It has been frequently opined that while giving medical workers the ability to increase habitability is a step in the right direction (as they are far too weak in 2.8), making the bonus only 1% is so low to not be worthwhile. (Some have even called it "laughable").
I would suggest boosting it by at least a factor of 2.5x to +2.5%.
That way, a 2-worker Gene Clinic would give +%5 habitability - equal to an extra habitability technology on a single planet at the cost of a valuable building slot, and a presumed 4-worker cyto-revitalization center would boost habitability by +10%. These bonuses are more interesting and might get more people to consider Gene Clinics. I also don't think these numbers are so large that they'd break the game. To massively boost planet hab. would require wasting too many building slots that could be used for productive purposes, so I don't see this regularly being used to bring 20% worlds up to say 60%+ or anything like that.
I would suggest boosting it by at least a factor of 2.5x to +2.5%.
That way, a 2-worker Gene Clinic would give +%5 habitability - equal to an extra habitability technology on a single planet at the cost of a valuable building slot, and a presumed 4-worker cyto-revitalization center would boost habitability by +10%. These bonuses are more interesting and might get more people to consider Gene Clinics. I also don't think these numbers are so large that they'd break the game. To massively boost planet hab. would require wasting too many building slots that could be used for productive purposes, so I don't see this regularly being used to bring 20% worlds up to say 60%+ or anything like that.
- 2
- 1