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:
Please coment your opinion about this change!
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%
- Make catalytic affect artisans, allowing catalytic empires to streamline production.
- Make catalytic a decision option you can switch to change your procesing methods.
- 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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