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-Marauder-

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Prior to 4.x it gave +50% Medical Workers output. Given that they weren't that good, and still aren't. This was a nice boost and worked actually quite well with Pharma State. It was far from game breaking or "Op" by any means.

After 4.0 it is now supposed to give +25% job efficiency to farmers, being nerfed by 25% and it's target changed. Somehow it still seems to apply to Medical workers, in it's much nerfed version though. Even if that was changed, giving Anglers and co the +25% job efficiency might actually be even stronger. Especially with other output modifiers that add additional production stacked.


Not only was something that wasn't particularly strong nerfed. It was also shifted to a completely different job. And then the name wasn't even changed, what do farmers have to do with Medi-Gel? Oh and it also appears to be bugged.
 
Probably because Genomic Researchers are medical workers.

"+50% to medical worker yields" went from a cute bonus that didn't really change anything (except make late game Polymelic stronger, and buff the medical megacorp) to a huge increase in growth (both from Biogenesis and Mutagenic Spas).

It could have just stayed as something roughly the same value, though (like +2.5% growth and assembly from medical workers), and it would have been fine. I hope it gets changed back to buffing medical workers.
 
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They unfortunately had to rush everything out the door and hasty balance adjustments have been part of that. Personally, I think they should* have ignored balance completely the last couple months. Still a lot of significant bugs.

*Edit, just noticed I left out the 'should'
 
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As I understand it, the Farmers thing looks to be a typo or they haven't bothered to change it to affect Farming job efficiency. As it presently stands though, 25% Job Efficiency is basically 1 bonus Genomic Researcher when you factor in that you get 4 of them. In 3.14, a 50% boost meant you got +5% Habitability(10% -> 15%), 10% Pop Growth(20% -> 30%), 10% Pop Assembly multiplier(20% -> 30%) and no change to Amenities.

In 4.0 terms, Habitability was removed and shifted to the Cyto Revitalization Center(aka Tier 3 Medical Center) but have since added a +5 Habitability Tech via Machine Template Systems that basically yields that 5%. Yet 100 Genomic Researchers yield 5% Pop Growth(increased to 15% with one Purity Flex), 5% Organic Assembly multiplier(+1 base Assembly with one Cloning Flex pick) and 2.5% Pop Upkeep per 100 so 25% Job Efficiency boost from Entertainment Nexus yields quite a lot. I wouldn't necessarily call it a nerf but if they did intend to change it, they obviously rushed BioGenesis out and didn't have time to check everything.
 
Probably because Genomic Researchers are medical workers.

"+50% to medical worker yields" went from a cute bonus that didn't really change anything (except make late game Polymelic stronger, and buff the medical megacorp) to a huge increase in growth (both from Biogenesis and Mutagenic Spas).

It could have just stayed as something roughly the same value, though (like +2.5% growth and assembly from medical workers), and it would have been fine. I hope it gets changed back to buffing medical workers.
Oh i didn't think about that.

But still I'm sad about this change. Back then it was a good buff for psionic or natural design empires, because they themselves lack growth, and that +30% bonus to growth and habitability was great
 
If Genomic Researchers are the problem, then maybe exclude them from it and list them as scientists rather than as medical workers. Because completely destroying something fun and entertaining that helps an otherwise mediocre job be slightly less bad and synergized well with some civics is not only unfun it's also 4.0 in a nutshell.
 
Thing is Medical Workers simply get a Job Swap when Genetically Ascending. A fully upgraded Medical Center provides +10% Habitability, -10% Amenities usage and -20% Medical Worker upkeep. The job itself still yields 5% Pop Growth. 5% Organic Assembly Multiplier, 750 Amenities(per Medical Worker, which is +50% from 3.14, Entertainers got 25% buff too) and -2.5% Pop Upkeep(which is the only thing that's new, although I forget if its from the job swap). Genomic Research Lab(and/or Genetic Tradition itself) converts them into Genomic Researchers that grants additional Society Research and any perks from Flex choices on Genetic Ascension at the cost of increased CG upkeep. If you pick a Purity Flex, the Pop Growth is tripled(5% -> 15%) while one Cloning Flex pick grants +1 Assembly(that is promptly multiplied by it's Assembly multiplier). Therefore, as I said previously, +25% Job Efficiency from Entertainment Nexus roughly yields +1 Medical Worker and effectively results in +5% Pop Growth(before Flex pick boost), +5% Organic Multiplier(minor nerf there but Genetic Ascension can get above the old 30% mark),-2.50% Pop Upkeep and some Society Research(which is new).

If the Farming Job Efficiency was truly the intended target of the Entertainment Nexus, then they obviously overlooked changing the target of the buff from Medical Workers/Genomic Researchers to Farmers. Otherwise, the Astral Rift outcome is a glaring typo.
 
Thing is Medical Workers simply get a Job Swap when Genetically Ascending. A fully upgraded Medical Center provides +10% Habitability, -10% Amenities usage and -20% Medical Worker upkeep. The job itself still yields 5% Pop Growth. 5% Organic Assembly Multiplier, 750 Amenities(per Medical Worker, which is +50% from 3.14, Entertainers got 25% buff too) and -2.5% Pop Upkeep(which is the only thing that's new, although I forget if its from the job swap). Genomic Research Lab(and/or Genetic Tradition itself) converts them into Genomic Researchers that grants additional Society Research and any perks from Flex choices on Genetic Ascension at the cost of increased CG upkeep. If you pick a Purity Flex, the Pop Growth is tripled(5% -> 15%) while one Cloning Flex pick grants +1 Assembly(that is promptly multiplied by it's Assembly multiplier). Therefore, as I said previously, +25% Job Efficiency from Entertainment Nexus roughly yields +1 Medical Worker and effectively results in +5% Pop Growth(before Flex pick boost), +5% Organic Multiplier(minor nerf there but Genetic Ascension can get above the old 30% mark),-2.50% Pop Upkeep and some Society Research(which is new).

If the Farming Job Efficiency was truly the intended target of the Entertainment Nexus, then they obviously overlooked changing the target of the buff from Medical Workers/Genomic Researchers to Farmers. Otherwise, the Astral Rift outcome is a glaring typo.
"When genetically ascending" being the important part here. There's no reason to inflict this upon everyone solely because it benefits a single choice. It's a ridiculous change that could've been done better but sums up 4.0 in a nutshell.