It seems like the FE buildings have caused some persistent balance issues. While they now appear on the back burner for a little while, and reasonably so, I'd expect that they'll be getting another look before too long. With that in mind, it's worth taking a step back and thinking about the concept behind FE buildings.
Balance issues aside, my main criticism of the FE buildings is that they don't make sense from a thematic/lore perspective. Most of them produce some flat amount of resources and then provide a lot of jobs: usually 600. I don't think the jobs component fits the worldbuilding: FEs would not create buildings with jobs, because they're not interested in doing jobs. If I'm remembering correctly; their living standards are always something like "Hedonist." You're not going to have Bob the Militant Isolationist coming home after a hard day at the Class-4 Singularity making sure the empire has enough energy; Bob's going to spend the day binge-watching Spaceflix at his floating luxury villa while 142 nerve-stapled domestic servants cater to his every whim. Whatever you think of flat jobs buildings, it doesn't make sense for fallen empires to build them.
Instead, FE buildings should provide signficant amounts of job-free resources and some sort of planet-wide boost. Some of the T2 buildings already do things like this: for example, the auto-forge gives (in addition to 600 metallurgist jobs) 25 alloys and -5% planetary infrastructure upkeep. It would be better to drop the thematically inappropriate jobs, lean into the automated (and very lazy) nature of FE society, and change it to something like 50 alloys and -5% infrastructure upkeep. Likewise, maybe the Class-4 singularity would go from 600 technician jobs and 125 energy to something like 125 energy and +10% energy generated on the planet.
I like this for thematic reasons rather than balance, but I think it could potentially help address some of the existing balance issues (while creating entirely new ones, I'm sure). For one thing, you'd avoid the situation where the T1 FE building is strictly worse than the non-FE equivalent. (E.g., a Hyper-forge and the Alloy Nanoplants both give 600 metallurgist jobs and nothing else, but the Hyper-forge costs more than double the upkeep.) Also, positive modifiers tend to have diminishing returns (i.e., going from 100% to 120% is obviously a 20% increase, but going from 120% to 140% is only a 17% increase, and by the time you're going from 200% to 220% you're down to a 10% increase). So there's perhaps less incentive to spam them indiscriminately: you might have a normal building that would actually provide more benefit.
In short, this would make the FE buildings more thematically appropriate, while giving them a unique and still powerful role that's something other than normal buildings with bigger numbers.
Balance issues aside, my main criticism of the FE buildings is that they don't make sense from a thematic/lore perspective. Most of them produce some flat amount of resources and then provide a lot of jobs: usually 600. I don't think the jobs component fits the worldbuilding: FEs would not create buildings with jobs, because they're not interested in doing jobs. If I'm remembering correctly; their living standards are always something like "Hedonist." You're not going to have Bob the Militant Isolationist coming home after a hard day at the Class-4 Singularity making sure the empire has enough energy; Bob's going to spend the day binge-watching Spaceflix at his floating luxury villa while 142 nerve-stapled domestic servants cater to his every whim. Whatever you think of flat jobs buildings, it doesn't make sense for fallen empires to build them.
Instead, FE buildings should provide signficant amounts of job-free resources and some sort of planet-wide boost. Some of the T2 buildings already do things like this: for example, the auto-forge gives (in addition to 600 metallurgist jobs) 25 alloys and -5% planetary infrastructure upkeep. It would be better to drop the thematically inappropriate jobs, lean into the automated (and very lazy) nature of FE society, and change it to something like 50 alloys and -5% infrastructure upkeep. Likewise, maybe the Class-4 singularity would go from 600 technician jobs and 125 energy to something like 125 energy and +10% energy generated on the planet.
I like this for thematic reasons rather than balance, but I think it could potentially help address some of the existing balance issues (while creating entirely new ones, I'm sure). For one thing, you'd avoid the situation where the T1 FE building is strictly worse than the non-FE equivalent. (E.g., a Hyper-forge and the Alloy Nanoplants both give 600 metallurgist jobs and nothing else, but the Hyper-forge costs more than double the upkeep.) Also, positive modifiers tend to have diminishing returns (i.e., going from 100% to 120% is obviously a 20% increase, but going from 120% to 140% is only a 17% increase, and by the time you're going from 200% to 220% you're down to a 10% increase). So there's perhaps less incentive to spam them indiscriminately: you might have a normal building that would actually provide more benefit.
In short, this would make the FE buildings more thematically appropriate, while giving them a unique and still powerful role that's something other than normal buildings with bigger numbers.
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