some things i can agree upon, others do not really bother me that much, but overall a nice list of improvements i could live with.
4) Habitats purpose unclear in 2.2.X
i can only agree. altough instead of making optional rails out of everything, i would love to see habitats become more interesting as niche, not just another skin of other mechanics. it is after all one of the few possibilities how to actually make "space different", something i miss in stellaris (as much of what you build has no real options, while nice planet bound 4x games usually get their beauty of how you transform the tiles)
tbh. habitats should be buildable in their current form by everybody, maybe with a few exceptions, hidden behind some side tech, and the perk should only enhance habitats to be truly viable alternatives, e.g. by reducing admin cap usage, increasing their size, etc.
also to be noted, if we talk hardcore scifi, habitats are the most reasonable option to expand the universe actually, and a dyson swarm would be a multitude more efficient than a very unrealistic ringworld e.g.; you could just as well house a whole galaxy of people in a solar system that would use proper habitats.
Complete rework, now replaces some "Administrator" jobs with "Juntas"
imho warrior culture is better like it is. adding more jobs does not make it more believable. this is the typical klingon race after all we are talking about, not a despotic military rulership. it should reflect, that all members of this species have some kind of warrior-esque lifestyle.
Tributaries provide an additional 10% in tribute.
holy moly no way. it is already pretty crippling as it is. you should never forget the greater implications for such changes in multiplayer.
i would agree tho if it gives the user however the ability to keep higher dividents of tributes, if in a tributary aswell, so it would become a useful perk not just if you want to vassalize, but also if you are a tributary / vassal.
but to be honest the whole vassal / tributary diplomacy thing is imho ready for rework, it is by far one of the lowest forms of gameplay elements, that you can basicly integrate a vassal, without the vassal becoming notified, if its a player (as only all other players see that message). it is a disgusting mechanic, and the main reason why people are rather willing to play tributaries. but that is a different issue.
-- Citizen Service -- Issue: Unity gain is too small to be comparable to unity focused empires. Motes are expensive for fortresses. Fleet size is irrelevant if the economy can't support it. Solution: Unity per soldier buffed to 2.
i would rather add extra soldier jobs on this one, provided by the administrative building. (+1/+2/+3/+4...), a small addon that might make it more lucrative.
Efficient Bureaucracy -- Issue: Too weak to be comparable to job creation civics for tall empires. Relatively inconsequential to wide empires as 30 admin is about where 10% tech speed is at. Solution: Buff to +30, making it comparable to the ascension perk.
+30 is way too much imho. it is already a very good pick for some builds. again, never forget pvp.
Issue: Edict cost is largely irrelevant as a modifier in the game.
can't completely agree, as it affects any kind of edict, being influence, energy or unity. but it could be buffed, maybe even through edict duration.
, Gaia's should be comparable to Ecumonopolis or habitat spam. I feel an ideal solution here would be to actually lock Ecumonopolis, habitats and gaia planets behind their own ascension paths.
I am somewhat against moving all these things into rails, and making them different flavors of the same thing. This does not really enhance gameplay at all. There is imho nothing wrong with Gaia being less viable atm. i welcome changes, but not if we put more "boxes" on things. that is just poor taste in game design.
my main issue with gaia is the duration of the terraforming.
the same applies to the discussion about megastructures, and putting them behind techs. exactly because they are locked behind a perk makes the choice harder.