Things that need rebalancing

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Ixal

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Having played with 2.2 a bit I think the new system has much more potential than the old one. But several things do need rebalanceing in the future.

Crime
Crime currently is rather irrelevant because as long as you keep the pops happy which is rather easy there will be no crime even on large planets.
Imo crime should rise with pop numbers and infrastructure so that later you need to make an decision to invest ressources to keep crime low or to accept some low level crime on big planets.

Xeno-Compability permutations
Xeno compability is a nice RP trait but it can quickly get out of hand with all the different half races it creates. Thats especially true as you need to be xenophile for it, thus likely have a multiracial empire anyway. You will have so many races that any specialization with genetic engineering becomes impossible and your species list will be several pages.
There should be some limitations for what creates half races. Maybe instead of half-x you create x-y hybrids to cut the number of races in half (human-blorg hybrid instead of half-human and half-blorg)

Industry restrictions.
Imo the ability to focus on industry is a bit too limited at the moment as you have to rely on very limited building slots. And as everyone gets them at the same rate by pop growth its not really possible to specialize in or focus on industry.
It also means that the city planets are incredibly strong with metallurgists as a district job, making them imo a bit too useful for a DLC feature.

This is of course not a complete list, just what I noticed during playing. What do you think what needs to be changed or rebalanced?
 

George_L

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Piracy is annoying.Should be handled with starbses modules only and not fleets.
We dotn need sectors.Just put some basic per planet automatization.Automatic ressetlement in overcrowded planets too.
Research seems a bit fast atm even with minimal investment in laboratories.
Many ascension perks feel underpowered.
Shortcut key for netx planet and same function for starbases so we can go fast between systems and starbases
 
Last edited:

Piotrzeci

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I would say that the time it takes to apply a biological template. It takes a lot of time to modify small groups (I had to spend 6 months on a pop) and waaaay too little to modify large ones. In my current game I just had an idea to add thrifty to all of my main specie ...It will take 19 months for 120 pops. After that I was just modifying everyone in my empire, because I could just change half of my population in a very short time. I am pretty sure there is something off with the way the cost is calculated, because I mean... 1 pop took third of the time of 120.
 

Durham Dave

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I would say that the time it takes to apply a biological template. It takes a lot of time to modify small groups (I had to spend 6 months on a pop) and waaaay too little to modify large ones. In my current game I just had an idea to add thrifty to all of my main specie ...It will take 19 months for 120 pops. After that I was just modifying everyone in my empire, because I could just change half of my population in a very short time. I am pretty sure there is something off with the way the cost is calculated, because I mean... 1 pop took third of the time of 120.

Did your Society research change much in this time?
 

SirL

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I believe there is some base cost to modify, even for modifying 1 pop and very little cost for the rest. So modifying 1 will take like 6 months and modifying ~100 will take like ~20 months
 

Siri

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Having played with 2.2 a bit I think the new system has much more potential than the old one. But several things do need rebalanceing in the future.

Crime
Crime currently is rather irrelevant because as long as you keep the pops happy which is rather easy there will be no crime even on large planets.
Imo crime should rise with pop numbers and infrastructure so that later you need to make an decision to invest ressources to keep crime low or to accept some low level crime on big planets.

Xeno-Compability permutations
Xeno compability is a nice RP trait but it can quickly get out of hand with all the different half races it creates. Thats especially true as you need to be xenophile for it, thus likely have a multiracial empire anyway. You will have so many races that any specialization with genetic engineering becomes impossible and your species list will be several pages.
There should be some limitations for what creates half races. Maybe instead of half-x you create x-y hybrids to cut the number of races in half (human-blorg hybrid instead of half-human and half-blorg)

Industry restrictions.
Imo the ability to focus on industry is a bit too limited at the moment as you have to rely on very limited building slots. And as everyone gets them at the same rate by pop growth its not really possible to specialize in or focus on industry.
It also means that the city planets are incredibly strong with metallurgists as a district job, making them imo a bit too useful for a DLC feature.

This is of course not a complete list, just what I noticed during playing. What do you think what needs to be changed or rebalanced?


I agree with point one and two, I disagree with point three. I think you are much more able to choose what you want to focus on now than previously where it was much easier to just do everything.

Personally what I would like was if base pop growth was just a bit higher. As a UI concern now that we directly control so many planets I would also like it if there was a good way to sort planets in the outliner, maybe even create my own categories from them that I could close, such as the planets I feel are mostly done and I only need to check in on every now and then, and another for the ones that need more active management still.

It would also be nice if it was possible to focus more on one kind of research again like you could do previously.
 

Serenity84

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Amenities are a bit too easy to come by. With how many other jobs produce amenities on the side you rarely have issues with them. Which makes specialized buildings and entertainers useless on many planets. That's fine for small planets. It's not something you should need to invest in right away. But on really large worlds it should be a bit more of an issue

Fully agreed about crime. The only time I ever had any problems with it was during massive unemployment. And that only happened because I changed an immigrant species to be psionic.
 

Sifer2

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Piracy is annoying.Should be handled with starbses modules only and not fleets.
We dotn need sectors.Just put some basic per planet automatization.Automatic ressetlement in overcrowded planets too.
Research seems a bit fast atm even with minimal investment in laboratories.
Many ascension perks feel underpowered.
Shortcut key for netx planet and same function for starbases so we can go fast between systems and starbases


The problem with the per planet automation I see people keep suggesting is that said Planets need minerals to build. And it's incredibly annoying having to manually send them. When they go rid of sectors having their own stockpile/economy they created this issue. They need to revert it in some fashion. Maybe giving sectors a very small stockpile that when they fill up they send the excess they produce to you. And when they run a deficit they drain from you. This would allow for a per planet automation system where they can mostly pay for their own building once they get established. Though for it to work they need to rework the auto sector design to make sure they have at least 3 planets per sector always IMO.