Basic Resource District Specialization cost is too high. 1000 minerals is a lot of resources in the early-game, easily a year of output. Conversely, building an additional resource district is comparatively (and overly) cheap. Once the economy balance patch is out, this will be an extreme chokepoint in planetary build progression.
- Resolution: Adjust cost to match city district specialization ratio; 2x the basic district cost (versus the over 3x cost it currently is). City = 500, City specialization = 1000. Basic = 300, Basic specialization = 600.
Strong disagree.
A basic resource specialization unlocks a building slot for your boosting building, and gives you 1.5x jobs/housing on your already built districts. 1 building slot was worth 500 minerals in 3.14, and if you've got 3 districts built, the specialization gives you another 1.5 districts immediately (equal to 450 minerals), and a 1.5x multiplier on any further districts.
And it also gives you an extra 2 building slots that you can use for e.g. Surface Quarries, if you don't
want to build any further districts (or can't because there's no more room on the planet).
Its mineral cost reflects its value.
- General lack of designations for Capital Planets and specialized planets. Ex: no unity designation for your capital, which makes already weak civics like Imperial Cult feel extra bad, since you can't double down with a specialization.
- Resolution: Go through every planetary type and make a standard list of designations that all should have. Default, Trade, Science, Unity, Mixed Industry, CG, Alloy, Food, Mineral, Soldier, and Basic Resource.
This hasn't changed with 4.0.
The capital designation is already superior to the unity one (~18% resources from jobs is better than +10% output and -10% upkeep) except for Holy Covenant, and the other designations were for fixing the fact that CG/alloy job distribution previous came through designation or that trade wasn't a resource (and wasn't buffed by the standard capital designation).
I would say they should do the inverse: remove all specialized designations, and bring us back to just having the one all-around-good capital designation.
- Research Institute, Galactic Stock Exchange, Citadels of Faith/Auto-Curating Vault.
- Provide zero jobs. Whereas buildings that were previously considered in an equivalent tier in previous patches still do. Military Academy, which gives 200 soldier jobs, and Ministry of Production, which gives 200 politician jobs.
- Note: These buildings used to be a consistent source of Elite pops, which were otherwise hard to obtain.
They're boosting buildings, like all the others. There's no reason why these should have jobs.
- Nanotech-Researcher.
- Doesn't job swap with engineers, and doesn't get bonuses from science buildings.
They fixed this one.
- Reassigner.
- Either swap with doctors, or make it a building without jobs like a clone vat.
Nope. It's a Roboticist replacement. Jobswapping doctors would make this job go bananas.
- Bureaucrats are now probably the worst regular job in the game. Not even the best way to produce unity, unless you spec into two civics and the correct ethics to do so.
- Resolution: Increase the base unity production of bureaucrats by one.
'Twas always thus. They've always been meh.
- Excessive CG upkeep for Dimensional Portal Researchers. They can single-handedly put your early CG economy into deficit.
- Resolution: Adjust the cost so they are only 1.5x the cost of normal researchers. You should feel excited to get them, not annoyed.
It's still a net profit. I think this is fine.
- Excessive Society research from Genomic Researchers. Having double to triple society research over other techs for typical ascension investment is a little out of wack, especially since a lot of society tech has nothing to do with genetics, and they give a ton of other great benefits as well.
- Resolution: Have Genomic Researchers increase the empire's research speed for genetic technologies instead.
STRONG disagree. A % research speed buff that scales with your planets would be crazy, even if it's only for Biology.
SPECIES LEVEL
- Traits that are way too strong for their rare resource upkeep:
- Exotic Metabolism
- Exotic Fuel Consumption
- Rare Crystal Exterior
- Volatile Mote Reactor
- Biomimetic Assembly
- Mote Powered Tools
- Matrix Trading
These are supposed to be net profitable.
Also, Biomimetic Assembly (unless you can somehow get those pops into your roboticists jobs and
nowhere else) is a terrible trait. It also has 3x the upkeep of all the other ones listed here (as it has 1 food in addition to its exotic gas upkeep).
I'm not sure why Dark Matter Engines isn't in here, it's the one most deserving of a nerf.
Not possible in 4.0. A better buff (IMO) would be to make it reduce all upkeep (food and CG). That would roughly double its effect for most empires.
- Inorganic Breath
- Literally the worst trait in the game right now (including the negative ones). 3 points -> 0.
This doesn't go far enough. It should be -2 at least (if not -3).
- Gaseous Byproducts & Scintillating Skin & Volatile Excretions
- 0 cost, but also increases pop upkeep like inorganic breath.
These traits are fine. They're for unlocking things that need strategic resources early.
They would
really suck if they increased pop upkeep.
- Spare Organs
- 1 cost, 0 for Organ Ursury Empires. Expensive for the extremely situational effects.
0 cost for Organ Usury empires is a great idea.
Not sure if it otherwise has to be cheaper: having leaders not die is great.
- I would love if you made Terraforming a monthly upkeep cost instead of a flat fee, so we can begin Terraforming earlier while fitting it more seamlessly within the empire's economy (instead of buying 10000 energy credits with trade all at once). It would also be nice if it was a scientist action (repurposing the old help planetary research ability, for example), giving the whole process more interaction. Also, if Terraforming transitioned the planet through various stages of increasing habitability, you could decide when it was close enough to your world to colonize (perhaps ripping the code from the preftl faction that exists in the Fear of the Dark origin), instead of everything being a boring flat wait time.
I would also like this, but it needs to come with removing most/all of the terraforming cost reductions (since speed will effectively reduce costs).
Mostly agree (without comment) to the rest.