Author Topic: Population growth model and terrain rebalance/nerfs  (Read 5387 times)

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Offline MercantileInterest

Re: Population growth model and terrain rebalance/nerfs
« Reply #45 on: January 26, 2021, 06:23:11 PM »
Been tampering with the formulas for a while.

(1) Citizens only eat 1 nutrient a turn.
(2) Farms provide +2 nutrients.
(3) Sea tiles provide 2 nutrients but kelp only adds +1.
(4) Bases reach up to size 12 before requiring a hab complex.

Now this speeds up base growth a large amount; balanced out by making colony pods much more expensive.

(5) Colony pods cost ~150 minerals (cost in txt is 28. Don't know how that comes out to 150 but it does.)
(6) Psych specialists only provide +1 psych, rather than the traditional +2.
(7) Pop booming requires 1 higher growth rating than vanilla. (Think this is only possible using Will to Power.) This means factions can only boom with golden ages in the early game. Later, can build cloning vats or use the extra growth future society.

Because golden ages can't happen until a base reaches size 3, new bases cannot boom. The Hive has +1 growth by default, so can still boom. Morgan can use my default econ setting, which gives +1 growth and -1 planet, to boom. If you're not booming, all the extra nutrients mean you'll still be growing at a healthy pace. The difficulty in building new colony pods very much pushes factions towards vertical growth.

(8.) Had to design a custom unit so sea colony pods weren't outrageously overpriced.

Offline Nexii

Re: Population growth model and terrain rebalance/nerfs
« Reply #46 on: February 10, 2021, 06:34:52 PM »
Always felt that pop booming wasn't really the issue - as it helps both horizontal and vertical growth.

Colony pods costing more is probably a good start to reducing ICS a bit. Make it more of a decision whether to build up existing cities rather than the current "fill all my territory then build up" paradigm.

Also, lower facility costs and maintenance. I went back to Civ2 and it had similar problems, a lot of facilities just weren't worth it. Which is sort of a bad thing because it means the associated techs are worthless.

Satellites are probably the biggest offender of all. +1/+1/+1 to all base squares is super strong. They should come later in the game.

Terraforming I think is less flawed. Borehole at 12 FOP is the only thing that really sticks out. 0/4/4 is probably a sufficient nerf.

 

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