[6.0] A review of specializations

So in Beta 6, specializations have become exclusive, meaning that once you pick one, you can't go back and pick up the others.

My biggest concern with this is tech balancing, in order for the system to be useful the choices must be very close in power. Else, people will choose the same ones over and over again.

 

So I'm going to go through and rank the specializations as I see them currently. People are then welcome to chime in or completely disagree!

For each tech, I will place (*) next to the techs. Specializations with the same stars I consider equal choices, choices with more stars I consider clear winners in most cases.

Then, I will put stars next to the main buckets, based on the level imbalance:

No stars - I think all techs are equal

* - One dud, but the other two choices are balanced.

** - Some clear imbalances

Colonization

Industrial Specialization*

  1. Manufacturing (+10% manu)*
  2. Research (10% research)*
  3. Industrial (-5% cost manu and reseach) | (note, should not have the same name as the main box)

In general, making improvements better is generally better than making them cheaper, unless its cheaper by a good amount.

Construction Optimization**

  1. Optimized (+15% manu)**
  2. Efficient (-15% manu cost)*
  3. Sustainable (-15% maint)

Unless maintenance drops by a lot, its just not worth giving up better bonuses.

Manufacturing Focus*

  1. Military (+20% military)*
  2. Social (+20% social)*
  3. Competitive

Industrial Mastery

  1. Military (+25% military)*
  2. Social (+20% social)*

Research Optimization**

  1. Optimized (+10% research)**
  2. Cost Reduction (-10% cost reduc)*
  3. Sustainable (-10% maintenance)

Technological Focus

  1. Engineering (+15% research to engineer techs)*
  2. War (+15% to warfare techs)*
  3. Communication (+15% to communication techs)*

Research Mastery*

  1. War (+20% warfare, engineering)*
  2. Peace (+20% communication, diplomacy)

The way this is written, it seems like war gives you a bonus to 2 whole trees, peace only gives communication research.

Planetary Specialization**

  1. Soil Enhancement (+1 food)
  2. Growth (+10% growth)*
  3. Production (+1 prod)**

Growth would be more useful if this was later in the tree, but that +1 prod early on is so important to kick start your civ.

Agricultural Optimization**

  1. +1 Food**
  2. -10% farm cost
  3. -10% farm maintenance

Farms are not that common of a building, free instant food is the way to go.

Farming Focus**

  1. +15% food**
  2. -15% farm cost*
  3. -15% farm maintenance

Agricultural Mastery*

  1. +20% food*
  2. +20% growth

This late in the game, the growth doesn't help me that much. The bigger food might let me swap out a farm for another building.

Environment Optimization

  1. Manu Adjacency +1 *
  2. Research Adj +1 *
  3. Econ Adj +1 *

Colonization Focus

  1. Aquatic*
  2. Frozen*
  3. Barren*

 

Engineering

Interstellar Specialization**

  1. +1 move**
  2. -30% mass to colonization, constructor*
  3. +2 range

I want to choose the -30% mass, I like it. But a free bonus move, to all ships, all game. Just too good.

Ion Optimization**

  1. +10% move*
  2. -10% drive cost
  3. -20% drive mass**

Warp Field Focus**

  1. +15% move*
  2. -15% drive cost
  3. -20% drive mass**

Hyperwarp Mastery*

  1. -20% drive cost
  2. -20% drive mass**

Sensor Optimization**

  1. +10% range*
  2. -10% cost
  3. -20% mass**

Energy Field Focus**

  1. +15% range*
  2. -15% cost
  3. -20% mass**

Sensor Mastery*

  1. -20% cost
  2. -20% mass*

Life Support Optimization**

  1. Range +10%*
  2. Cost -10%
  3. Mass -20%**

Support Field Focus**

  1. Range +15%*
  2. Cost -15%
  3. Mass -20%**

Life Support Mastery*

  1. -20% cost
  2. -20% mass*

Orbital Specialization

  1. +10% military*
  2. +5 logistics*
  3. +10% capacity*

Zero Gravity Optimization*

  1. +15% hitpoints*
  2. -15% hull cost
  3. Capacity +20%*

While capacity is a very powerful thing, the hitpoints are an immediate bonus to all ships out there and ones you make in the future, so that brings it to par for me.

Orbital Construction Focus*

  1. +15% hitpoints*
  2. -15% hull cost
  3. Capacity +20%*

Logistical Optimization*

  1. +5 logistics
  2. +1 mining*
  3. +10% military

Strategic resources are just really good right now.

