Since the 2.2 dev diaries I felt that the new update will bring huge imbalance into this aspect of game. I've wrote about it in multiple separated threads and now I'd like to structure my thoughts on the topic as well as get some insights from the community.
Gaia
100% Habitability
+5% Biological Pop Happiness
+10% Resources from Jobs
These planets are meant to be paradise worlds with ideal conditions and abudance of natural resources. I can see gaias as a perfect candidate for resort worlds or raw resource extraction for non-gestalt empires. Too bad that resort worlds have no synergy with gaias.
Machine World
+10% Resources from Jobs
0% Habitability
No Agriculture Districts.
Generator and Minig Districts Unrestricted by Features
Introduced in the synthetic down, these worlds are meant to be gaia analog for machine empires. They sacrifice the habitability for extra resource acces. The problem with the machine worlds is that now they have to somehow compete not only with gaias but with ecumenopolises as well.
Hive World
100% Habitability if
Hive-Minded
0% Habitability if not
Hive-Minded
+10% Resources from Jobs
Districts Unrestricted by Features
Intoduced in the recent update, Hive Worlds are literally hive mind version of machine worlds they suffer from the same problem which is...
Ecumenopolis
100% Habitability
+20% Specialist Output
Special admin-cap-efficient Districts
Districts Unrestricted by Features
Whatever other advanced worlds do, ecumenopolis does it better. Perfect habitability of gaia with the districts uncapped by planetary features of machine and hive worlds, but these districts are even better and pops working there have even better productiion bonus. Also ecumenopolis requires less technologies to be created. They are so good that gestalt empires suffer from the inability to build ecumenopolises.
So. What can be done to balance the advanced planet classes? I have some ideas, but this post already took too long so I'd like to hear yours first.
Gaia
These planets are meant to be paradise worlds with ideal conditions and abudance of natural resources. I can see gaias as a perfect candidate for resort worlds or raw resource extraction for non-gestalt empires. Too bad that resort worlds have no synergy with gaias.
Machine World
No Agriculture Districts.
Generator and Minig Districts Unrestricted by Features
Introduced in the synthetic down, these worlds are meant to be gaia analog for machine empires. They sacrifice the habitability for extra resource acces. The problem with the machine worlds is that now they have to somehow compete not only with gaias but with ecumenopolises as well.
Hive World
Districts Unrestricted by Features
Intoduced in the recent update, Hive Worlds are literally hive mind version of machine worlds they suffer from the same problem which is...
Ecumenopolis
Special admin-cap-efficient Districts
Districts Unrestricted by Features
Whatever other advanced worlds do, ecumenopolis does it better. Perfect habitability of gaia with the districts uncapped by planetary features of machine and hive worlds, but these districts are even better and pops working there have even better productiion bonus. Also ecumenopolis requires less technologies to be created. They are so good that gestalt empires suffer from the inability to build ecumenopolises.
So. What can be done to balance the advanced planet classes? I have some ideas, but this post already took too long so I'd like to hear yours first.