Food buildings give 1 more food then they used to give.
Basic Hydroponics Farm gives 2 food and cost .5 upkeep @5:50.
Hydroponics Farm I gives 3 food and cost 1 upkeep @35:30.
Thank you, will edit post
Food buildings give 1 more food then they used to give.
Basic Hydroponics Farm gives 2 food and cost .5 upkeep @5:50.
Hydroponics Farm I gives 3 food and cost 1 upkeep @35:30.
Near they end of the stream they showed a spoiler to next weeks DD.
There a civics which give certain bonuses to your government. It is unclear if they are selected at empire creation or during the game and under which circumstances.
Basic Hydroponics Farm gives 2 food and cost .5 upkeep @5:50.
Hydroponics Farm I gives 3 food and cost 1 upkeep @35:30.
Small update on that. On Twitter Wiz shows a new empire he is playing and the civics are already selected. No idea though if we can change them in game or not. After all everything else can be modified (ethics and traits)
https://pbs.twimg.com/media/C45YgKZVMAEFHF7.jpg
He answered a few things about ringworlds i threw in there as i was abit curious.
1: To build them it needs to be a 5 planet system ( not moons ) and not have current active colony in it
2. Ringworlds are completed in 1/4th each time so you complete 1 habitatable section at a time + some of the seam
3. the habitatable segment also gets resources like energy/minerals not sure about science.
No. Mineral buildings produce less.So they now produce on par with energy and mineral buildings of the same tier?
So they now produce on par with energy and mineral buildings of the same tier?
Wonder how that effects Frontier Clinic and Hospital. Paradise dome was already buffed in food but no longer grans +habitability..
He answered a few things about ringworlds i threw in there as i was abit curious.
1: To build them it needs to be a 5 planet system ( not moons ) and not have current active colony in it
Teases:
-Civics tease from stream
---Police State: -20 Unrest
---Slaver Guild: +10% Slave Mineral and Food output
---Beacon of Liberty: +10% Unity
---Free Haven: +50% Migration Attraction
Here we go again. Why Unity is associated with Liberty, or Egalitarian stuff in general. Unity is, well, unity. A religious order type of Empire, or Autocracy with strong ideology surely have more unity than a common Democratic society. Sure, Democratic society can have very strong unity too, but it's far from unity = liberty\democracy\ etc. It's quite obvious that you can't have unity if you're not ready to sacrifice a part of you own freedoms\privileges\rights etc.---Beacon of Liberty: +10% Unity
Here we go again. Why Unity is associated with Liberty, or Egalitarian stuff in general. Unity is, well, unity. A religious order type of Empire, or Autocracy with strong ideology surely have more unity than a common Democratic society. Sure, Democratic society can have very strong unity too, but it's far from unity = liberty\democracy\ etc. It's quite obvious that you can't have unity if you're not ready to sacrifice a part of you own freedoms\privileges\rights etc.
I can see the reasoning- I think the fundamental issue is more that 'Unity' might not be the best name for the new resource. Free societies are more prone to cultural innovation than repressive societies, over time, and the adoption of new Traditions involves cultural changes and innovations that evolve the society. Societies that gain more Traditions are, despite the name Tradition, actually changing faster than other societies.
If I were to guess? To contrast the Authoritarian bonuses to mineral and food production with slavery and being able to take the second-worst living standard for even their primary pops.
Besides, we don't even know what all the civics bonuses are yet. They're might be an authoritarian one than discount's unhappiness when it come to unity production, a fairly large bonus considering there will apparently no longer be such a thing as happy slaves
-Base Core System cap is now 3. There are techs that will increase this limit.
Woah, that is quite a big deal for further customization! Likely with their own opinion bonuses and maluses too. Although they look a lot like those Edicts that can be turned on and off like Encourage Free Thought/Information Quarantine. Interesting.
Ok, wild speculation time!
Autority: Which of your ethos your goverment relies on. If loose this ethos, your goverment falls down and it's game over for you as your empire descend into anarchy. This would make for "natural allys" and ideologic blocks to appear overtime, since you will have interest into seeing empires with your "autority ethos" succeed as well
Goverment type: Same as old, It comes with a series of fixed bonuses, it depends on ethics, and it mostly affects how your leader is chosen / changed overtime
Civics: Specific types of customizable policies that you can temporarily adopt. Each different faction will propose different civics for you to adopt, the more factions, the wider your civic pool. However, picking civics will strenghten factions and ethos at the expense of others. Your democracy might think that adopting a police state during war time is a good idea, at least in the short term, but it will undermine the very foundations of your nation in the long run. There's great potential for strategic maneouver in here!
dude, no