Please help the Yor before .71 goes live

Removing the Assembly Project from the Yor has severely hurt their playability for a few reasons:

1)      Fast Assembly is bugged

-          It isn’t effected by +synthetic growth techs and improvements

-          It doesn’t respect the synthetic population cap

2)      Fast Assembly creates more micro than it saves because you can only build Yor in increments of 5. This means if you want to keep your population at or near the morale cap you need to use colony ships or transporters to shuttle your population around. This is super annoying and micro heavy.

3)      Fast Assembly is difficult to use on worlds with low population due to high cost. Assembly Project allowed you to grow more slowly with lower production allowing a growth curve for planets with lower population.

4)      Fast Assembly caps your population growth at 5/turn. This one might be on purpose for balance reasons.

Please put back the option of the Assembly Project before .71 goes live. If not, at least give us an improvement that builds 1 Yor for ~20 production that will allow us better control over our population growth.

5,887 views 7 replies
Reply #1 Top

I'll agree that something definitely feels off with yor in the current build & think that the  assembly changes are at least part of (if not -the-) keystone to it.  It used to be that yor took some careful work to ignite the rocketpack, but the fast assembly means you just need to send out colony ships with 5-10mil pop  to make the rocketpack ignite whenever you feel like igniting it once you have a couple tall built planets to launch from.

Maybe if I knew what I was that wasn't "liked"   about the 0.61 mechanic  that caused the changes, i could give better feedback on what it is that feels off

 

Reply #2 Top

the beta 4.0 "assembly project needs to go its way overpowered

the new fast assembly isint right either due to the reasons you've listed already

 

i think the pre beta 3 assembly worked well at .2 pop 

combined with the fast assembly for 5 pop 

 

other then that a series of upgrades ranging from 1-10 yor for different values

1 pop - 24 production

2 pop 46 production

3 pop 66 production

4 pop 84 production

5 pop 100 production

6 pop 114 production

7 pop 126 production

8 pop 136 production

9 pop 144 production

10 pop 150 production

this has the advantage of better control to get to a good morale/production level

as well as benefiting small planets with cheaper growth and larger planets with more effecient growth

Reply #3 Top

Quoting androshalforc, reply 2

the beta 4.0 "assembly project needs to go its way overpowered
End of androshalforc's quote

I really liked the beta 3 Assembly project, beta 4 was crazy because they buffed it by 5x and it had a minimum of 1 pop/turn with even .1 manufacturing. I think it needed to be nerfed, but then again 5 pop for 101 manufacturing also seems crazy to me.

Quoting Tetrasodium, reply 1

Maybe if I knew what I was that wasn't "liked"   about the 0.61 mechanic  that caused the changes, i could give better feedback on what it is that feels off
End of Tetrasodium's quote

Paul answered my question about it in last Friday's stream, which is basically that it interacted poorly with auto-upgrade. IMO this is a problem with projects in general and not Assembly Project specifically and should be addressed as such. What he didn't address is that only being able to grow your population in increments of 5 is also really inconvenient and leads to a bunch of other, different, micro. My solution to the problem with Assembly Project was to turn off auto-upgrade on all my planets. I ended up liking the added control so much that now I do it no matter which race I'm playing. The other issue is that you had to watch your population so you could turn it off when you hit max, but the same could be said about Birthing Subsidies. I understand that some players are going to prefer the Fast Assembly, what I don't understand is why not have both?

Reply #4 Top

I think this fast assembly should be allowed for 1 patch. If people don't use it, how would they get feed back on it. Right now, it is only in an opt in patch, so the number of people playing it might be limited. I recall the devs saying something about the project is difficult for the AI to use, so there may be good reasons unrelated to removing it because the devs think the design doesn't work well.

That said, I'm in the group that does miss this project. However, to fix this problem, I think we would need something better than we have now. I hope something like that shows up in beta 5.

Reply #5 Top

Anyway, it would also be great for the current and/or future versions of the "fast assembly" projects to benefit form the synthetic growth bonuses (i.e. all the matrices, the techtree development etc), maybe by % reduction of the manufactoring points? As of now, the whole line for "spark of life" etc is useless without the former assembly project.

Reply #6 Top

I just want to voice my opinion here that I think the Fast Assembly is a lot of fun (maybe too much?*) once you get the hang of it.  It's different.  It makes the Yor feel different.  The assembly project was a chore and a bore.  But adjusting playstyle and strategy to fit a very different race is, in my mind, a very good thing.  Fast Assembly works in concert with the other things the Yor do well to make them very good at colonizing and invading.

*I think it's too powerful.  At the very beginning it takes time, but that quickly changes and 5pop/turn is easy for developed worlds - the kind that produce transports and colony ships.  My suggested change: A smaller, cheaper, "Fast Assembly" to start with, then gets increasingly more powerful - and less efficient - with tech (spark of life?) might be a fair balance. I think it should be skewed so that the larger assemblies cost more manufacturing per population - and you lose access to the earlier projects.  Essentially, you trade thrift for time. (your big worlds will be able to make more pop/turn)  High colony ship populations are important for Yor, this would make it less important early on and more important later on.

Reply #7 Top

This is my first time playing the Yor, and I actually kind of like the Fast Assembly thing after getting the hang of it.  I like seeing my planets populations all sitting at nice multiples of 5.  I'm not one of the super min/maxxers, so I don't really care about not being able to control morale perfectly.  I do understand how it could drive all of the micro-management nuts crazy though.  And there seems to be LOTS of you crazy micro-management perfectionists playing this game :P

It definately does need some fixing at the moment though.  Things like the population cap not working so I can stack up like 50+ pop on a planet, without researching synthetic population cap increases.  Being able to pump out 5 pop per turn on semi-developed and starbased planets seems a bit overpowered.  Stuff like that which has already been mentioned.

But other than the obvious buggy stuff which is to be expected with a beta, I do like the Fast Assembly thing.