"Colony Capital production points reduced from 5 to 1
Civilization Capital production points reduced from 5 to 1"
I fear this is too much of a nerf and it will now take too long to develop and get that colony rush going, resulting in a rather boring early game compared to now (1.83)
"Colony capital hub provides a 2 (was 1) level bonus to adjacent buildings if they are population or manufacturing or research
Civ capital hub provides a 3 level bonus (was 1)"
This will help mitigate the capital production nerf, but only somewhat and sometimes you can't initially get many buildings next to your cap.
"Nebula and black holes and anmalies made much less common on all settings"
Any why? OK with less nebula, but how are we to get anti-matter now with much fewer black holes? Reducing anomalies is again continuing along the path to a boring early game. It is fun to discover what awaits in anomalies.
//thx for ur consideration... neilkaz //
Hmm, I think the colony rush strategy is not a collateral casualty, but the target of this change. Together with the reduced map size and small ship costs, I think the pont of this balance is to enable more starting strats than only colony rush. Small ship military rush or high focus on the main world.
This will also strengthen the importance of bc. If your newly colonized worlds only develope super slow on their own, they become a monetary investment for quite a bit of time to come.
I agree with you, that there is some danger of the early game becoming a drag. But I trust Frogboy to build something, which is mostly enjoyable and else have the awareness to be high alert for more slight tweaks after this
But all in all I am really looking forward to relearning the game with these changes.
edit: on the topic of starbases:
Maxing the number of starbases per planet (up to 15 with 2 range extensions and up to 18 with 2 range extensions and the right perk!) is an efficient but yet very - as you put it - sim-city-esque mechanic. It makes some of the difference between human and AI players, which you want to build even less starbases.
You didn't mention it, but will you also reduce the range of starbases? What about starbase range extension modules?
Tiny hull cost reduced from 11 to 10
Small hull cost reduced from 25 to 20
Medium hull HP increased from 100 to 120
Large hull cost increased from 128 to 300
Large hull HP increased from 250 to 600
Large hull storage incresed from 100 to 120
Large hull logistics cost increased from 7 to 10
Huge hull cost incresd from 432 to 500
Huge hull HP incresd from 500 to 800
Huge hull storage increased from 250 to 300
Huge hull logistics increased from 10 to 16
I don't really like this one.
If I recall correctly you said somewhere, you intended huge hulls only to be built rarer and not rolling of the docks 1 per week. I think I know where you are goiing with this, but I don't think it will work.
By the end of the day, it comes down to only two important stats for ships: storage/logistics and HP/logistics. Manufacturing cost and maintenance are dominated by the values of the components and might as well not be present at all. Or now that I mentioned it, be rather a multiplier to all maintenance and production costs than a flat cost. Plus there are a few hidden benefits of concentration into one big ship.
Coming bakc to storage/logistics and HP/logistics:
In the current balance huge hulls excel in both of these:
Hull : Tiny/Small/Med/Large/Huge
HP/log : 12.5 / 16.7 / 20 / 35.7 / 50
Mass/log : 12.5 / 16.7 / 15 / 14.3 / 25
You suggest to change this into:Hull : Tiny/Small/Med/Large/Huge
HP/log : 12.5 / 16.7 / 24 / 60 / 50
Mass/log : 12.5 / 16.7 / 15 / 12 / 18.8
The divide between medium and large is kind of excessive. But given that the HP difference between large and huge can still well be offset by defensive components, I don't see myself building huge ships any less. They are still the ideal platform for whatever you are trying to build. Large hulls will more or less be the same to medium hulls.
I did not discuss small and tiny hulls here, since they more or less have their lategame role in form of carrier modules. But I would actually like to have some balancing incentive to make ships of multiple sizes, even in lategame.
Then again, I can't stress enough, how much I am looking forward to relearning the game