The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
You're right! because materialists would be wanting to build robots, not people. I think that empires besides Materialists and Spiritualists should be able to build organics and robots with no buff or special base ethic based modifier. Along with that, I think that Materialists should have a build speed buff on robots but a debuff to building organics and that spiritualists should have a debuff on building robots and a buff to building organicsOrganic Pop Assembly is great! Now you can probably play Spiritualist without using robots at all ( Does Clones have a soul tho? )
This makes it even more critical habitats, of Void Dwellers are least, actually have all levels of capitol building
Personally I wouldn’t mind a smaller number of more powerful, more expensive ships. The Star Trek total conversion mod does this and it’s fun. In the early-mid game you have more of an emotional investments in your ships, and in the late game fleets still feel large without adopting silly looking formations the size of a system.So, are the resource requirements for ships, megastructures and tech going to go down to reflect the lower amount of pops generating those resources, or are the jobs going to be tweaked to give more? Or will this just lead to slower games?
If they are doing what i think they are doing (based on the tech names) what ends up happening is the modifier checks if a planet has a certain level of capital. These types of checks exist with building upgrades already. But they do stack in the sense that having a major capital will pass the check for an upgraded one; it's implicitly a "greater than or equal to" type of check.Do these stack?
making science complex give city districts a scientist job would be interesting to say the leastWith building slots reduced, it does seem strange that to have anything you'd focus a planet's jobs come from buildings. I am not getting why science jobs and the like wouldn't come from districts. They don't necessarily need a special district, but using buildings that modify existing districts to add or change jobs makes a lot of sense and fits in with how other things are working than trying to make some sort of other distinctions. If you're spamming buildings on a planet the way you'd spam districts, then it seems like you've failed to make a clear distinction between the two.
100% agreed. It's easy to get 200%+ to things like science output and others. Which cuts the actual efficiency of these in half, if not more. So you'll be paying 1.6x as much upkeep for a 20-25% increase depending on what jobs we're talking about.@Eladrin - I might suggest making those effects from the techs you revealed multiplicative bonuses to BASE production and upkeep on those techs rather than an additive modifier. Otherwise, given how much production bonuses can be stacked, you'll accidentally and near-universally create situations in which your alloys, research, etc. is produced LESS efficiently (in terms of output per unit resource cost) than without the tech. Sure, you'll get more resources per pop in total, but it will be less efficient in doing so, which conflicts with the flavor of economies of scale (one of your techs' flavor). My suggestion, if adopted, would help avert that problem.
Changing the base would be clearer, since having different kinds of % increases is going to be confusing.100% agreed. It's easy to get 200%+ to things like science output and others. Which cuts the actual efficiency of these in half, if not more. So you'll be paying 1.6x as much upkeep for a 20-25% increase depending on what jobs we're talking about.
Another way to fix this would be to make them increase the BASE value to which all bonuses are then applied afterward. I.e A Scientist for example would produce 4 as the base output, 4.4 with the first tech, 5.2 with the second, and finally 6.4 with the third. Increasing their production by 60% for a 60% upkeep increase. Then you get all your other techs applied to that. Keeping the upkeep and increase equal.
I might be taking it a bit too far. But I honestly think this is the way it should be done and I'd even extend that to traits. We already have a precedent in that with mining guilds. It gives a +1 to base production. Giving a small modifier to base production for traits would keep them relevant long term. Not necessarily for erudite/intelligent. But for the ones that increase resources ala thrifty, industrious, etc.Changing the base would be clearer, since having different kinds of % increases is going to be confusing.