Great Sadness, Expanding planet size is limited to 3 per planet

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Hohadonc

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I am very sad that the decision to expand the planet size with ice asteroids and frozen worlds can only be taken a max of 3 times per planet, I wish it was jsut an exponentially scaling cost or took more uses of the ice asteroids to increase it past 3.
 
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cerberus189

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i wish that aswell so that you can have a handfull of mega worlds but it costs a lot to do. i was hoping to be able to do a proper one planet playthrough without mods but i guess im going to have to mod the game to be able to have fun
 
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Ferrus Animus

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So Ocean paradise converts your two guaranteed habitable worlds into frozen worlds and you have to find another ocean world to actually get a use out of it from the hydrocentric AP?

That's just as disappointing as the minerals upkeep for pearl divers.
 
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Millbot

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I mean, it's kind of a mixed bag.

From what I remember from the stream, don't feel like jumping through two streams to gel all the inform. You get the following regardless of how many habitable worlds you allow.
-bonuses to pop growth and I want to say output
-the ability to build crystal mines (two IIRC)
-10-12 more districts than most other origins get (worth keeping in mind, sometimes one of you guaranteed habitable worlds can end up being size 10 IIRC).
-Also forgot you get nebula start, so nebula refinery for 10 minerals a month on each starbase you have up an running in that nebula with that module and eventual each one of those will get exotic gases.

So with zero habitable worlds, you could easily get a planet's worth of extra districts. I think life seeded is the only one you don't beat out on district (they mentioned you get a size 30 gaia world). Off the top of my head the only origins after that that get above 20 districts are resource consolidation and ringworld at 25. I guess voidborne can be thrown into the mix because there is nothing stopping you from getting your habitats fully upgraded and thus get 24 districts for the first three worlds, but it's kind of hard origin for comparisons like this.

So while it would be awesome to get larger worlds, it's not like your knee capping yourself much. For single player, you always have the option to lower the number of habitable worlds.

I'm more disappointed with the angler civic. Was hoping pearl divers wouldn't need mineral upkeep. Mixed on the whole idea of the district giving both a worker and specialist job because of how obnoxious job demotions can be. I'll have to see some math on whether or not this will be a good way to avoid having artisan or artificer jobs (mastercrafters best strength is the building slots and the loss of artificers probably isn't much of a detriment, but might be enough to kill it for angler builds). Each pearl diver and angler is giving you 2 trade value and you could maybe get good mileage with thrifty on this setup. It's not clear if all these values account for the aquatics trait or not (I think they mentioned you have to have the aquatics trait to take this civic). So the trade value could make it work. If not, the devs might want to consider giving giving angler's a bonus when some sort of production building is present to improve pearl diver output because they don't have the benefit of civilian industries. I'd suggest the food processing building for this. I really do think the civic should let function without artisan. Even if that means that a developed world opts to do away with industrial districts on their capital if they have the angler civic.

I will say, was hoping that an angler + catalytic processors build would have been able to forgo minerals districts, but that doesn't look like it's going to be the case if pearl divers need 2 minerals. I mean, that's a build that is going to have a ton of agriculture districts and a pearl diver for each district.

Honestly, not sure sure this hurts Ocean Paradise that much as a start. I think I'd rather see the devs make the advantage of going wide less oppressively advantageous than making it so that every origin can have two habitable worlds and not have too large an advantage.
 
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Firehawk11

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So literally all the benefit of Civics and Ocean worlds/Aquatic Species pack is super nerfed compared to Lithoids and Necroids? Good to know that the Custodians have some Aquatic Species Pack "Re-Balancing" to do already once it is released. This is an out rage, I should be able to make a infinite spieced mega ocean world...only 3 times, Ocean Paradise not lack luster origin compared to the original. Ocean Paraside vs Clone Army (Ocean world).

For 10 bucks this species back is gonna be as let down as Humanoid and Planetoid was at launch but this time it's with luck luster additions, I guess the deluge mega weapon is still cool?
 
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theBigTurnip385

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Pearl divers suck at 2 food 2 mineral upkeep for 4 consumer goods.

6 minerals -> 6 consumer goods for Artisans is way way way better due to how % increases on the base output work.

If you've played Rogue Servitor you would already understand why high base output is ALWAYS superior.

Rogue Servitor Consumer goods workers have a base output of 10

a 10% CG increase on a garbage pearl diver gives 0.4 output

a Rogue servitor gets 1
 
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hart30

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I am sure u can add mastery of nature planetary edict on top of the 3 ice mining edicts. This means planet sizes will be able to increased by max 5. Maybe if u are lucky with a terraforming event u can gain even more districts/planet size. Imagine terraforming ur oceanic paradise size 30 world, which u already increased to size 35 via edict and be lucky - ending up with a size 40 planet, which u then can terraform back to oceanic.
 
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Zagreb 887

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Species pack being a disappointment? What a surprise! XD
Easy cash grab with a fancy trailer and shinny shipset you dont really look because space battle looks like flies having an epileptic ceisure over a poop.

I wont consider spending money on a "cosmetic" until PDX prove to be able to release really finished content DLC, not like the half baked features we get since Federations.
 
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Hohadonc

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I mean, it's kind of a mixed bag.

