Hmm, the revision to 3.0.3 is definitely a step in the right direction (Crime Lord Deal having real effects is pretty cool), but it's sad to see Clerks left off at "literally worse for being enabled", and it's very worrying to see automigration nerfed, when it already felt kind of slow as a Machine Empire.
On Clerks, the problem is just a lack of scaling bonuses. They can't keep up, and so pretty much only specialized empires would even want them, but every empire has them.
Suggestions (ideally both):
Suggestions (ideally one of these, not both):
On Clerks, the problem is just a lack of scaling bonuses. They can't keep up, and so pretty much only specialized empires would even want them, but every empire has them.
Suggestions (ideally both):
- Change Society techs to have percent modifiers to Clerk trade value, including a repeatable to rival Technicians (or just remove the one for Technicians so Dyson Spheres aren't as pointless as well).
- Change additive Admin Cap techs in Society to give +1 Admin Cap or Clerk job, and remove the +15 Admin Cap repeatable (so Clerks become important later to stave off Empire Sprawl, rather than research being able to do it itself, and eventually as you grow and grow you do need more Bureaucrat/Clerk jobs).
Suggestions (ideally one of these, not both):
- Make the Transit Hub affect not just planets in the system, but all within so many jumps based on starbase level, so that I can slap one on a trade station or bastion or something that happens to be near many planets to get them all under the effect.
- Have a tech that depends on something like Starhold make the first starbase upgrade not count for capacity (or count for half), so we can have little ones to just be Transit Hub/trade starbases peppering our empire.
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