Anyone else think the planet type / colonization bonuses are a bit lamo?

It ain't no big thing but it has bugged me from day one.  You colonization a planed that gets 10-50% bonus to say research; that's less than one first (@10%) tier i building and tier2 with aAd buffs (@50%).  Same with most colonization bonuses.   It kinda takes away any real incentive to keep the planet specialized in the given bonus area.  Yes it is better than nothing but usually not by much.  Just spit balling here but 50-100%  might be better.  It would be ~the equivalent a +1 tile if you stay with the plants "intended" focus.

12,947 views 7 replies
Reply #1 Top

10% more for free is a valid bonus. I agree that it is not enough to make you specialize the planet bit it isn't intended as such. 

Reply #2 Top

I think they are nicely balanced as they are.  Giving lots of planets 50% bonuses would overheat your economy and make specialization even more all powerful.

Reply #3 Top

The problem is they're additive, which is essentially useless at 10%.  A ghost world has enough of a bonus to make it a high incentive to specialize the planet since it's basically a free tile, but with the production buildings being percent modifiers themselves, the bonuses would be better if they were on the gross instead of the base.  A fully ringed +1 adjacency bonus tile is already better than even that ghost world, giving 60%.  If you have two +3's, or tiles you can ring, the ghost bonus is almost useless once you specialize in another facet.

 

As it stands now, food, raw production, and even approval bonuses are massively more powerful than research, economy, and manufacturing.  A 50% food bonus planet lets you obtain massive populations, potentially creating hundreds of extra productivity on good planets, while even a 50% ghost world is only going to net you around 60 points even on 20+ quality planets.

Reply #4 Top

I wouldn't mind a little buff to them, but making them all 50% or so would be too much, IMO.

I'd also like to see more and varied colonization events in coming expansions as these help make this game fun and interesting.

Reply #5 Top

Well now it's the p recursor worlds that make a difference.

Reply #6 Top

Yes, precursor worlds have bonuses that increase with technology, but even for those the primary impact on their productivity is the raw production boost, which caps out around 30 and only puts them on par with high population planets that aren't nerfed by the harsh food penalty.  The research and economy worlds are both quite ineffectual in their percent bonuses, compared to the massive 30 raw production you can get.

Reply #7 Top

Quoting psychoak, reply 3

which is essentially useless at 10%
End of psychoak's quote

My point exactly, I do not want yhem to be too powerful ... just not useless

Quoting psychoak, reply 3

As it stands now, food, raw production, and even approval bonuses are massively more powerful than research, economy, and manufacturing.
End of psychoak's quote

Agree, it makes them relevant in the game whereas  research, economy, and manufacturing are not with the current bonus levels

 

Quoting neilkaz, reply 4

I wouldn't mind a little buff to them, but making them all 50% or so would be too much, IMO.

I'd also like to see more and varied colonization events in coming expansions as these help make this game fun and interesting.
End of neilkaz's quote

I  agree ALL 50% or more would be too much, but some would be a nice surprise.  more and varied colonization events would be really nice