Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Last time tree split was tuned it was nerfed too much, they didn't take into account the duration to reclaim each of the single trees (engineer on patrol has a min limit of 1 sec per tree or so).
This is obvious if you watch replays of high level play on Setons for instance. Land scout / labs are sent out to split the opponents forests. The tree split exists only for effect-reasons (to get trees to fall when you walk through the forest) so we should try to keep it as balanced as possible.
With this change we ignore the single tree blueprint values, instead calculate per-tree value by using the tree group's mass-energy / (n_trees_after_split * 0.95).
The 5% bonus is to compensate for the slower reclaim and probably too low anyway but it's a start, this way we won't overdo the buff and can see how gameplay adapts.