Actually Ecumenopolis have 3 utilities:
-Forge
-Industrial
-Leisure/unity
Let's compare the difference between An Ecumenopolis and a normal world designed for the 2 first uses.
The planet gives 2 jobs per district (if specialised) and 2 housing for a 2 energy upkeep.
The Ecu gives 6 jobs per district, 10 housing, for a 5 energy upkeep and 1 rare ressource.
You would say, it's a good buff, at the price of an ascension perk and 20000 mineral/200 influence per planet.
You spend then 1 rare ressource to get the 4 more jobs (the energy doesn't change so much per job).
The problem with this is that you will never fill this planet, or it's not profitable. An average Ecu is 20 wide (because you take the biggest planet for project), so you will have 120 jobs to fill ONLY the productive ones, which means 120 pops.
Assuming that you build it midgame, an empire of about 500pops, and pop grow of 15 per month, base settings, it will take 150 years (225*120/15/12) to fill the planet (and the calculation gives very low estimate), so you have the choice waiting pops from other planets to emigrate (but in this case they will not fill other jobs, like science)...
...Or to conquer pops, but is this case why moving them when you have a fresh planet that you can fill with industrial district? it's cheaper, no rare ressource upkeep, influence to spend for ecu ect...
Actually An ecu only gives more jobs, when player absolutely want pops, and it's locked behind a lot of investment (the +50% pop grow is nearly pointless, only 3 grow a month, 1 more pop in 8 years, assuming you still have 500 pops), it's not profitable.
How to fix this:
My idea could be that Ecumenopolis should be able to be more specialised, making pops more productive:
When you build an Ecumenopolis, you would have the choice de specialise in 2 ways, Industry or Forge.
When you specialise in a way, you have a cost to change it (some minerals and influence)
The specialised jobs would be fewer (I think for instead of 6), but as productive as the others for fewer pops, It would means that each pop would produce (and consume) 50% more
Now if we remake the comparaison, An Ecu district would produce the same as 3 normal districts, but use less pops, and when pops are very valuable, it would be worth to pay!
To summarise:
1 Ecu are expensive to get, and their districts cost more per job.
2 Pops are very important to get, so more jobs isn't that good -------> Ecu not worth.
3To fix this Ecu should have a specialise option to make jobs more productive that the others so big advantage to Ecu ------> They are worth the investment. Pop Efficiency is the key
Upvote if you like, comment if you have things to add/debate
-Forge
-Industrial
-Leisure/unity
Let's compare the difference between An Ecumenopolis and a normal world designed for the 2 first uses.
The planet gives 2 jobs per district (if specialised) and 2 housing for a 2 energy upkeep.
The Ecu gives 6 jobs per district, 10 housing, for a 5 energy upkeep and 1 rare ressource.
You would say, it's a good buff, at the price of an ascension perk and 20000 mineral/200 influence per planet.
You spend then 1 rare ressource to get the 4 more jobs (the energy doesn't change so much per job).
The problem with this is that you will never fill this planet, or it's not profitable. An average Ecu is 20 wide (because you take the biggest planet for project), so you will have 120 jobs to fill ONLY the productive ones, which means 120 pops.
Assuming that you build it midgame, an empire of about 500pops, and pop grow of 15 per month, base settings, it will take 150 years (225*120/15/12) to fill the planet (and the calculation gives very low estimate), so you have the choice waiting pops from other planets to emigrate (but in this case they will not fill other jobs, like science)...
...Or to conquer pops, but is this case why moving them when you have a fresh planet that you can fill with industrial district? it's cheaper, no rare ressource upkeep, influence to spend for ecu ect...
Actually An ecu only gives more jobs, when player absolutely want pops, and it's locked behind a lot of investment (the +50% pop grow is nearly pointless, only 3 grow a month, 1 more pop in 8 years, assuming you still have 500 pops), it's not profitable.
How to fix this:
My idea could be that Ecumenopolis should be able to be more specialised, making pops more productive:
When you build an Ecumenopolis, you would have the choice de specialise in 2 ways, Industry or Forge.
When you specialise in a way, you have a cost to change it (some minerals and influence)
The specialised jobs would be fewer (I think for instead of 6), but as productive as the others for fewer pops, It would means that each pop would produce (and consume) 50% more
Now if we remake the comparaison, An Ecu district would produce the same as 3 normal districts, but use less pops, and when pops are very valuable, it would be worth to pay!
To summarise:
1 Ecu are expensive to get, and their districts cost more per job.
2 Pops are very important to get, so more jobs isn't that good -------> Ecu not worth.
3To fix this Ecu should have a specialise option to make jobs more productive that the others so big advantage to Ecu ------> They are worth the investment. Pop Efficiency is the key
Upvote if you like, comment if you have things to add/debate
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