1. Ethics based civilian effects should be yoinked out of the game and just replaced with a general set of buffs. It's pretty obvious that some are COMPLETELY dominant in the early game, and some don't really do anything at all. It's basically forced to go 1 point in to spiritualist or materialist, 1 point in to egalitarian, then 1 point in to another good ethic. Ethics now have to be min-maxed SUPER hard, or you can find yourself literally hundreds of research down early game for no reason other than you decided to try authoritarian.
Due to how many civilians you'll have early game and late game, there's simply no way to compete unless you're triple ethics with points in the right area. It's a legitimate issue, with many players not even understanding how they can be hundreds of tech behind even a few years in to the game.
2. Seasonal Dormancy is overtuned as hell. If you properly set up your civilians the only real drawback you're going to be facing is paying the consumer goods for these guys. That is, unless you just go Seasonal Dormancy for a mere 2 points, and get -75% upkeep on every civilian. I've had empires with 40k pops fed off 3 farming districts. Seasonal Dormancy is probably the second biggest contributor to the game's bad balance right now. I think at -50% upkeep it would still be outrageously good.
3. Knights of the Toxic God is just way too much. It needs to generate less research baseline by a bit, and then it also needs to be able to stack civilians for output a bit less well as well. Both of those should combine to a ~33% drop in research early and mid and late game. It's sort of operating at a balance level that isn't really acceptable for a mere origin, as picking it AT ALL makes you build broken.
4. Clone Army continues to just be completely dominant in the game. Stacking pops is king right now due to civilians, and Clone Army does it best. It's always been one of the most Origins, but now it's just silly.
5. Psychics. Having to ban an entire ascension from MP games feels silly.
6. The above but also for Virtual. Ascensions by themselves shouldn't be so game breaking.
Due to how many civilians you'll have early game and late game, there's simply no way to compete unless you're triple ethics with points in the right area. It's a legitimate issue, with many players not even understanding how they can be hundreds of tech behind even a few years in to the game.
2. Seasonal Dormancy is overtuned as hell. If you properly set up your civilians the only real drawback you're going to be facing is paying the consumer goods for these guys. That is, unless you just go Seasonal Dormancy for a mere 2 points, and get -75% upkeep on every civilian. I've had empires with 40k pops fed off 3 farming districts. Seasonal Dormancy is probably the second biggest contributor to the game's bad balance right now. I think at -50% upkeep it would still be outrageously good.
3. Knights of the Toxic God is just way too much. It needs to generate less research baseline by a bit, and then it also needs to be able to stack civilians for output a bit less well as well. Both of those should combine to a ~33% drop in research early and mid and late game. It's sort of operating at a balance level that isn't really acceptable for a mere origin, as picking it AT ALL makes you build broken.
4. Clone Army continues to just be completely dominant in the game. Stacking pops is king right now due to civilians, and Clone Army does it best. It's always been one of the most Origins, but now it's just silly.
5. Psychics. Having to ban an entire ascension from MP games feels silly.
6. The above but also for Virtual. Ascensions by themselves shouldn't be so game breaking.
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