From what I remember from the stream, don't feel like jumping through two streams to gel all the inform. You get the following regardless of how many habitable worlds you allow.
-bonuses to pop growth and I want to say output
-the ability to build crystal mines (two IIRC)
-10-12 more districts than most other origins get (worth keeping in mind, sometimes one of you guaranteed habitable worlds can end up being size 10 IIRC).
-Also forgot you get nebula start, so nebula refinery for 10 minerals a month on each starbase you have up an running in that nebula with that module and eventual each one of those will get exotic gases.

So with zero habitable worlds, you could easily get a planet's worth of extra districts. I think life seeded is the only one you don't beat out on district (they mentioned you get a size 30 gaia world). Off the top of my head the only origins after that that get above 20 districts are resource consolidation and ringworld at 25. I guess voidborne can be thrown into the mix because there is nothing stopping you from getting your habitats fully upgraded and thus get 24 districts for the first three worlds, but it's kind of hard origin for comparisons like this.

So while it would be awesome to get larger worlds, it's not like your knee capping yourself much. For single player, you always have the option to lower the number of habitable worlds.
True, but due to the way that population growth and planetary buildings works it is always better to have more planets, so stacking all your eggs into a single planet wouldn't likely be an optimal strategy and you would be better off spreading it out, I just don't want to be made to.
 

Celulthor

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This is disappointing. I was hoping for a playstyle where you could scour the galaxy of water to feed couple of mega-tall planets. Such a wasted opportunity once again. I guess at least this time it was kind of thematic to water down a feature.
 
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Nerisande

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Influence cost is more disappointing than any cap. 50 influence for just +1 district means that you wouldn't ever use this edict.
There are too many better ways to utilize this space-mana.
 
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Eled the Worm Tamer

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Why do devs do this? "Here's a really cool sounding thing to get excited about!*"

*That is so stiched with limits and down sides that its more bother than its worth.

Stop balancing around multiplayer frictionless spheres of a uniform density type of bland meta seeking play and give me the weird stuff! Yeah, some folks want a challenge, some of us just want to relax and poke at the anthill of the galaxy so long as options are clearly marked like they do with the Apocalypse origin thing, why not leave the 'really OP good but exotic' stuff too?
 
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Nebbie Zebbie

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because whenever something is slightly useful an endless tirade of "Fix the OP thing" starts in these forums, and with everything else being like that I don't think they can design outside of the box enough to make such things.
I don't think there was much talk about nerfing Functional Architecture, and the devs stated they nerfed it based on statistics. People talk all the time in the forums about buffing weak stuff, but it's basically never heard, and it seems like the devs would just rather get the easy statistics for playing balancing whack-a-mole...even on stuff they just buffed.
 

Eled the Worm Tamer

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And it's odd because those statistics would also tell them 'No one uses this one' for buffs.

But no, all must be made equally boring.
 
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Ferrus Animus

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I don't think there was much talk about nerfing Functional Architecture, and the devs stated they nerfed it based on statistics. People talk all the time in the forums about buffing weak stuff, but it's basically never heard, and it seems like the devs would just rather get the easy statistics for playing balancing whack-a-mole...even on stuff they just buffed.

It's not the only reason stuff gets nerfed, but one of them. Shattered Ring and ecumenopoli for example had a constant forum presence calling for nerfing them.

But sutff being too weak so it doesn't actually matter beyond spreadheeting bonuses has been a Stellaris problem basically since day 1.
 

Ryika

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And it's odd because those statistics would also tell them 'No one uses this one' for buffs.


But no, all must be made equally boring.
I'd assume that a lot of people still use the weaker civics. I do care quite a bit about minmaxing, but I still run "flavor builds" all the time, where I just pick fitting civics for the type of empire that I want to play, even if I know they're weaker less fitting options. Judging by the stuff that gets posted on reddit, there are a lot of people who just always pick and choose their civics for flavor.

Filtering the strong Civics is much easier, since they show up everywhere. Functional Architecture in particular can essentially be slotted in any build that doesn't rely on 2 specific civics and will perform very well, and it's also somewhat flavor-neutral, making it a good fit for just about anyone. It's probably "off the charts" when it comes to the level of representation.

That being said, the patch also brings a buff to Agrarian Idyll, which is one of the more interesting Civics when it works, and a small buff to Necrophage Hive Minds.
 
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Pearl divers suck at 2 food 2 mineral upkeep for 4 consumer goods.

Oof. If it was 4CG+2TV but as a worker job with no mineral input, it could be an interesting alternative to Artisans, while forcing you to compromise a bit on planetary specialization. As it is though, you're almost certainly better off just hiring some Artisans for better job efficiency. But then that makes the Angler food district a bit of a mess, until you reach the chronic underpopulation stage of the game (so that building a district for just one job is sustainable).

With this one (and also the ice mining decision), it sounds like the devs have been cautious not to give too much net advantage. But honestly, if you take a civic or an AP, you expect a significant advantage, or you'd take something else that does (even just one of the boring ones that gives a passive modifier). If you have no reason to take it, that devalues the whole DLC.

Aquatic also looks nerfed compared to what I was expecting. +10% to jobs output (i.e. making Ocean worlds like Gaias for your species) would be cool, but +10% only to energy/minerals/food? That's a pretty low-value bonus, given that a) you get so many other bonuses to technicians/miners/farmers that the relative impact of an additional +10% is much less than that and b) if you're running any sort of Necrophage, slaver or robot-heavy empire, your primary species probably won't even be making much energy/minerals/food as it will be concentrated in specialist/ruler jobs. It could be an OK trait on Serviles I suppose, but then you don't unlock the Hydrocentric AP, which as I understand it requires Aquatic *primary* species.
 
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