 

40,067 views 11 replies
Reply #1 Top

Isn't this exercise a little pointless considering Paul said he is redoing them all for Beta 6?

Reply #2 Top

Quoting Surge72, reply 1

Isn't this exercise a little pointless considering Paul said he is redoing them all for Beta 6?
End of Surge72's quote

Its a way of letting the devs know where we think the imbalances are at.

Reply #3 Top

You think like I do, I pick all the same ones you choose as highest benefit, and then often go back and do the ones you have flagged as secondary.  I'm not looking forward to the proposed change, I'd rather it stay the way it is.

Reply #4 Top

I think, other than the extreme worlds, the rest should move to their own trees, component efficiency, weapon efficiency, building efficiency, etc. with new specialty techs that are actually special.  I'm hoping that will be the case but Paul didn't say if they would be the same type or something new.

Reply #5 Top


Interstellar Specialization**

+1 move**
-30% mass to colonization, constructor*
+2 range

I want to choose the -30% mass, I like it. But a free bonus move, to all ships, all game. Just too good.
End of quote

Truthfully I have never even realized that it was offering -30% mass to colonization and constructor components.  Like you said the +1 is too good that I have never even thought of looking at what the others are...  I'll have to pay more attention to this after you only can pick on.

Reply #6 Top

So doing a quick check on the terran tech tree, as far as I can tell the specializations are EXACTLY the same as before. So I feel this thread still has value, so I'm bumping it.

Reply #7 Top

Yes, I was surprised (and a little disappointed) at that too. Also only looked at the Terran ones.

Reply #8 Top

Some changed in the Yor tree but just to be in line with current direction.  I expected better choices with this release but since they are all the same as 5.3 I agree these are not hard choices.

Reply #9 Top

I wouldn't dismiss the cheaper specializations to quickly. They can help you lower your global wealth allocation and increase your other allocations. This can have a HUGE benefit in your overall capability. They also allow you to create more ships and such. 

Reply #10 Top

I agree with most of you picks. Here are a few picks I think you should re-evaluate.



Interstellar Specialization**

    1. +1 move**
    2. -30% mass to colonization, constructor*
    3. +2 range

I want to choose the -30% mass, I like it. But a free bonus move, to all ships, all game. Just too good.

1st couple play throughs I picked +1move, but then I saw what ppl could do with -30% colonization & constructor mass. That is actually, the most overpowered tech pick in the game. When combined with other space tech/picks it allows you to put colony modules on tiny ships. Which makes them incredibly cheap, same for constructors and transports. It is the strongest pick in the game. 

 

Life Support Optimization**

  1. Range +10%*
  2. Cost -10%
  3. Mass -20%**

 

I actually thin the +10% range is the more powerful pick. Unless I'm reading it wrong it applies to all ships, and since most of my ships don't have life support extra range to more ships == better.

 

Ion Optimization**

  1. +10% move*
  2. -10% drive cost
  3. -20% drive mass**
I think the 10% move is equivalent to the mass. It somewhat depends on play style map size, and how frequently you bother putting engines on ships. And it affects everything on the map right now. 

 

 

Construction Optimization**

  1. Optimized (+15% manu)**
  2. Efficient (-15% manu cost)*
  3. Sustainable (-15% maint)

This is probably the most significant point where I disagree, I think you are undervaluing reduction in costs. It left you build your factories faster. What helps you more in the early game when you need the help, and those gains can be put to good use.. at it seems to work out well for me and I'm still building factories by the time I've won... but this is probably map size dependent, 1 for maps bigger than large, 2 for maps smaller than large.

Reply #11 Top
Quoting jonmdewey, reply 10

This is probably the most significant point where I disagree, I think you are undervaluing reduction in costs. It left you build your factories faster. What helps you more in the early game when you need the help, and those gains can be put to good use.. at it seems to work out well for me and I'm still building factories by the time I've won... but this is probably map size dependent, 1 for maps bigger than large, 2 for maps smaller than large.

End of jonmdewey's quote

It's easy to value costs low. Sure, you can build 5 factories 5 turns earlier, and that is good. But that benefit is worthless while you are not building factories. More production is like having an extra factory, and that benefits you every turn thereafter for the rest of the game, no matter what you are building.

FYI the reason you are winning is probably not this one choice. You are winning because the AI is a joke.