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Using mutiny in the start also make it very expensive in mid-late game when you really need it for offworld rockets.
Also early game the debt that a mutiny can cause is easily manageable.
If mutiny is more expensive then it will be very difficult in late game and is one of the best counter strategies for offworld rockets
Personally I think mutiny is fine, because goon squad does cost just as much at the start, and you get the munity from it.
What I would rahter like to see is something that disables a single building more reliably and longer. Dynamite is an okay choice, for something next to the HQ it isn't disabled very long though, as repair can be done quick. Often one has to use mutiny as the way to disable something for the longest time possible. I would prefer a single target disable of some sort that last longer, around 3 minutes even perhaps. Perhaps a change to dynamite would be enough for that, like: before repairing, you first have to clear away rubble (60 seconds of delay before you can start repairs) or something.
Anyways, to the topic proper, I do like mutiny as is. If the guy with the first geotherm doesn't go for a goon squad, he is asking for trouble :)
if you buy expeniseve geothermal and dont buy a goon squad
Than someone will steal it. And that person will get immense early profit, while the person that originally owned the geothermal pretty much loses the game at this point.
Buying a good squad along with geothermal is very expensive. It basically annihilate the profits or early geothermal and "sets back on HQ level"
Mutiny is not expensive at all. It will not hurt anyone mid-late game if you raise the STARTING price by 1k. Itll just make early mutiny not a must-buy
Also. You cant argue with mutiny being the most popular tool. Iam nto saying its gamebreakingly OP (however in case of geothermal it kinda is). But its definitely much better than others.
Of course, sometimes power is worth more, but you have to balance the profit of the mutiny against the risk of the goon squad. Also, there is an opportunity cost, because your first black market purchase isn't being used on buying a cheap extra claim.
EDIT: There is one aspect of mutiny that I think IS too overpowered, and that is the fact that while you 'own' the building, you are capable of scrapping it right before the mutiny wears off, forcing the other player to spend 100% of the construction resources to rebuild it. However, I think the scrapping ability is a bug (or should be considered one).
OK, I must have seen it used on a lot of science players then. So my first example would be a 6000$ revenue against non-science.