Do you make culture worlds and how?

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4xForEver

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Apr 3, 2020
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There is planet designation for almost anything except culture.

Every resources has booster building, ex. minerals have purification plants, alloys have alloy forges, research has research institute and then also unity has "Auto curating vault".
But this is not true for planet designation, you can set planet focus to almost anything but no culture.

Do you think culture focus option is missing?
I think it is missing because if there is booster building then planet focus should be there too.
Another reason is that unity edicts require huge amount of unity, so it makes sense to have specialized unity planets.
Having specialized unity planet let's you save on building slots just like for any other resource.

How do you build unity planets? do you spread unity buildings with no order across all planets or if not what planet focus do you set to unity production planet?
 

GloatingSwine

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Trouble is that by the time you get far enough into the game you think "I should use this spare building for culture" you probably don't need that much unity any more.
 
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Ryika

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Unless they've playing with a very low amount of planets, normal empires don't really have much need for dedicated unity production since they already produce massive amounts of unity passively from ruler pops + entertainers + potentially trade.

Hives benefit from spreading them across (key locations in) their empire due to traditions allowing the buildings to add housing, workers to add amenities, and the artifact action that gives planetary bonuses based on the number of Synapse Drones.

Machine empires on the other hand would really benefit from having such a specialization. It's probably one of the reasons why maintenance protocols is such a strong Civic, since their natural Unity production is really awkward.

Overall, I would prefer if such a specialization were available to all empires though, even if only to give players more freedom to play the way they want without feeling like they're being punished for it by the game mechanics.
 
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evilcat

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Culture Workers are bad jobs? The output is just not there.
Entertainers are ok for Unity needs.
There is also trade ideas.
Or be Spiritualists, priest are ok, exalted priesthood even better for some perk rush.
Isnt there like limit of how many monuments you can build. Havent done it for a while so dont even know.

It is not a priority.

There could be "something" for Holy Worlds.
Maybe using consacred world perk, then you can colonize holly world and use Pilgrimage destination for some better unity output. That could be something.
Especially using Consacred Worlds more like pilgrimage than national park.
 

jc_madden

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I usually use Wenkwort Artem as a resort world. That generates a TON of unity. Even late game, it's not a bad thing having a dedicated unity world to have all ambitions running all the time.
 
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4xForEver

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Trouble is that by the time you get far enough into the game you think "I should use this spare building for culture" you probably don't need that much unity any more.
normal empires don't really have much need for dedicated unity production since they already produce massive amounts of unity passively from ruler pops + entertainers + potentially trade.

Maybe I was not clear enough, but I'm not referring to unity that is used to unlock traditions, but rather late game unity needed to enact edicts.

Unity edicts are not that cheap.
In my game I demolished all unity buildings because passive unity was way more than enough, until those edicts come into existence, then I realized it would be good to have at least 2 strong unity planets.
 

DukeLeto42

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Maybe I was not clear enough, but I'm not referring to unity that is used to unlock traditions, but rather late game unity needed to enact edicts.

Unity edicts are not that cheap.
In my game I demolished all unity buildings because passive unity was way more than enough, until those edicts come into existence, then I realized it would be good to have at least 2 strong unity planets.
I can make virtually all the unity I need to afford each and every edict by slowly transitioning my capitol over to it.
 
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4xForEver

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I can make virtually all the unity I need to afford each and every edict by slowly transitioning my capitol over to it.
Sounds reasonable, I was thinking of same thing for first 3-5 planets in addition to capital.
Because first 5 planets use to be wrongly developed, recall in the beginning of game we build on those first planets things as needed instead of focusing them exclusively.
I usually re-develop them later when minerals become cheap and abundant.
 
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Ryika

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Maybe I was not clear enough, but I'm not referring to unity that is used to unlock traditions, but rather late game unity needed to enact edicts.
I was, too. If you have more than a dozen or so planets, you should be able to have all Unity Ambitions active at the same time pretty quickly without requiring dedicated production. As long as you stay under your admin cap, unity essentially scales linearly with the number of planets you have: Each planet adds more production without changing the costs of the Unity Ambitions. A few edict length repeatables make it more manageable for smaller empires.
 
