Beta 6.2 Balance Feedback

Planetary Projects are useless.

  • +5% per 10 Manufacturing is a terrible joke. No matter what, you will never want to use this. You will always have better options.
  • +5% for the first 0.1 Manufacturing is easily abused, but not even worth the effort .
  • There is no reason to diversify planets anymore. Planets should always be specialized now.

Large empire penalty is too high.

  • -0.2 scales even more quickly than -1% does.
  • I find it odd to have a 'large empire penalty' with only 1 planet. 

Old Issues:

Strategic Resource Improvements are weak.

  • Durantium Refinery should give Manufacturing instead of Production. Durantium is too common, so maybe the Antimatter Improvement could get Production.
  • Antimatter Power Plant leaves Antimatter Containment doing nothing. Rename Antimatter Power Plant to Antimatter Reactor or something else. Rename Antimatter Containment to something else. Insert _____ Power Plant and fix the tech tree.
  • Strategic resource improvements should:
    *Be strictly better than a Basic Factory or Research Laboratory.
    and could:
    a. Give a +5% Civ-Wide Bonus
    or
    b. Receive +10% per level
    or
    c. Give multiple types of adjacency bonuses. 

 

Cargo Hulls have too much Capacity at 90.

  • Immediate access to double constructors. (Strictly better than regular constructors)
  • Recommend reducing capacity to 80.

Carrier modules are bugged/too small.

  • Transportation Specialization reduces carrier module mass by 30%.
  • Assault Carrier Module only costs 49(70), Drone Carrier Module only costs 31.5(45), Guardian Drones Module only costs 31.5(45), and High Capacity Carrier Module only costs 49(70).
  • Allows for multiple carrier modules on a single ship.

Old Bugs:

Skilled (Benevolent ideological Trait) does not appear to do anything. 

Farmers Race Trait modifies max population instead of Food.

5,548 views 9 replies
Reply #1 Top

I'll echo the cargo hulls, reducing their mass would also reduce the sensor ship exploit.

Reply #2 Top

Planetary Projects are useless.

  • +5% per 10 Manufacturing is a terrible joke. No matter what, you will never want to use this. You will always have better options.
  • +5% for the first 0.1 Manufacturing is easily abused, but not even worth the effort .
  • There is no reason to diversify planets anymore. Planets should always be specialized now.
End of quote

true. I look at the projects in their current form as way to differentiate fully developed worlds from idle worlds that need new orders. However i do not miss the old conversion projects, they imho made only sense if there were no govern panel with sliders to adjust. Another issue is that with the old system you would still specialize your planets, it was just more (and needlessly) complex (build a certain ratio of manufacturing buildings -> use conversion project -> get more yields than a specialized world). I also like that manufacturing is less important now, you need one to three factories to build up your planet (and keep it up to date) and only spam them if you want a naval world.

If you want more diverse worlds i would rather suggest to use the adjacency system, instead of bringing back the old conversion projects. E.g. a factory could additionally give +1 to adjacency bonus to research improvements.

 

Strategic Resource Improvements are weak. <snip>
End of quote

my suggestion is to change special resources to income, e.g. instead of granting a permanent durantium, a starbase could give +0.1 durantium per turn. This would allow to build ships with more special abilities (i really like those special support modules).

Reply #3 Top

It is a little hilarious that when projects were powerful, people complained that it was better to have diversified planets. Now that projects are weak, people complain that specialized planets are best. Obviously someone is going to be unhappy.

That said, SD needs to figure out what they want projects to do and make them to that well. To me they should be a place to funnel excess manufacturing that would otherwise be wasted. With that in mind, I think the best may to do them would be have them convert manufacturing after bonuses into science/credits after bonuses.

Reply #4 Top

It is a little hilarious that when projects were powerful, people complained that it was better to have diversified planets
End of quote

i do not recall this. 

to me diverse planets are defined in their outcomes, e.g. a planet that produces a lot of science, influence and a bit of credits is a diverse planet. a planet that just produces science is a specialized planet. whether you construct factories + labs + conversion project or just labs does not really matter, the former option was just a lot more complicated.

Reply #5 Top

I like the size of the hulls the way they are.

If you don't want to have sensor ships or double constructors don't build them. 

 

Ill echo Peregrine on the projects. Before everyone complained and now its just the opposite but still complaining. Personally I am fine either way. Lets give this a shot and see how this works out. 

 

If you can be an 'Army of One' you can have a 'Large Empire penalty' if you have one planet..hehe.

Reply #6 Top

I say that you do ONE of tow things...

 

1. Remove Economical and Research projects from the game.

 

2. Remove the focusing wheel for individual planets.

 

Either one of those should go away... they only confuse and are redundant mechanics.

 

 

Reply #7 Top

The "Colonizers" ability is way too overpowered with the new construction time of shipyards. You can expand like crazy. I got 600 points in power while the second race only had about 150 really early in the game. After 120 turns I have ~1500 while the second race has  ~250

Reply #8 Top

are you using colonizers to rush shipyards -> focus manufacturing -> colony ship?

you should add prolific to that and you have an incredible advantage, i.e. the population of the first colony ship of every world is free too :)

Reply #9 Top

The "Colonizer" ability should not be extended to shipyards, that would be an easy fix. I always felt this was too much of an exploit so I never done this, I can see how you could abuse it.