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Not really, no. I still like cybernetic more simply because I'm a cyberpunk nerd but Biogenesis has opened up a lot of new options. Working on a life-seeded+Gaia seeders game right now and planning on going bio ascension for the mutagenic habitability so I can live on other planets, build my Gaia seeders and convert them.
 
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Not really, no. I still like cybernetic more simply because I'm a cyberpunk nerd but Biogenesis has opened up a lot of new options. Working on a life-seeded+Gaia seeders game right now and planning on going bio ascension for the mutagenic habitability so I can live on other planets, build my Gaia seeders and convert them.
That... huh. Fair enough.

I hadn't really considered the advantages of going for an already habitability-intensive build to use that. It may also be quite valuable on ringworlds.
 
Just curious but did they ever "fix" the issue with Damn the Consequences or is it still the Unity sucking parasite on top of the 100% Pop Upkeep malus? Got an Overtuned game going right now with the intention of using Excessive Endurance, Elevated Synapses and Augmented Intelligence and just enjoy that sweet +10% Job Efficiency + 60% Research Efficiency(+30% more w/ Erudite).
Try an Authoritarian Civilian build- take Authoritarian so your monument causes civilians to produce Edict Fund, and ideally go Fanatic plus an ethic with compatible factions so your monuments will boost government ethic attraction and give you lots of unity from powerful factions. Put them on Social Welfare and combo with any of Mercantile, Under One Rule and/or Civil Education to buff them further. Be warned, their consumer goods count as job upkeep rather than pop upkeep, though stuff like Seasonal Dormancy still helps with the upkeep and housing.

The main advantage is that buffs to a planet get more effective the more you cram in one place, so you can take something like Mutagenic Spas or Purity Ascension that grants planet-level growth buffs and use a civilian build to cram them all in one place for massive growth (housing buffs are very useful in this regard). Egalitarians also work, perhaps better since Utopian Abundance gives better efficiency and also adds science, but they don't offer edict funds if they're not Authoritarian. Stacking ruler levels can also be good for edict fund, but, well, Overtuned.

The main caveat is that it's very easy to lose control of your consumer goods economy if your population of civilians suddenly expands; I advise building mixed industries so you can easily pivot metalworkers into artisans and civilians into metalworkers when they start getting out of control. Similarly, focusing on the resource district sciences will let you convert basic resources into science and thus ease the strain on the rest of your economy.
 
Try an Authoritarian Civilian build- take Authoritarian so your monument causes civilians to produce Edict Fund, and ideally go Fanatic plus an ethic with compatible factions so your monuments will boost government ethic attraction and give you lots of unity from powerful factions. Put them on Social Welfare and combo with any of Mercantile, Under One Rule and/or Civil Education to buff them further. Be warned, their consumer goods count as job upkeep rather than pop upkeep, though stuff like Seasonal Dormancy still helps with the upkeep and housing.

The main advantage is that buffs to a planet get more effective the more you cram in one place, so you can take something like Mutagenic Spas or Purity Ascension that grants planet-level growth buffs and use a civilian build to cram them all in one place for massive growth (housing buffs are very useful in this regard). Egalitarians also work, perhaps better since Utopian Abundance gives better efficiency and also adds science, but they don't offer edict funds if they're not Authoritarian. Stacking ruler levels can also be good for edict fund, but, well, Overtuned.

The main caveat is that it's very easy to lose control of your consumer goods economy if your population of civilians suddenly expands; I advise building mixed industries so you can easily pivot metalworkers into artisans and civilians into metalworkers when they start getting out of control. Similarly, focusing on the resource district sciences will let you convert basic resources into science and thus ease the strain on the rest of your economy.

The bug is that it ignores edict fund and applies the cost directly to you unity...

..while also taking up the edict capacity it's not using.

So making more edict capacity doesn't actually help.
 
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Try an Authoritarian Civilian build- take Authoritarian so your monument causes civilians to produce Edict Fund, and ideally go Fanatic plus an ethic with compatible factions so your monuments will boost government ethic attraction and give you lots of unity from powerful factions. Put them on Social Welfare and combo with any of Mercantile, Under One Rule and/or Civil Education to buff them further. Be warned, their consumer goods count as job upkeep rather than pop upkeep, though stuff like Seasonal Dormancy still helps with the upkeep and housing.

The main advantage is that buffs to a planet get more effective the more you cram in one place, so you can take something like Mutagenic Spas or Purity Ascension that grants planet-level growth buffs and use a civilian build to cram them all in one place for massive growth (housing buffs are very useful in this regard). Egalitarians also work, perhaps better since Utopian Abundance gives better efficiency and also adds science, but they don't offer edict funds if they're not Authoritarian. Stacking ruler levels can also be good for edict fund, but, well, Overtuned.

The main caveat is that it's very easy to lose control of your consumer goods economy if your population of civilians suddenly expands; I advise building mixed industries so you can easily pivot metalworkers into artisans and civilians into metalworkers when they start getting out of control. Similarly, focusing on the resource district sciences will let you convert basic resources into science and thus ease the strain on the rest of your economy.
Last I checked, Damn the Consequences didn't use Edict Fund.

