Two Gameplay Features with Beta patch I dislike.

These aren't bugs, these are two things I don't particularly care for gameplay wise.

1) Planet specialization. It already exists in the game. It was called building your factories, your research centers, etc...
I really don't think this adds much to the game outside of an extra layer of micromanagement. Also, in the early game, that +9 is insanely powerful. Overall, I think the specialization is a layer of micro that isn't necessary.

2) Farms due to the population change have become underpowered. Perhaps if they added a population growth effect, as more food= healthier people?

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Reply #1 Top
1) Planet specialization. It already exists in the game. It was called building your factories, your research centers, etc...
I really don't think this adds much to the game outside of an extra layer of micromanagement. Also, in the early game, that +9 is insanely powerful. Overall, I think the specialization is a layer of micro that isn't necessary.


Totally disagree. I don't love the "specialization" system, and would prefer a straight 3-slider (0-100% for military, "social", and research) system to the current hybridized 4-slider system. But specialization is certainly better than nothing.

2) Farms due to the population change have become underpowered. Perhaps if they added a population growth effect, as more food= healthier people?


I'll agree with this, somewhat. Extra food should have some effect on something, and I don't think it currently does. Alternatively to extra growth, extra food could generate additional tax revenue (salmon costs more than more-efficient grain, and caviar costs more than more-efficient fish, etc), additional happiness, or additional soldiering (big fat people are bigger targets, but they probably take more hits to kill than skinny dwarves).
Reply #2 Top
Farms due to the population change have become underpowered. Perhaps if they added a population growth effect, as more food= healthier people?


I already mentioned on another thread that perhaps excess farm production should give an increase population growth bonus.

Reply #3 Top
Er. It's not in the beta.  We haven't gotten around to implementing that feature.
Reply #4 Top
I'm not using the beta patch, but on 1.0X.1, my home planet, a class 11, had a cap of 10 billion, and a class 12 planet of mine had a cap of 5 Billion. By adding a farm, I've so far gotten my class 12 up to 7 billion.

Unless, they've taken off the population cap in the 1.1 beta, that's what farms do, raise the population cap on the farm.

Ofcourse, you have to be above 50% approval for your population to grow, so if your below that, it may also explain why farms aren't helping your planets pop grow.
Reply #5 Top
I kind of disagree about the uselessness of farms, at least with no tech trading enabled on a huge galaxy with lots of stars/habitable planets. With tech trading enabled, the AI colonizes the entire galaxy very quickly, the torians with their popgrowth bonus crush lots of folks simply by existing and having empty planets flip to them, and shortly after you are left with lots of virtually empty planets or a few well built up ones that isn't really enough to keep your enemies at bay.

With Tech Trading disabled, the AI expands much slower and you have time to slowly expand on your own. I find that a colony ship basically has to have 2 colony pods on it for reasonable setup times on new planets, so you zap 1B pop each time you send one out. If you colonize a couple planets near your homeworld somewhat quickly, you can slowly let the population build to 10-15B with farms/entertainment, just keep your population 100% happy. Sadly, tech trade has to be disabled for this to have a chance of working .
Reply #6 Top
err my post was in reference to the 1.1 systems just to be clear
Reply #7 Top
I'm not using the beta patch, but on 1.0X.1, my home planet, a class 11, had a cap of 10 billion, and a class 12 planet of mine had a cap of 5 Billion. By adding a farm, I've so far gotten my class 12 up to 7 billion.


The cap for a class 12 planet was 43.9 last I heard. I didn't see anything about that changing in the changelog.

Somebody break it down for me really simply: Does the population grow faster or slower in the beta? I thought it was faster, because all I heard was that the population growth ability was being fixed so that it was useful again. But the only way a farm could be producing "extra food" is if the population hasn't grown to its limit yet, so I found this discussion a bit confusing.
Reply #8 Top
Much slower. Making population growth bonus really useful.
Reply #9 Top
Much slower. Making population growth bonus really useful.


it's almost a requirement to keep 100% approval for a while early on because of how it doubles your pop growth.
Reply #10 Top
In my latest game on a medium sized map I rather disregarded the pop growth changes and played away in my own merry way -- and it seriously screwed my military avdvances at one point haha! It's cool, I'll get better... I'll need to do some math, but I'll get it eventually.