Two problems with how the automation/optimization buildings work currently.
1. The lower tier building costs 8 energy per district for 25% of the workforce. The higher tier building costs 10 energy per district for 50% of the workforce. This leads to the tier 1 building actually costing you more than it gives in return for most of the early game, even on a specialized planet. Automate a technician job and you wouldn't be making 32 energy per district (what you need to break even from automating 1/4th of it) for a long time. But making 20 energy per district is quite doable. This leads to a weird circumstance where the tier 1 building is actively detrimental and useless except as a stepping stone once you've unlocked the tier 2 building, and in the meantime while upgrading to tier 2 you're actually hurting yourself.
2. Since the automation costs upkeep based on # of districts it weirdly advantages colonies with more workforce per district. This is, ecumenopolis/hive worlds/machine worlds and ringworlds. This doesn't make much sense, why should they have special synergy with automation? It's like a weird "win more" decision
Both of these would be fixed if the buildings instead charged you based on how much workforce they actually provide. Make it 8 and 10 energy per 100 workforce automated respectively and I think it would be fair? Someone tell me if there's some kind of upside to how these buildings currently work that I'm not seeing.
1. The lower tier building costs 8 energy per district for 25% of the workforce. The higher tier building costs 10 energy per district for 50% of the workforce. This leads to the tier 1 building actually costing you more than it gives in return for most of the early game, even on a specialized planet. Automate a technician job and you wouldn't be making 32 energy per district (what you need to break even from automating 1/4th of it) for a long time. But making 20 energy per district is quite doable. This leads to a weird circumstance where the tier 1 building is actively detrimental and useless except as a stepping stone once you've unlocked the tier 2 building, and in the meantime while upgrading to tier 2 you're actually hurting yourself.
2. Since the automation costs upkeep based on # of districts it weirdly advantages colonies with more workforce per district. This is, ecumenopolis/hive worlds/machine worlds and ringworlds. This doesn't make much sense, why should they have special synergy with automation? It's like a weird "win more" decision
Both of these would be fixed if the buildings instead charged you based on how much workforce they actually provide. Make it 8 and 10 energy per 100 workforce automated respectively and I think it would be fair? Someone tell me if there's some kind of upside to how these buildings currently work that I'm not seeing.
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