover from, either roll the dice or win it big thats more like 85 ore a turn if you want to maintain alland thats with mid tier you need more to maintain even bigger and pricer vehicles and inf youve also lumped SM & Sisters with non nids”

Side 1:

“You get % buffs on ALL tiles. If you roll terrible for food (which is extremely unlikely that you dont have a single city without at least 3 % food tiles) you can still spec into focusing vehicles”


(they proceded to argue for the next hour about the RNG of getting all 3 established cities without 1 tile of food bonus, to which the conclusion was that its extremely rare and if you don’t get food then you adapt to vehicles)

Side 2:

(rant about how the situation during the current game we are in does not prevail to this)

Side 1:

“It literally looks like you're just pressed about that one game and not actually on topic about the main point which is you thinking nids have an easier economy to manage than everything else. You also don't need to have every tile with a positive buff for food. As proven you literally only need a handful. sure with nonnid factions there's a possibility you could get shafted by RNG and get all negative food tiles but thats a near 0 percent chance and weve been through that already. I'm saying that because nonnids have access to % bonuses on ALL tiles, they need less resource buildings of all types. Even what is still terrible but not near as impossible as only negative tiles, you can still sustain with just regular +0% food tiles because you don't need food for everything unlike biomass and you don't need to make as many other resource buildings because in that situation every tile has a minimum of 20% ore or 10% power yield on it. You're arguing a near impossibility when even that near impossibility grants extra yields in ore or power. Remember that if nids don't start on +20% tech with 3 slots theyre heavily neutered for the whole game. Literal RNG”

(next morning)

“you are actively avoiding arguing the point that you think nids have an easier to manage eco than everything else and instead are just arguing that "I have to carry every game and I'm the one reason you're alive"
“more % tiles mean you need to build LESS resource buildings comparatively to nids not more”
“if your filling your specialised tiles with BS then your going to struggle. Maybe you're just mad that "nids have easier economy" because it plays better into your playstyle of build whatever, whenever”

(this concluded with both of them calling each other massively skill issued)
tried to sum it up as good as I could, thoughts? i thought this was pretty open and closed but i'm interested to see how the general population has felt about this

Edit: Later concluded That the whole idea of a "Mono" faction dosent really exist its 2 minimum,
Last edited by Fallout; 11 Jul @ 8:11am
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No such thing as a mono resourced faction. Minimum is duo, nids need biomass and imfluence to work properly, not just biomass. Mono is a silly thing side 2 made up to argue a point
Originally posted by goatmachine5000:
No such thing as a mono resourced faction. Minimum is duo, nids need biomass and imfluence to work properly, not just biomass. Mono is a silly thing side 2 made up to argue a point
"imfluence" HA he's english and can't spell, what a loser! Point invalid
SaD-82 11 Jul @ 8:14am 
Originally posted by Fallout:
Edit: Later concluded That the whole idea of a "Mono" faction dosent really exist its 2 minimum,

Correct.
So, why not altering your OP then?
The incentive to read a long monologue which is based on wrong assumptions wouldn't be very high, I assume. (I skipped the text after the intro to reach the end of your post in which you invalidated your initial assumption, which proved me correct in doing so.)
Jey 11 Jul @ 11:29am 
Early to mid game, Tyranids have an easier eco, because:
- They get flat income from acquiring tiles (and potentially eating them through the malanthropes)
- They can spam biomass and don't need to balance it out.
- Their second city is one of the fastest to come.

After about turn 50-60, Tyranids eco fall off drastically because most of their units are expensive.
Meanwhile other factions start seeing the benefits of the higher percentage bonus on tile.
They have largely stabilized building upkeep resources (usually energy), and can just pump out stuff like crazy.
Resources in Gladius are best understood through the lens of cost vs upkeep.

Units and buildings that require a different resource for cost and upkeep are more economical than those that use the same resource for both. This is because you can get by on fewer resources with the former whereas the latter pushes you to expand to gather more resources.

This effect is less obvious in the early-to-mid game when units and buildings are cheaper but becomes more obvious by the mid-to-late game when units and buildings become more expensive.

Necrons are a good example here: all their buildings cost ore but require upkeep with energy, whereas all their units cost energy but require upkeep with ore. Even so the building upkeep is comparatively cheaper than the unit upkeep, meaning Necrons can get by on less energy than they can with ore - which they need large quantities of to both maintain their army and expand their infrastructure. Ore is thus their most important resource and should be the one they focus on primarily as they'll be spending heaps of it in droves by the late game. This is why they excel in volcanic tiles, hills, and similar areas that are ore-heavy. Also a good reason not to clear tiles with forests or ruins as they provide ore buffs.
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