This is a list of the most glaring balance issues I found and some solutions that might work to fix them. Please don't derail the thread by whining about bugs, AI or some feature not working the way you like.
Colonies are too good as pop incubators. Proposal: Add a number of colonies pop growth penalty, greatly increase colony admin cap. A value of 10 admin cap per colony would better represent the actual value to overall economy growth the extra pop growth represents.
Research and pops snowball too hard. It is too easy to go way ahead with this. Pops should eat more (or consume more power), there is way too much food anyway. Maybe those percentile bonuses from techs need to be lowered slightly. The growth should be more linear, less exponential.
Exceeding admin capacity doesn't penalize research and unity cost enough. This one is pretty self explanatory.
System admin cap (not colony/district admin cap!) is too high. It doesn't reflect the economical value of most systems at all. A value of 1 seems more reasonable. If that's too low, add 0.1 admin cap per mining station.
As things are now, the permanent snake to valuable systems is the way to go (just stay coherent). That itches my OCD. I would like to have a reason to fill out those 2 energy systems later in the game.
The starting Admin Cap seems too low, bonuses to it too high.
Bonuses to Science output are too high and stack too much. Science is a tier 3 resource, yet there are ways to stack bonuses on this making forge worlds cry with envy. It is quite possible to quadruple the effective science output per pop before 2300. That's way too much snowballing. Quick proposal: Nerf the Intellectual leader trait to +5%, Lower the research assistance bonus. Lower the research bonus leader traits like Spark of Genius across the board.
Mining Guilds is crazy good because it multiplies with every other production bonus. Maybe nerf it to 0.5?
Some leader traits are too good while others are almost useless at the start of the game. Maybe the game should use some sort of point system for this. But I think just balancing the leader traits would help a lot. Expansionist is the worst offender imho, even 10% seems to be on the strong side.
The first two points together really are the biggest offenders.
Edited for clarification. Added point about administration capacity.
Colonies are too good as pop incubators. Proposal: Add a number of colonies pop growth penalty, greatly increase colony admin cap. A value of 10 admin cap per colony would better represent the actual value to overall economy growth the extra pop growth represents.
Research and pops snowball too hard. It is too easy to go way ahead with this. Pops should eat more (or consume more power), there is way too much food anyway. Maybe those percentile bonuses from techs need to be lowered slightly. The growth should be more linear, less exponential.
Exceeding admin capacity doesn't penalize research and unity cost enough. This one is pretty self explanatory.
System admin cap (not colony/district admin cap!) is too high. It doesn't reflect the economical value of most systems at all. A value of 1 seems more reasonable. If that's too low, add 0.1 admin cap per mining station.
As things are now, the permanent snake to valuable systems is the way to go (just stay coherent). That itches my OCD. I would like to have a reason to fill out those 2 energy systems later in the game.
The starting Admin Cap seems too low, bonuses to it too high.
Bonuses to Science output are too high and stack too much. Science is a tier 3 resource, yet there are ways to stack bonuses on this making forge worlds cry with envy. It is quite possible to quadruple the effective science output per pop before 2300. That's way too much snowballing. Quick proposal: Nerf the Intellectual leader trait to +5%, Lower the research assistance bonus. Lower the research bonus leader traits like Spark of Genius across the board.
Mining Guilds is crazy good because it multiplies with every other production bonus. Maybe nerf it to 0.5?
Some leader traits are too good while others are almost useless at the start of the game. Maybe the game should use some sort of point system for this. But I think just balancing the leader traits would help a lot. Expansionist is the worst offender imho, even 10% seems to be on the strong side.
The first two points together really are the biggest offenders.
Edited for clarification. Added point about administration capacity.
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