News

Beta 6.2 Balance Feedback

Posted on Friday, May 8, 2015

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.