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4xForEver

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unity essentially scales linearly with the number of planets you have: Each planet adds more production without changing the costs of the Unity Ambitions.
Ah that sounds wrong and explains why it's so easy to unlock them fast, the cost should increase with size of empire as well I think. (something like culture policies in civ 5, unlocking a new one felt like winning a lottery)

A few edict length repeatables make it more manageable for smaller empires.
Does the cost of unity edicts change according to anything? it could be they are expensive for me because of empire size?
 

Ryika

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Ah that sounds wrong and explains why it's so easy to unlock them fast, the cost should increase with size of empire as well I think. (something like culture policies in civ 5, unlocking a new one felt like winning a lottery)


Does the cost of unity edicts change according to anything? it could be they are expensive for me because of empire size?
Their base cost is equal to the next tradition that you could unlock (even if you already have all), which I think scales with the tech modifier that you can set during galaxy setup. Other than that, they only scale with amount of empire size over your admin cap, if you're within your cap, empire size does not increase the costs.
 
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GloatingSwine

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Ah that sounds wrong and explains why it's so easy to unlock them fast, the cost should increase with size of empire as well I think. (something like culture policies in civ 5, unlocking a new one felt like winning a lottery)

It's supposed to but Sprawl, the mechanism for doing so, is too easy to pay down with infinite bureaucrats.

This may change in the future and unity worlds might actually be a valuable thing, or some unity on each world, depends how it all changes.
 
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4xForEver

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It's supposed to but Sprawl, the mechanism for doing so, is too easy to pay down with infinite bureaucrats.
bureaucrats mechanism is not bad to fight sprawl, but I think in addition to bureaucrats, governing ethics attraction should be very weak the farther away planet is from capital. ( I think that feature was there in previous versions )

That way bureaucracy is just one step to keep order, another step being fighting factions as you expand.
Then if factions could destroy buildings and do various damage occasionally if their demands are not met, managing a large empire could be much more challenging that just spamming bureaucrats.
 

malakhglitch

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For RS with Remnants it's always the capital planet, even better once you restore it to an Ecumenopolis. You won't even need Maintenance Protocols, though it does provide a welcome boost.
 

Incompetent

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If I happen to acquire Wenkwort Artem, I might put the Ministry of Culture and an Auto-Curating Vault there, and make a half-hearted attempt at a culture world.

Generally though unity is just not that high a priority, since you get a lot of it "by accident", typically from jobs that also make amenities (which you definitely want to spread around your empire rather than piling onto a dedicated world). Unity-rushing early is a thing, but then it's usually too early to think about specialized colonies. If you do need more unity later in the game, often the easiest approach is to simply put Auto-Curating Vaults on your colonies and collect the unity from the building itself (i.e. you're not devoting any more pops to unity production).

As for what the devs should do to make unity more interesting, we've been promised an overhaul of both admin cap and unity, which could potentially merge the two concepts somehow. That would be such a huge change that it's hard to even think about balance questions until we have the general gist of what unity's new role will be.
 
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Rakonat

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Culture jobs just aren't good and I've always avoided building them. If I don't somehow get knocked out in the midgame then by the late game I have all my Tradition's maxed out and waiting on cooldowns from Unity Edicts to fire another one that's useful at the moment. I don't think I've built a culture center since 2.0 planet/pop rework cause back then it at least felt like it did something useful. Entertainers are just better for less goods and the society research gain just isn't worth it. And the Amenities benefits far outweigh the subpar society research you get otherwise.

Now if you're playing Death Cults or Exalted Priesthood, then your Priests are actually pretty decent. at produce amenities, culture and unity (and Death Priests somehow producing 1 more unity than High Priests, despite being a lower tier job) so you can replace entertainers with Priests and still get your unity (and RP value, if you're into that.) Non-Spiritual Megacorps also get better options, with the Manger at least producing Trade and Unity as well as some society, which for a megacorp is what you like (and makes sprititual Megacorps a bit sad when their Priests do not give any trade!)

Personally I don't see any reason to make Culture jobs if you are not a civ that gets the unique, better variants, and even those are rather B tier niche strats over things that actually work. I actively avoid them in most games unless I'm doing some gimmick or RP thing like making Alien Zoos. IF Culture Jobs had something besides the Unity/Society game, or replacing Society gain with something that would set them apart and make them more useful (such as an immigration boost) I could see them getting an actual part in the meta, but as of right now Culture Jobs are a waste of pop jobs outside of the Spiritual Civics that basically double their unity output.