- One of the coolest things ever in 4X games is showcasing as with technological advancements, our methods to operate change drastically.
- I love how in Stellaris, over time, player moves from Worker-based economy to orbital mining and megastructures.
- BUT it happens far too fast for it to je a significant moment. At this point I rarely invest into rural districts or workers, just focus on rolling for kilostructures as early as possible.
- This leaves certain playstyles unloved and unwanted (Authoritarians, Slavery, Mechanist, Commisioners as Planet Rulers) while turning Worker efficiency bonuses into something worthless.
- Move Kilostructure technologies from Tier 2 to Tier 3 or even Tier 4.
- Alternatively: start with more limited capacity for Kilostructures. Gain more via higher tiers of tech.
- Reduce power of Starbase buildings (example: Hydroponics Bay) to make worker jobs more important during early game.
- Increase power of Ingenious/Industrious/Agrarian traits from +15% to +25% or reduce them to 1 point.
- Increase power of Strong / Very Strong traits to provide more Worker Efficiency.
- Reduce power of Subsidies edicts from +50% to +25%.
- Restore bonus to base job output to tier 1 efficiency buildings to increase power of worker efficiency % effects.
- Add Military Rural Zone focus which adds Soldiers and makes Soldiers increase the respective worker’s output.
- Make Indentured Servitude the only Slavery type which allows slaves to work actual jobs.
- Make Chattel Slavery turn Slaves into Laborers, Domestic Servitude turn slaves into Servants and Battle Thralls turn them into Thralls.
- Optionally make these specialized slavery types available via dedicated buildings instead of Policy for more granular control.
- Workers remain relevant part of population until mid game.
- Strategies that rely on worker’s efficiency provide certain advangages during early game.
- Slavery is now more useful.
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