I'm hoping there are some adjustments to unity income in the upcoming 3.4 release. As it stands today, there are some significant discrepancies in the ability of each empire type to generate unity. Many of these issues have been around for a while but weren't much of an issue with the limited uses of unity. Now that unity is used for so many important systems, the differences probably need to be looked at.
I've written before about the very early game unity challenges for Hive and Machine empires. However, I wanted to shift focus from early game to mid/late game to show how those issues increase over time. Here's an example empire template that illustrates the problems and how they scale into later game:
Regular Empire
A regular empire has two base sources of unity income: Politicians from their capital buildings and passive income from factions.
Hive Empire
A hive empire receives base unity from the jobs provided by their capital buildings but don't have any form of passive unity productions.
Machine Empire
A machine empire has no form of base unity production. All non trivial sources of unity require a building slot. They would need to create 107 Coordinator jobs requiring at least 18 buildings. This is 21.4% of their workforce and 18% of their available optional slots.
Hive and Machine empires have to expend 2.675 times the number or workers to produce the same amount of unity per month as do regular empires. This is with base numbers. Regular empires have many more options through government types, ethics, and civics choices that can turn this gap into a chasm. I understand that there needs to be some differences between the empire types so they remain unique in flavor and play experience. However, a nearly 3x scaler advantage in production of an extremely important resource seems outside the realm of flavor.
Not to mention the fact that the two empire types built on the concept of single consciousness and empire wide coordination would be the empires least able to produce a resource called "Unity". In my play throughs of regular empires, they are consistently 2-3 entire tradition trees ahead of my hive and machine empires at the same time scale. This also means that they are able to more easily build megastructures and ascend their planets as the game progresses. The other consequence is that they would be able to dedicate that 13.4% of their workforce and open building slots to pure technology development further exacerbating the imbalance.
I've written before about the very early game unity challenges for Hive and Machine empires. However, I wanted to shift focus from early game to mid/late game to show how those issues increase over time. Here's an example empire template that illustrates the problems and how they scale into later game:
- 10 Colonies
- 50 Pops per Colony for a total of 500 Pops
- Each colony has top level capital building
Regular Empire
A regular empire has two base sources of unity income: Politicians from their capital buildings and passive income from factions.
- 40 Politicians @ 6 unity = 240 unity/month
- 500 pops in factions @ 75% approval (very easy to maintain) = 187.5 unity/month
Hive Empire
A hive empire receives base unity from the jobs provided by their capital buildings but don't have any form of passive unity productions.
- 30 Synapse Drones @ 4 unity = 120 unity/month
Machine Empire
A machine empire has no form of base unity production. All non trivial sources of unity require a building slot. They would need to create 107 Coordinator jobs requiring at least 18 buildings. This is 21.4% of their workforce and 18% of their available optional slots.
Hive and Machine empires have to expend 2.675 times the number or workers to produce the same amount of unity per month as do regular empires. This is with base numbers. Regular empires have many more options through government types, ethics, and civics choices that can turn this gap into a chasm. I understand that there needs to be some differences between the empire types so they remain unique in flavor and play experience. However, a nearly 3x scaler advantage in production of an extremely important resource seems outside the realm of flavor.
Not to mention the fact that the two empire types built on the concept of single consciousness and empire wide coordination would be the empires least able to produce a resource called "Unity". In my play throughs of regular empires, they are consistently 2-3 entire tradition trees ahead of my hive and machine empires at the same time scale. This also means that they are able to more easily build megastructures and ascend their planets as the game progresses. The other consequence is that they would be able to dedicate that 13.4% of their workforce and open building slots to pure technology development further exacerbating the imbalance.
- 20
- 7
- 2
- 2