Catalytic processing should be a policy, not a civic

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Kabian

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Catalytic Processing as a Civic

Catalytic Processing as a Civic, while being amazing in terms of RP (something sometimes lacking), its in itself, a civic that harms the empire that takes it for the following reasons:
  • food procesing becomes inefficient as the game progresses (a lategame alloy worker requires 1.66 base miners, while a catalytic worker requires 1.75 base food producers)
  • minerals have more options to be produced (both megaestructure and 2 unity edicts of 50% minerals from workers and 33% empire minerals).
  • catalytic processing doesnt affect consumer goods, which means you have to split your production between minerals and food, which leads to more inefficiency.
  • costs a civic point, which could be used in rockbreakers/mining guilds if one wants to have better alloy production, since taking this civic instead of catalytic reduces the pops required on miners by around 20%-30%
Proposed changes to catalytic:

  • Make catalytic affect artisans, allowing catalytic empires to streamline production.
  • Make catalytic a decision option you can switch to change your procesing methods.
Why a policy?

  • As a policy, it doesnt have to compete with other civics, which it cant without making it stronger
  • give a bonus that can be felt by the player over other manufacturing methods (example: mining guilds)
  • Allow for easier expansion of the system: Examples:
    • Energy processing: nuclear manufacturing: turn energy into alloys in a 4 to 1 ratio
    • Mixed processing: turn food and minerals into alloys in a 1 mineral 1.5 food to 1 alloy
    • Etc...
  • Can still be enabled disabled depending on tech/other civics.

Please coment your opinion about this change!
 
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XCodes

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Fact is, as an Anglers + Barbaric Despoiler, I basically don't need any energy or mineral districts.
Especially after getting the third civic unlocked for catalytic processing.
Also running Utopian Abundance from the start of the game without having to run many additional artisans, just a few on my capital.
This is what Anglers is particularly good at. Early, high-upkeep living standard. I think I'd rather go with Pleasure Seekers than Utopian Abundance when talking about Barbaric Despoilers, but that's a matter of opinion.
 

Abdulijubjub

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1) 3 Anglers is not 4 Farmers + 1 Technician. The Technician benefits from labor bonuses which are far more plentiful than Trade bonuses in the early game, and therefore yields significantly more engergy -- to say nothing of a mid-game empire with all the Technician-boosting techs and buildings on top of Capacity Subsidies. Furthermore, districts have energy upkeep, which means having more districts = spending more energy, and planets have limits on how many districts they can build (and in this case, no, the limit isn't the planet size: the limit is about 4 lower than that because you want to build some City districts to unlock your building slots). 4 Farmers + 1 Technician is *decidedly better* than 3 Anglers.
  1. The numbers I gave were for right at the start of the game. Yes, you can get bonuses to energy production quite early, but a trade build can start with +50-60% trade (including Thrifty). Which is better varies based on what you invest in.
  2. You do need more districts, yes. You need 3 to get the output of 2.5, which is going to cost you a whopping... 0.5 extra energy per 30 food and energy produced.
  3. A size 16 ocean planet with 12 anglers makes the same food as 16 farmers.
  4. Even if they're only 33% better (three anglers doing the work of 3.5 farmers and .5 technicians. Those "excess minerals" that you spend on districts are, in total, 150 per 3 anglers (750 vs. 600). Would you not buy a pop for 150 minerals?
  5. For the planet size vs. pops thing: do you play exclusively on .25 habitables? Until the late game, the crunch is always pops, not space, and by the late game, farmers/anglers are so individually productive that they're not the problem. I don't think I've ever been in a situation where the fact that I could "only" make 96 food (12 districts) on a habitable was an issue in the early game, or "only" ~150 food (with modifiers) in the mid game.
2) If you are playing a trade empire -- and if you're taking the Anglers civic then you're playing a trade empire -- then you are *NEVER* getting 100% Trade to Energy. You're either getting CG's (if you need them), Unity (if you don't), or both (if you manage to actually get a Federation going). Taking 100% Trade as Energy is wrong pretty much 99% of the time, and the last 1% of the time includes both the time before you've gotten 643 Unity to buy the tradition that gives you Unity from Trade and the time where you've screwed up your economy somewhere else.
I'm using energy as the minimum possible value that you can get from TV. Trade builds switch to CG because it's *better* than energy.

I'm very confused by you using this argument. I agree with everything you're saying, but you're acting like this is an argument against my point (that Anglers are valuable despite the increased district cost). But what you're saying is that Anglers are even stronger than the case I've been making for them. Which I know, since I've been giving them the absolute bare minimum of support, assuming no Thrifty, assuming no trade modifiers, and assuming no trade policy.

I even made explicit mention of this point in the post that you refused to read. If you use the Trade League policy, each point of trade value is effectively worth 1.8x more.

So, I agree, but you're arguing *for* Anglers rather than against.
3) Maximizing food production per pop is fundamentally wrong. By 2250, the limiting factor on your potential food production isn't pops, it's planets. In many cases you could potentially argue that a modest early-game bonus can snowball you into a strong mid-game position in a standard economy, except in this case you can't do anything with excess food and the excess up-front mineral cost is detracting from your construction of Industrial districts.
I never said anything about maximizing food production. As I said, again, and again, and again, I'm responding to:
Anglers doesn't make your empire better at producing food.
That is my main disagreement. That's the one thing it does, really well, and indisputably. With the same number of pops (even including miners, for district construction), you can produce more food. Everything else is me responding to other points that you've brought up along the way.

"Anglers isn't an overwhelmingly powerful civic" isn't the same things as "Anglers doesn't make your empire better at producing food". I think you keep arguing for the former, but what you say you're claiming (and what I explicitly say I'm responding to) is the latter.

I don't understand the insistence on planets always being the chokepoint. Unless you have very bad luck with tiny planets or you have fantastic luck with a Lush planet with 20 food districts every game, you're going to be making roughly the same amount of food per planet. And besides that, for a large empire, you'll be skipping either at least one generator planet and/or factory planet (with the extra energy/CG from trade, and Pearl Divers). That will fix any planet crunch you have.




Have you actually played a game with Anglers?
 
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GhostDanny

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Yeah, but I'd think you want your primary pops to have jobs. Your slaves can be unemployed. And give you a silly amount of Amenities.

I lately go a lot of bio ascension and my primary species is generally the most abundant species in the galaxy, despite only being in my empire!
Only large hives or machine empires can hope to have more pops than I do. And even they struggle to keep up. :D
 

Kabian

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Anglers have 2 main problems, but food/pop efficiency is not one of them.

1: There is nothing realistically worth to use your food (bio reactors are bad, catalytic in its current form is worse and you sell at a loss)
2: It doesnt work with the current meta of CG/alloy swapping with industrial policy, where you produce mostly CG in civilian eco, swap to militarized eco and your planet designation to alloy workers (could be solved by making this policy only affect industrial workers, and not pearl divers)

But again, food production is not one of the problems.