Custom Map Economy Settings in Beyond All Reason

How to tweak BAR lobby settings for extreme economy scenarios, what happens when resource generation shuts down, and why finding players for unusual setups takes patience.

Tags: economy, map settings, customization

Disabling resource generators in the lobby

Beyond All Reason lobby lets hosts disable solar, wind, and tidal generators before the match starts. This option exists for extreme scenario play where players must rely on metal extractors and reclaim alone for economic survival.

When you toggle all generators off, your entire economy depends on whatever static resources the map provides. No wind means no wind generators. No tide means no tidal plants. The only income comes from mexes on metal spots and reclaiming destroyed units.

What happens when resources run dry

On maps where metal is finite and energy generation is disabled, the economy eventually collapses. All production chains stop the moment the map runs out of available resources. Constructor units sit idle because they cannot afford to build. Factories cannot queue new units. The match grinds to a halt.

This is why the metal map layout matters so much in these custom scenarios. A map with concentrated high-value metal spots creates early conflict areas. A map with scattered low-yield spots stretches the game out and makes positioning harder to defend.

Finding players for custom setups

Standard BAR matches attract the largest player pools. Custom economic scenarios with disabled generators narrow the field significantly. Expect to wait longer for a full lobby and be prepared to invite specific players who are known to enjoy experimental formats.

Popular custom economy experiments

  • Zero energy generation. Pure metal-only economy forces tight unit management since you cannot flood the map with cheap energy-hungry units.
  • Few metal spots only. Limits total available metal and makes every expansion fight crucial.
  • Total generator disable combined with low starting metal. Extreme survival mode where a single lost constructor can end the game.

T1 unit choices in economic pressure

When economy gets squeezed, unit cost analysis matters more. Players often debate whether Razorbacks or Crossbows fit better in tight economic situations. Razorbacks demand higher micro skill but arrive with lower hitpoints. Crossbows hold the line with less individual attention but cost more per unit.

Good micro favors the cheaper option because the skilled player extracts more damage per metal point. Players who are focusing on macro management should go with the sturdier choice and accept the higher metal cost as insurance against positioning mistakes.

Creed of champions

Creed of Champions runs structured training events that cover both standard and experimental game setups. Players who want to try unusual builds and economy constraints in a supportive environment find organized matches there without the friction of finding strangers willing to experiment.

[Crd] One of the few places where you can for sure coordinate with people in matches with a good supportive attitude. Everybody tends to be understanding and constructive.
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