It always uses 85% of your current surplus (minus edict upkeep reductions), which balances out to ~46% of your surplus before activating it (46/54=0.85ish). And it subtracts it in real unity, bypassing Edict Fund entirely.

i.e. if you made 100 unity initially, it initially burns 85 unity (85%). But that would make your surplus only 15, so it would adjust next month to burn 15*0.85=12.75 unity. That makes your surplus 83, so it would adjust.... and it repeats until it stabilizes at you making 54 unity, so that its cost is 54*0.85=46 (ish).
 
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Aah, that makes sense- sounds like those builds wouldn't work for that one, alas- they might still be useful in providing effective unity that isn't taxed in a temporary Damn The Consequences scenario, but that isn't saying much if you need to burn all but 54 unity per month to make it temporarily effective regardless.
 
Genetic overall looks to be in a very good place. It's a little less ridiculous than Machine and Synthetic ascensions, but as those have clearly needed to be nerfed for a year now that's not a flaw.

Imagine my shock that Montu has put out another video involving a fringe strategy dependent on a specific origin for Psionic and people think it's OP again. I really hope they don't design SotS with junk like this and TotS in mind, or it really WILL lose in its own DLC.

That Montu video was wild. Maybe it's a problem for multiplayer, but that build was so optimized and min-maxed that most players aren't going to get numbers anywhere like that so early in the game.
 
Aah, that makes sense- sounds like those builds wouldn't work for that one, alas- they might still be useful in providing effective unity that isn't taxed in a temporary Damn The Consequences scenario, but that isn't saying much if you need to burn all but 54 unity per month to make it temporarily effective regardless.
Spiritualist is more effective.

Spiritualist and a few Charismatic councilors makes it aim to burn ~60% instead of 85%, which means it stabilizes at ~38% of your previous surplus, instead of 46%.
 
True, and its totally a fun killer. I've always hated this about the community, both content creators and players. Constantly exploiting the new "meta" and demanding it be aggressively balanced to fit some competitive multiplayer standard just because they found a way to game the system in some goofy way that nobody is ever gonna replicate because lets be honest, playing that way is boring. You'll maybe get some fun out of it one time, get bored, and move on.

Aside from fixing major balance issues that impact the core gameplay loop like the issue the OP referred to (psy oversight) taking "balancing" to the extreme that this community does is just so unnecessary. The game is probably mostly played single player and multiplayer games can set whatever rules they want so who cares..

So many neat things just thrown to the trash all because a few people cried and complained that when they combine it with some gamey strat its too strong )':

I know I'm whining and crying myself at this point but Jesus people can the rest of us have fun too? Why are we meta balancing in a largely single player map painter?
There are definitely people whose psychology on this borders on mental illness on their need to aggressively "win at all costs".

A couple weeks ago someone here was complaining about how to handle their friend who literally played every multiplayer game the exact same way, rushing broken builds.


And I've personally seen it - anyone who plays D&D has - where you have that one guy who shows up with a ridiculously broken character built with obscure rules from rulebooks you've never heard of, and always has some technical lawyer-like exploit. We used to call them munchkins.
 
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There are definitely people whose psychology on this borders on mental illness on their need to aggressively "win at all costs".

A couple weeks ago someone here was complaining about how to handle their friend who literally played every multiplayer game the exact same way, rushing broken builds.


And I've personally seen it - anyone who plays D&D has - where you have that one guy who shows up with a ridiculously broken character built with obscure rules from rulebooks you've never heard of, and always has some technical lawyer-like exploit. We used to call them munchkins.
Meanwhile I'm trying to come up with more difficult builds to play, because if I have to play something overpowered then it has to be on 1k galaxies in order to not run out of things to do by around 2275 and we all know how well performance is on those...
 
There are definitely people whose psychology on this borders on mental illness on their need to aggressively "win at all costs".

A couple weeks ago someone here was complaining about how to handle their friend who literally played every multiplayer game the exact same way, rushing broken builds.


And I've personally seen it - anyone who plays D&D has - where you have that one guy who shows up with a ridiculously broken character built with obscure rules from rulebooks you've never heard of, and always has some technical lawyer-like exploit. We used to call them munchkins.

If you have to rules lawyer it, the answer is no...is my typical response to that sort of stuff....or ensuring their 'overly broken nature' will only result in it backfiring on them at every opportunity. Either they take the hint or they quit playing...and depending on how obnoxious they are...either is a positive situation.
 
If you have to rules lawyer it, the answer is no...is my typical response to that sort of stuff....or ensuring their 'overly broken nature' will only result in it backfiring on them at every opportunity. Either they take the hint or they quit playing...and depending on how obnoxious they are...either is a positive situation.
I know this portion of the discussion is a tangent, but why not do the mature thing and just tell them no, or this isn't the table for that if that is a deal breaker, they can go elsewhere? Why delay the inevitable of you just coming to blows?

EDIT: This can be extrapolated to your MP pod and just you Council out what is and isn't acceptable for today's game?