Back in 1.x when tiles walked the planets' surfaces, productivity traits were never purely effective.
If a tile gave 3food, 2minerals, 1 energy, moving a pop with a +% food trait to work that tile would boost only part of that tile's output.
This meant traits were originally always a trade-off, and you never got a situation where every output had a perfect trait match which boosted it at zero opportunity cost. You were always making a choice with no perfect solution.
2.2 broke this when tiles with mixed productivity were replaced by jobs with more simplistic productivity.
Along with pop scaling breaking the late game, jobs broke the previous productivity trade-off and replaced it with UX frustration -- there now is a perfect trait for every job, but you can't get them there because of user interface limitations.
Would it be better to allow you to just plop or genemod (or robomod) a perfect trait package for every job? It would end one frustration, but would it make the game better?
Would having a single obvious answer make the game's choices more interesting?
I think that can't be the correct answer, because to me having a single obvious answer means not really having a choice.
But something should be changed. The current setup where only UX is used to "balance" traits isn't a good feeling.
Here are a few ideas:
Laborer Jobs
- All three basic resource Districts now create +2 Laborer jobs, which produce a mix of resources (+2 food / +2 minerals / +2 energy). Each district also adds +0.1 of its specific resource to the output of each Laborer.
- Planet modifiers can change the initial allocation, for example a Dry world might produce -1 food / +1 energy (good for Lithoids); a Wet world might produce +0.5 food / -0.5 minerals (good for Catalytics). Something like Bleak might reduce the base by -2 food.
- Buildings like Hydroponics Tanks might provide a Laborer job and also provide flat resource output (+5 food), or might just provide the resource with no pops -- making them more pop-efficient if you can spare the slots.
Complex Traits
- Instead of having cheap traits which are only relevant to a single job, create more interesting traits which each provide trade-offs.
- Someone would need to design these complex traits.
Endgame General Traits
- With ascension or endgame techs, provide cheaper Traits which make specific traits obsolete and are incompatible with the starter traits, like +10% Worker production instead of +15% food production.
- Maybe Assimilation always removes the starter traits and provides access to new, better traits.
Endgame Unified Jobs
- Alpha Centauri had something like this for specialists: you start out with jobs like Technician & Doctor, but by the endgame every specialist is a Transcend which gives a better bonus than either of the starter jobs.
- One way to do this might be to transform starter planets into a new kind of Ecu for basic resources, with new jobs (like the Laborer) which provide all 3 basic resources.
- Seems a bit like the first idea with extra steps, so I'm not sure it's worthwhile.
Other ideas?
Thoughts?
If a tile gave 3food, 2minerals, 1 energy, moving a pop with a +% food trait to work that tile would boost only part of that tile's output.
This meant traits were originally always a trade-off, and you never got a situation where every output had a perfect trait match which boosted it at zero opportunity cost. You were always making a choice with no perfect solution.
2.2 broke this when tiles with mixed productivity were replaced by jobs with more simplistic productivity.
Along with pop scaling breaking the late game, jobs broke the previous productivity trade-off and replaced it with UX frustration -- there now is a perfect trait for every job, but you can't get them there because of user interface limitations.
Would it be better to allow you to just plop or genemod (or robomod) a perfect trait package for every job? It would end one frustration, but would it make the game better?
Would having a single obvious answer make the game's choices more interesting?
I think that can't be the correct answer, because to me having a single obvious answer means not really having a choice.
But something should be changed. The current setup where only UX is used to "balance" traits isn't a good feeling.
Here are a few ideas:
Laborer Jobs
- All three basic resource Districts now create +2 Laborer jobs, which produce a mix of resources (+2 food / +2 minerals / +2 energy). Each district also adds +0.1 of its specific resource to the output of each Laborer.
- Planet modifiers can change the initial allocation, for example a Dry world might produce -1 food / +1 energy (good for Lithoids); a Wet world might produce +0.5 food / -0.5 minerals (good for Catalytics). Something like Bleak might reduce the base by -2 food.
- Buildings like Hydroponics Tanks might provide a Laborer job and also provide flat resource output (+5 food), or might just provide the resource with no pops -- making them more pop-efficient if you can spare the slots.
Complex Traits
- Instead of having cheap traits which are only relevant to a single job, create more interesting traits which each provide trade-offs.
- Someone would need to design these complex traits.
Endgame General Traits
- With ascension or endgame techs, provide cheaper Traits which make specific traits obsolete and are incompatible with the starter traits, like +10% Worker production instead of +15% food production.
- Maybe Assimilation always removes the starter traits and provides access to new, better traits.
Endgame Unified Jobs
- Alpha Centauri had something like this for specialists: you start out with jobs like Technician & Doctor, but by the endgame every specialist is a Transcend which gives a better bonus than either of the starter jobs.
- One way to do this might be to transform starter planets into a new kind of Ecu for basic resources, with new jobs (like the Laborer) which provide all 3 basic resources.
- Seems a bit like the first idea with extra steps, so I'm not sure it's worthwhile.
Other ideas?
Thoughts?
- 5
- 2
- 1