Wile I applaud the recent additions to the game, as well as the great balancing that has been happening by the Uber team, the biggest balance problem with PA is an economy one. Any small advantage in the early game results in a large 'snowball effect' and that an early eco imbalance usually decides the game. While an eco imbalance should be punishing, it shouldn't automatically decide the winner in the first few min, this results in games that are decided in the first 5 min but take 20 to finish, and results in user frustration (despite playing a good mid game, a bad early game will screw you anyway), less people playing the game, less money for Uber, and less exciting e-sports games. Playing well becomes less important than getting a snipe the moment you realise you are down in eco relative to your opponent. The best games are where players have relatively similar eco throughout the game and the game is decided through play-skill, but this, unfortunately, rarely happens due to the snowball effect of exponential growth. Generally the winner can be picked at the 5 min mark 90% of the time, even at competitive levels. One possible way to resolve this is to have resource caps or in-game upgradable resource caps. In other words, you could have a cap on metal production be toggleable (and settable) at the game creation menu, allowing games to be decided by overall play-skill throughout the game rather than eco expanding skill, while still rewarding early eco-ing due to first-to-the-market effect. The other way (and my favourite way) to resolve this is to have eco-caps be expanded by the use of a structure that is built (metal storage and energy storage buildings would work well for this effect) that upgrade both the storage of the resource, as well as how much can be gathered at any given point in time. This forces the player who has more eco to invest more if he/she wants to get beyond the resource cap, as well as give up valuable real-estate. Essentially this would create a system where players farther ahead are charged an 'income tax' that allows them to continue to be farther ahead, but does not allow them to exponentially outgrow their opponent (the more above the cap they are the more they have to invest, and the more space they give up, furthermore, they have to then protect their resource expanding structures as much as their Mex and P-gens increasing their liability if they want the extra eco). Please tell me what you think. is this an issue, or does the possibility of snipes completely alleviate this problem?