Was it intended to increase the cost of building more Yor by 20 manufacturing while decreasing the number build by 60%? Seems a bit excessive.
To be clearer previously assembly cost 101 manufacturing and built 5 population of Yor. In .95 assembly costs 121 manufacturing and builds 2 population.
imho it feels much better balanced now. also keep in mind that there are techs that give you better pop-projects. my only issue with the current yor population mechanic is the micromanagement intensity.
I like that the later pop projects are more efficient and produce more but the first one seems like a pretty big nerf. The AI seems to be really bad at playing synthetic races and while I admit I'm not the greatest player and I certainly don't like a lot of micromanagement this seems to really slow down synthetic races at the beginning of the game.
I'm running a soak at the moment and the Synthetic races are way behind having 1/2 to 1/5 the number of colonies of the Organic races. That the AI still starts every colony with a just makes it worse. The spend the first 25 to 50 turns on a colony building a shipyard and have not increased production at all, no new potential colonists, no increased manufacturing, no increased research, no increase in their economy. The only increase is in very slow ship production. Also that don't prioritize Earth-like worlds over extreme worlds so they are even slower in starting up by colonizing the extreme worlds with half the production. Also since the pirates start much closer now the pirates can become a big problem very quickly. In my soak one of the Synthetic races started basically surrounded by pirates and has pirates all over its territory and its still making almost all unarmed ships.
I think it may be time to consider another way to deal with population growth in synthetic races. Like a building to build Yor automatically similar to the colonial hospital increases growth rate for organics unlocked with the power matrix buildings.
The cost to build the "Yor Assembly" never went down. Cost should be 1/2 of what it is currently. Meanwhile other organic races are colonizing with high population on their colony ships. I have to spend ~ 15 turns building this "Yor Assembly" just to increase 2 population. Sometimes the AI for synthetic races doesn't build any "Assembly" till much later, it's home world population drops to 1 or 2.
Synthetic races should be able to adjust how much production is spent on producing population. Replace that "Food" icon for Synthetic races with a slider bar. Synthetic races need to stop linking to the Yor tech tree!
I already posted suggestions/improvements about this in https://forums.galciv3.com/463825/page/1/#3540032
Races in GC3 need to all play differently.
I haven't done all the research I should yet but just some logic before I get into researching organic growth vs synthetic.
So grow about .1 a turn at the beginning of the game so 20 turns to add 2 pop, I think in my last game with a synthetic race turn 1 it took 30 turns to build assembly on my homeworld, 25 on an Earth-like world or 39 on an extreme world, this drops to 9 for the Earthlike world or 13 on an extreme world if the production slider for the planet is maxed for manufacturing. However, when the organic races are building infrastructure their population also increases with the attending production increases, this is not the case for they synthetics, building population means not building more infrastructure during the whole assembly process and only gain the production increase when completed. While this might seem balanced because Synthetic races will quickly build up manufacturing and can devote the space organics would devote to farming to manufacturing, it is not. Early game is quite slow and while Synthetic races have higher population caps much earlier in the game this is another imbalance that needs to be addressed. Both need to be addressed because players will take ruthless advantage of it but the AI will not.
So my suggestions are as follows, first reduce the cost of the initial assembly by half, this allows Synthetic races to keep up with Organics, second bring Synthetic population cap down at the beginning of the game and build up their population cap more slowly, this slows down the players that will take advantage of high population caps to jump ahead while the AI is still struggling to keep up with the Organic races and still allow for high Synthetic population caps.
I do like your thoughts on this kestlstw. Although they still need to address the synthetic pop improvements ignoring the synthetic pop cap.
I haven't checked that yet in the latest build but I did just notice that Synthetic population cap seems to be a global variable, each time I build a power matrix all of my planets get a +2 bump to population cap.
the population cap does nothing at the moment, as you can exceed it with assemblies.
@kestlstw:
if you alter your playstyle you can expand very rapidly with synthetic races:
-switch to full manufacturing on homeworld
-only build factories (and buy out the first couple few)
-buyout the first couple colony ships
you will have no research, but you can finish an assembly project in 1 turn and colony ships within 2-3 turns, leaving you open to rapid expansion. your colonies don't need more than 2-4 factories so they can focus on research or money. a meatbag race will never come close to this sort of rapid expansions because it is very hard to achieve a growth of 2 pop/turn. if you play a custom race you should switch to prolific anyways, so your colonies start with double population. currently i am leaving most other races behind when it comes to expansion. the only downside is that research rates only catch up at turn ~50. (but by then i have so much more global population and planets that i quickly eclipse all other civilizations; playing on the second highest difficulty)
Throw in Adaptable were you can get a jump on the extreme worlds as well and the meatbags will be begging to be harvested.
you can only have one (synthetic + adaptable or synthetic + prolific)
minor detail
Still, its a strong advantage going either way.
I'm assuming at some point they are going to fix Synthetic pop cap which is why I suggest reducing it.
I don't like setting my production higher than 75% to any one area and really don't like the idea of not researching early on and that's more micromanagement than I prefer but it does seem like that is the intended method to play Synthetic races. It also doesn't address that that AI is horrible at playing Synthetic races vs the just bad at Organic.
My custom Synthetic race is prolific as it is a much stronger choice but I did my research with the Yor as they are the default.
Did you know that you have biological parasites infesting you and that they are using your communications system?.....lol
So funny Yor are my favourite.
Yor have adaptable built in already.
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