Nemesis destroyed the agrarian idyll.
The whole point and main advantage of agrarian idyll is being able to avoid building city districts which is now completely impossible because they unlock building slots now instead of pops. For some reason PDX didn't bother to change it's effects like they did with cutthroat politics or corvee system, thus completely destroying this trait in term of both balance and immersion. This desperately needs to be fixed, agrarian idyll should have it's own way to unlock building slots, probably locked to the trait so it couldn't be abused by reforming.
Posted Apr 16, 2021, 8:19 AM UTC · edited
You'll still get building slots from capital upgrades and there are a couple of technologies that provide more as well. (Look for the "Infrastructure" line of techs, these in particular also require ship armor techs since it's civilian use of previously military alloys.)
We discussed something like giving them fractional building slots from rural districts internally, but felt that it wouldn't feel appropriate for agrarian idyll to excel at building up a heavily urbanized world covered in building complexes. (That said, since consumer goods and alloys are so important, we also didn't give them a penalty on the industrial district.)
I was wondering about that.
Side note (and probably related), is it intended for gaia worlds to have around double pop growth? Because this happened to me, and holy crap.
Also, you guys broke criminal syndicates.
Yes, they have increased capacity for undeveloped districts, so they're close to (but not quite) equivalent to a fully developed planet since they're so nice.
Yeah, crime doesn't pay. It will again soon. I'm changing criminals to not apply their trade penalty when calculating criminal syndicate branch office value.
Oh, wow. Would that mean they average out to other planets in the late game?
Oooh... that would increase their branch office value over what they used to get in 2.8. Looking forward to it.
Fully developed planets have capacity equal to their housing. Semi-developed planets get a capacity bonus for the pristine wilderness districts that are undeveloped and unblocked. Tomb Worlds have really low capacity bonuses for those, while Gaia Worlds are at the opposite end of the spectrum.
That makes it so each mining or generator district that you build on a Gaia world will have a bigger impact on the capacity of the planet, slightly incentivizing you to leave it an idyllic paradise.
But we know you're gonna pave it over anyway.
A little bit.
Branch offices in general got more productive (especially on Xenophile-Egalitarian planets) due to the increased trade values for living standards.
It sounds like Gaia worlds would make the best Thrall worlds then. You don't need a lot of development since the unemployed slaves will just become toilers and they all get a big pop-growth boost from it being a Thrall world, and a Gaia world gives extra capacity?
Makes sense. Thralls in paradise breed more.
Have you guys published the actual pop growth equations anywhere?
Planetary growth uses the real logistic growth formula, r ( N - N^2 /k - 1 ), except that we cut off the bottom part of the curve because it felt excessively bad. (Normally a very low population would also cause a penalty to growth.)
We use 0.125 as r, N is the current number of pops, k is the carrying capacity of the planet. (k = housing + x per unblcoked and undeveloped district, either 2, 4, or 6 depending on suitability to living in the wild.)
The planetary logistic growth part of the changes mostly increases pop growth (capped at double growth) to partially compensate for the increased growth required per pop. (Especially after we cut out the bottom part of the curve.) It does taper off at the top, but at that point that planet is "done".
u/doctorsandwich8 made a really nice visualization of it.
Does that mean that -10 TV is intended? Will Syndicates be that debilitating to their hosts?
Yes, the 10 TV is intended. Crime had no real effect before other than giving you stability from the Crime Lord deal.
Will trade jobs be getting boosts to match the other jobs?
That's normal pop growth if capacity and population is high enough on a normal world.
Literally read the rest of the reply chain.
My first playthrough for 3.0 was a criminal syndicate. I was so confused on why all my branches made negative energy. This clarifies so much.
Sorry, it's just woefully inadequate though. And some origins don't really work anymore; Mechanist is supposed to start with a Robot Assembly building but it literally breaks on day 1 because there aren't enough building slots for it.
Void Dwellers have the same issue; you start out over admin capacity on day 1, and can't build more except on your capital.
Admin Cap isn't really a big issue in the early game though unless you are a megacorp.
Are Hive Minds with Tree of Life working as intended? I tried two starts yesterday. As a normal empire, the new building system felt sharp, with each pop and building slot being important in the early game. As a Tree of Life hive mind, I felt no pressure with housing and building slots, had plenty of both. Is this intentional or are gestalt empires slated for a balance pass with the new system?
Since you are clearly a gentleperson and scholar, any chance you could look at the bug with raiding bombardment and purge? You can't actually steal pops if they're set to purge. Which sounds fine, but it ruins my necrophaging.
Pls brong back pop growth. My empire is stuck at around 600 and new robo pop costs like a fking cruser.
Why cling to the number?
How does it compare to other empires?
How is the industrial and researcher output?