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.
I am just wrong. Ignore.
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).
Why compare the numbers of a normal unity planet designation with the numbers of a capital designation?
I generally want a ton more designations, even if there's only a tiny use-case (like an entertainer designation for the Cyberdome-build). Micromanaging and specializing the economy is part of the fun of the game! But in particular, given how much planetary ascension is supposed to matter for unity builds, it annoys me that they don't get a designation.
Nope. It's a Roboticist replacement. Jobswapping doctors would make this job go bananas.
Considering that Mutagenic Spas is already in the game and scales better than Reassigners, why not? Zombie strats are terrible right now. Although, again, they could be like clone vats and just not provide jobs at all.
STRONG disagree. A % research speed buff that scales with your planets would be crazy, even if it's only for Biology.
But why? The flat society research genomic researchers provide already scales incredibly well into all late-game society techs, this would be essentially a huge nerf to 3/4th of the society tech pool.
These are supposed to be net profitable.
The strategic resource income in the game went up by 100x, so the upkeep costs might as well not exist right now.
Dark Matter isn't as easy to generate. It's the same income standard as pre-4.0 (still an incredibly strong trait, of course).
These traits are fine. They're for unlocking things that need strategic resources early.
Yeah, and I'd prefer if the game was re-balanced to match their cost levels, but part of the strategic resource rework is that many of the strategic resource costs are scaling. Their relevance was cut to the first 20 years tops, where in the past they could potentially cover your needs for 50 or more. Maybe just bringing them down to 1-cost is fine, but again, you have to pick lithoids when there are a lot of good bio phenotype traits right now.
having leaders not die is great.
It's actually the livestock buff that's the powerful part of this trait. Easy 200+ food at year 0 if you turn all your serviles into livestock. Although you're not using the leader part of the trait for them, so you can see how it's always half-use.
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