Thanks! Indeed, I learnt while making this game that balancing is much harder than I thought at first. I have been looking at the underlying system using the machinations framework, from the book "Game mechanics - advanced game design", but I didn't have enough time during the week to model out the whole system. I will definitely do a second pass taking that into account. Right now the strategy really is "hire a lot of coders, mooch off of that until you get the first release, then you're good"