The way that planets work, it seems that planetary input is really the only thing that matters in the game. You have buildings, you have citizens, and they let you get percentage gain. But... if your planetary input was 3.... A 50% gain is still just 4.5. It doesn't matter how many manufacturing plants you build.... your planet is never going to manufacture. If, on the other hand, your input is 8, then 50% gain gives you 12, which is a huge boost, more than the other planet even makes. The problem is that planetary input is random. It's like you're playing dice, and if you roll high, you find and colonize planet Fantastico... That's it, you're going to do fantastic. It's like Guns, Germs, and Steel: The Game. Nothing you do matters, just where you live.
I partly agree with this and I partly don't. There is something to be said for your choice in colonies. Not every 15+ world should be a core world and not every non-dead world should be colonized. That said, one thing that I think would help is for citizens to make more of an impact than they do in Beta 0.77. I don't think it would be game-breaking for each citizen to count as 1 of whatever their occupation is. Their other percentage differences for their stats and so forth could remain.
In a 4X game you're always going to be at least somewhat at the mercy of the spawn position. I just hope that the game gets to the point where there are always options and there is little restarting.
I'm not even sure how you're supposed to make informed choices about where to colonize at this point. A class 20 planet! That sounds great! Until you realize that all the planetary inputs are 3. It's a giant world made out of styrofoam or something. So you can build twenty buildings. So what? 20 * 5% * 3 = 6. In something like 5 years of gameplay. I can put a bunch of citizens on it. They'll do the same thing. If they gave +1, that would certainly help. And maybe even give me a reason to "train" my citizens, which for now there really isn't much of a reason to do so.That said, I can think of a game which did population giving +1 to different yields in an interface that was clear. Master of Orion. Even Endless Space. Either of those population allocation systems would be better. The pops are the input, the buildings are the multipliers, done. Here, the planet is the input... The pops and buildings multiply (in a very small amount). Why bother training pops to one thing or another when you're not going to see any different effect than just building a different type of building. Specialization of citizens or buildings doesn't have an effect on each other.... Only an effect on what the planet's initial stats were.
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