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Hey, I was checking out the new Power Link Station update and I really like the idea behind it. Having to choose between importing power at the cost of reputation or exporting excess power to gain reputation makes it feel like more than just another power building.

I'm curious, was the Power Link Station mainly created to solve some of the power balancing problems you were seeing during longer runs, or did you want it to introduce another strategic tradeoff into the game?

The motivation behind the design really boils down to adding a reason to buy power plant cards when they appear in the Shop Deals but you don't have a specific use for them: The power export function is the main feature, and import was more of a design accident (as one implies the existence of the other).

So to answer your question I'd say it's more in the strategic direction, in that it's meant to make focusing on power generation a slightly more viable strategy.

That makes sense! Giving players a reason to invest in power generation even when they don't immediately need the extra power adds another interesting layer to the strategy. I like how the export feature gives those power plant cards more value instead of letting them go to waste.

By the way, would you be open to a business proposal for social media management and video editing for Distributrains? I could help showcase mechanics like the Power Link Station through short gameplay videos, create content around new updates, and manage social media posts that explain the game's unique systems in a way that gets potential players interested. The goal would be to build more awareness around the game, keep people engaged with development updates, and help more players discover it.

Would you be interested in taking a look at a proposal tailored to your game and its development plans?

I am not looking for this kind of service at this time.