I've jumped into the beta for 3.3 a bit, and I have some small ideas for what could be changed and added.
The first that I found weird is how all of the jobs seem to be uniform, which makes things bland and boring. So here is how I'd change up the jobs
Non-Gestalt Jobs:
Another thing I'd like to see added is a new repeatable to replace the edict duration repeatable. While the removal of edict duration makes sense, since all the edicts are now indefinite but with an upkeep, I'd like to see a new +10 edict fund 5-level repeatable (while it's never explicitly said, there are two types of repeatable: indefinite repeatables, and repeatables that stop at level 5).
I haven't dug too deep into the new beta, so I might add more to this as I play more of the beta.
Edit 1:
After some more experimenting, I found out that the void dweller origin is in a less-than-ideal situation when starting the game. Both of your secondary habitats start low on amenities, causing the habitat to be around 36 stability. Additionally, there is an entirely unnecessary holo-theatre on the main habitat. My suggestion for Organic Void Dwellers is to replace the commercial districts on the secondary habitats with leisure districts, remove the extraneous holo-theatre, and buff the arcane replicator to produce 12 consumer goods and 16 alloys. This will give the origin a stable start instead of crashing and burning right from the beginning. For Lithoid Void Dwellers, I would do something similar. Each lithoid secondary habitat should have 2 of its resource district, and the farms that Organic VD's would have be replaced with holo-theatres. I would also replace "Powered Exoskeletons" with "Geothermal Fracking" as one of Lithoid VD's starting tech, as Lithoids VD's struggled to feed their pops more often than organic VD's, even before 3.3
Additionally, the empire sprawl from districts, pops, and colonies have been changed to 0.5, 1, and 10 respectively. I don't know if this is a bug or an intentional feature, but I think they should be reverted back to the old 1, 0.5, and 5 empire sprawl respectively.
Finally, using the power of modding I have actually modded in my pop job changes I suggested, and nothing has been broken or unbalaned upon the start of the game.
Edit 2:
Looking at death cults now, and I think some extra changes should be made to them. First off, make death temples and regular temples mutually exclusive again. Players should be forced to build death temples to build up their mortal initiate population, instead of chickening out and building regular temples.
Secondly, I think some changes should be made to the death cult building itself, which I'll list below.
Finally, and this is minor, remove the extra industrial district on the start as death cult, as its unnecessary. Even without it you'll have 2 cg/month, which is still pretty standard. I recommend either adding an extra city district or a commercial zone building to replace this extra industrial district.
The first that I found weird is how all of the jobs seem to be uniform, which makes things bland and boring. So here is how I'd change up the jobs
Non-Gestalt Jobs:
- Politician: 6 unity, 3 amenities, 2 CG upkeep (unchanged)
- Executive: 5 unity, 2 amenities, 6 trade value, 2 CG upkeep
- High Priest: 6 unity, 5 amenities, 2 CG upkeep (unchanged)
- Noble: 6 unity, +5 stability, 2 CG upkeep
- Science Director: 5 unity, 6 research, 2 CG upkeep
- Merchant: 2 amenities, 12 trade value, 5 unity w/merchant guilds civic, 2 CG upkeep
- Bureaucrat: 4 unity, 2 CG upkeep (Unchanged)
- Manager: 3 unity, 4 trade value, 2 CG upkeep
- Priest: 4 unity, 2 amenities, 2 CG upkeep (Unchanged)
- Death Priest: 5 unity, 2 amenities, 2 CG upkeep
- Mortal Initiate: 1 unity, 2 amenities
- Necrophyte (Non-Hive): 2 unity, 2 amenities 1 CG upkeep (Unchanged)
- Coordinator: 4 unity, 4 energy upkeep (Unchanged)
- Bio-Trophy: 1 unity (above 50% happiness), +0.1% complex drone output (above 50% happiness), -1 housing usage, 1 CG upkeep (Unchanged)
- Synapse Drone: 4 unity, 2 energy upkeep, 2 food/mineral upkeep (Unchanged)
- Necrophyte (Hive): 2 unity, 2 amenities, Double pop consumption upkeep (Unchanged)
Another thing I'd like to see added is a new repeatable to replace the edict duration repeatable. While the removal of edict duration makes sense, since all the edicts are now indefinite but with an upkeep, I'd like to see a new +10 edict fund 5-level repeatable (while it's never explicitly said, there are two types of repeatable: indefinite repeatables, and repeatables that stop at level 5).
I haven't dug too deep into the new beta, so I might add more to this as I play more of the beta.
Edit 1:
After some more experimenting, I found out that the void dweller origin is in a less-than-ideal situation when starting the game. Both of your secondary habitats start low on amenities, causing the habitat to be around 36 stability. Additionally, there is an entirely unnecessary holo-theatre on the main habitat. My suggestion for Organic Void Dwellers is to replace the commercial districts on the secondary habitats with leisure districts, remove the extraneous holo-theatre, and buff the arcane replicator to produce 12 consumer goods and 16 alloys. This will give the origin a stable start instead of crashing and burning right from the beginning. For Lithoid Void Dwellers, I would do something similar. Each lithoid secondary habitat should have 2 of its resource district, and the farms that Organic VD's would have be replaced with holo-theatres. I would also replace "Powered Exoskeletons" with "Geothermal Fracking" as one of Lithoid VD's starting tech, as Lithoids VD's struggled to feed their pops more often than organic VD's, even before 3.3
Additionally, the empire sprawl from districts, pops, and colonies have been changed to 0.5, 1, and 10 respectively. I don't know if this is a bug or an intentional feature, but I think they should be reverted back to the old 1, 0.5, and 5 empire sprawl respectively.
Finally, using the power of modding I have actually modded in my pop job changes I suggested, and nothing has been broken or unbalaned upon the start of the game.
Edit 2:
Looking at death cults now, and I think some extra changes should be made to them. First off, make death temples and regular temples mutually exclusive again. Players should be forced to build death temples to build up their mortal initiate population, instead of chickening out and building regular temples.
Secondly, I think some changes should be made to the death cult building itself, which I'll list below.
- Level 1: 1 death priest, 1 mortal initiate.
- Level 2: 2 death priests if regular/1 death priest and 1 manager if megacorp, 2 mortal initiates
- Level 3: 3 death priests if regular/2 death priests and 1 manager if megacorp, 3 mortal initiates
Finally, and this is minor, remove the extra industrial district on the start as death cult, as its unnecessary. Even without it you'll have 2 cg/month, which is still pretty standard. I recommend either adding an extra city district or a commercial zone building to replace this extra industrial district.
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