We need to organize some of these ideas and group them together. First, We need to have some sort of limiter based upon chassis type, or so many points you can put towards tanks, with each different chassis being worth a different amount of points. Possibly remove tickets all together and make them tech points, where it cost TP and res to build a tank, and once you are out of TP, you can't build any more tanks. Or just put in a hard limiter of so many per chassis type. The main issue with the slippery slope in empires is the lack of limitations on new tech. If you get heavy tanks, you can have just as many heavy tanks as the enemy can have light tanks. In most games with different classes of units, there is a hard limit on each different class to prevent one class from being over populated and ruining the game. For example, starcraft has a system of making each unit cost a certain amount of control points. each team has 200 control points, and 1 unit cost different amounts of control points. So you can have 50 Archons at 3 points each, or 100 dragoons at 2 points each, or 150 zealots at 1 point each. The Archon is much stronger than the dragoon or the zealot alone, but sometimes numbers mean more than individual strength. if starcraft worked the same as it does with empires, it would be the same as having 200 Archons vs. 200 zealot. The archons 1v1 would win. therefor the archons 200 v 200 will win. There needs to be a method to not only have a heavy tank cost more resources, but also make it not physically possible to have 1 heavy to 1 light tank on the field, as the heavy tank will 1 100% of the time.