Yes, three complaints in one thread! Such a deal.
First, Thrall Worlds. They are a really cool idea, but they feel a bit too weak.
Their only strength is the +50% Pop Growth. I believe the idea the devs had was to colonize a feature-rich world (Gaia etc) and then exploit its resources with a slave-heavy build. However, they also kinda screwed it up with the building restrictions, as such worlds can't build the Energy Nexus nor the Mineral Purification Hub lmao. Food Processing Centers is allowed however, which is nonsensical as Food is already abundant in the game (+50% base production, Ring Worlds, Agrarian Idyll, Hydroponic Farms, Livestock). This means that, unless you really want food, you're better off with a normal world filled with slaves for the two neglected buildings, while making some 9-size shitplanet a Thrall World for the pop growth.
So, if possible, I'd suggest that either A) Energy Nexus and Mineral Purification Hub are allowed in Thrall Worlds, or B) Districts get +1 job in Thrall Worlds. B would essentially be a +50% production modifier lmao, so it'd need something to balance it out; maybe +50 Crime, or -10 Stability, or... or something. A is more straightforward, but it's in B that the novelties would reside.
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Then, Resort Worlds. They really irk me out, jeez. I perfectly understand their building/district restrictions and really like the +1 clerk per 2 pops modifier, it works great. But the efficiency of the Resort World is irrelevant: it doesn't matter if it's a 9-size Tomb World or Paripayda, it will still give +15% Amenities and +15% Imigration Pull to the empire. So, like, why bother lmao, just plop it somewhere and forget about it.
I really think the modifier should scale according to the amount of Amenities you produce in the Resort. Maybe the current scaling for Happiness (200% = +20%) should be used by the Resort empire-wide.
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Finally, Penal Colonies. I have never used them. Why? Because lol crime. It's honestly pretty irrelevant in the game, Enforcers are too good, Amenities are too abundant, people simply don't commit enough crimes in my opinion. Only thing I can say is that, just like Resort Worlds, the size of the colony doesn't affect the modifier, which I find to be terrible.
In this case, what I would suggest is that Trade Value should also affect Crime in planets. I mean, pirates may attack my trade routes but criminals don't care about the trade produced on the land? What are they thinking?
First, Thrall Worlds. They are a really cool idea, but they feel a bit too weak.
Their only strength is the +50% Pop Growth. I believe the idea the devs had was to colonize a feature-rich world (Gaia etc) and then exploit its resources with a slave-heavy build. However, they also kinda screwed it up with the building restrictions, as such worlds can't build the Energy Nexus nor the Mineral Purification Hub lmao. Food Processing Centers is allowed however, which is nonsensical as Food is already abundant in the game (+50% base production, Ring Worlds, Agrarian Idyll, Hydroponic Farms, Livestock). This means that, unless you really want food, you're better off with a normal world filled with slaves for the two neglected buildings, while making some 9-size shitplanet a Thrall World for the pop growth.
So, if possible, I'd suggest that either A) Energy Nexus and Mineral Purification Hub are allowed in Thrall Worlds, or B) Districts get +1 job in Thrall Worlds. B would essentially be a +50% production modifier lmao, so it'd need something to balance it out; maybe +50 Crime, or -10 Stability, or... or something. A is more straightforward, but it's in B that the novelties would reside.
----
Then, Resort Worlds. They really irk me out, jeez. I perfectly understand their building/district restrictions and really like the +1 clerk per 2 pops modifier, it works great. But the efficiency of the Resort World is irrelevant: it doesn't matter if it's a 9-size Tomb World or Paripayda, it will still give +15% Amenities and +15% Imigration Pull to the empire. So, like, why bother lmao, just plop it somewhere and forget about it.
I really think the modifier should scale according to the amount of Amenities you produce in the Resort. Maybe the current scaling for Happiness (200% = +20%) should be used by the Resort empire-wide.
----
Finally, Penal Colonies. I have never used them. Why? Because lol crime. It's honestly pretty irrelevant in the game, Enforcers are too good, Amenities are too abundant, people simply don't commit enough crimes in my opinion. Only thing I can say is that, just like Resort Worlds, the size of the colony doesn't affect the modifier, which I find to be terrible.
In this case, what I would suggest is that Trade Value should also affect Crime in planets. I mean, pirates may attack my trade routes but criminals don't care about the trade produced on the land? What are they thinking?