Seriously, they're really bad. Why are they so bad? Please fix them.Average planet yields 4 Raw Production. (1 Base + 3 Population)Space Elevator costs 20 and yields 1 +0.5/Level All Construction.Deep Core Mine costs 32 and yields 2 +0.3/Level Social Construction.Starport costs 38 and yields 2 +0.5/Level Ship Construction.Factory costs 50 and gives 5% +1%/Level All Construction.Computer Core costs 24 and yields 1 +0.5/Level Research.Galactic Mainframe costs 90 and yields 1 +0.5/Level Research.Xeno Laboratory costs 100 and yields 5% +1%/Level Research.Central Bank costs 64 and yields 1 +1/Level Gross Income.Market Center costs 50 and yields 5% +1%.Level Gross Income.Xeno Farm costs 30 and yields 1 +0.5/Level Food.City costs 67 and 4 Food and yields 3 +0.5/Level Population.Space Elevator, Deep Core Mine, and Starport are decent, but aren't needed on every planet. Factory is just bad, even with ideal adjacency.Computer Core is sometimes useful, but Galactic Mainframe and Xeno Laboratory are just bad.Central Bank and Market Center are trash.Xeno Farm and City are the only improvements worth building all the time
Define what you mean by "bad". They all increase production. Thus they eventually pay for themselves.
Is your criteria that they take too long to pay for themselves? How long it long enough?
Bad means of poor quality or low standard. I just googled it. Relative to all of your other options, a Facory is a bad choice.Actually, Factory has Maintenance 1, so it's questionable whether or not it even pays for itself over time. Assuming that it does though, it takes a very long time, making it a bad investment.
Well i think this was caused by all the complaints in the base game that the manufacturing, and adjancencies were to overpowered, but i did look it up on averahe industrialization increased 40 times 4000 percent over unindustrialization.
And the colonial hospitals, right? They can boost your growth quite a bit, if you can level those up.
Hmmm. That would make it situational (adjacency). And possibly a placeholder for a more productive improvement. But it wouldn't be the first time an improvement just didn't make sense to build. Anyone wanna spreadsheet this?
Yeah, unfortunately most early game buildings are worthless in the early game; you just want a space elevator, farms, and cities.
To fix, change early tech buildings to flat bonuses, with later tech upgraded buildings staying percentage based.
I find that it's more than worth it to build a Deep Core Mine or Space Elevator (occasionally both) on EVERY planet. They generally boost overall productivity of the planet by 50%, which is pretty substantial for between a 5 and 10 turn investment on the planet. Starports can be useful, but much later in the game unless you've got an luckily well-placed Tile bonus for them to use.
Both Computer Core and Galactic Mainframe are VERY much worth it, but they also have to be carefully placed, because their worth is extremely dependent on adjacency bonuses.
The various entry-level economic buildings are likewise dependent on proper adjacency placement; in general, I find myself not building them until about turn 50 or so, and then spend 50 turns getting a couple of worlds up to printing money. Similar for Factory - I use it mostly to boost the Space Elevator or Deep Core Mine's production, and as the first step to bigger manufacturing improvements. But you don't just scatter them around a lot - they're very situational.
The key to this game is world specialization - figure out what a given world would do best at, then cover at least 50% of all the tiles in that type of building. Adjacency matters a great deal here.
Yes, Factory is underwhelming and probably should be given a buff, as does the Xeno Research. I like the idea of giving them a small flat bonus as their primary trait. The others are just fine as they are.
Yes, Factory is underwhelming and probably should be given a buff, as does the Xeno Research. I like the idea of giving them a small flat bonus as their primary trait. The others are just fine as they are. I am curious to know what flat value are you giving them
I am curious to know what flat value are you giving them
Yes, Factory is underwhelming and probably should be given a buff, as does the Xeno Research. I like the idea of giving them a small flat bonus as their primary trait. The others are just fine as they are.I am curious to know what flat value are you giving them
I'd go with a +0.25 flat value for All Production (factory) and Research (Xeno Research Lab). I'd also change the level adjacency bonus for Factory/Xeon Research Lab and all successor improvement from +1%/level to something more reasonable like +4%/level. At that number, a fully built out 7-hex circle gives a total of +96% in adjacency bonuses, which I think it much more appropriate while still not overpowered. A typical "triple" triangle arrangement would give +24%, again, quite reasonable. The current +6% for that arrangement is way too low.
Also, looking at the progression for the main bonus, it's currently 5/7.5/10/12.5/15. That's a bit too low. I'd replace it with the +0.25 (mentioned above), the go 8/12/16/20. That's enough to get a decent bump. So, at the top end, with the Industrial Sector, a typical triangle arrangement would yield +84% from all bonuses. That's good but not OP. The current would be +51%, a bit too low.
Also, I just noticed: the Banking Sector improvement only has a +1% adjacency bonus, while all other wealth improvements have +5%. That needs to be fixed.
A triangle with a City and 2 Farms, gets you 4 food and 4 population.A diamond with a City, 2 Farms, and a Colonial Hospital, gives you 5 Food,, 5 Population, and +0.5 Growth.IMO, we could just give Factory 1 +0.5/Level All Construction and that would be fine. Space Elevator, Deep Core Mine, and Spaceport could be redundant. Xeno Factory could give 2 +0.5/Level All Construction. Power Plants could be reworked to be earlier in the tech tree and more affordable.For Fusion Power Plant to be 5 techs into Manufacturing and cost 10 Antimatter each for only +20% All Construction, is just awful.
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