I think $3* are enough for dyke. Normally there are 2 piles empty. And they are dead carts. Nevertheless I like the idea.
Dyke looks fun.
I was wondering if it might be better at 3* (and cost $2 more per empty pile).
So it would be $1 cheaper with no piles, and $1 more expensive with 2 empty piles.
Your suggestion (scolapasta) to start with an initially cost of $3* and an increase of $2 per empty Supply pile, with the same scale of VP scoring looks definitely interesting. I have thought about the Pros and Cons of both versions and both have some nice features and drawbacks.
An initial cost of $3 favors earlier buys of Dykes, which I like somehow. However, this can more frequently lead to premature emptying of the Dyke pile, which is not my intention. I think it is more interesting when other piles are emptied before, because then the cost increase of Dyke plays a more significant role.
In my opinion, the real race for Dykes should start
shortly before other piles are running low, so relatively late in the game. On the other hand, a cost increase of $2 as you have suggested is more dramatic and can be interesting on its own.
Funny thing is that my version (after 2 empty piles) with a cost of $6 (versus yours with $7) is not immune to trashing Attacks that work in the range $3 to $6.
Anyway, I somehow like both versions and I haven’t decided yet, which is the more interesting one.