I've been liking the new pleasure dome mechanic with how the profitability of it works. It still works much the same as I described in my guide, but this time it produces a base amount of 4$ per unit of population on the map. At HQ5, scientific, expansive and scavenger produce 5, 10 and 15 population. The robotic HQ has no population and thus contributes nothing to the PD.
Every occupied habitat that is directly adjacent to a pleasure dome multiplies its income by an additional 1x. So with 1 adjacent habitat, the income is 2x. With 3 adjacent habs, it is 4x.
A solitary PD still produces the full income. Two PDs make less, obviously.
1 PDs: full income.
2 PDs: 33% less average income
3 PDs: 25% less average income
4 PDs: 20% less average income
The multiplier by which average PD income reduces for every additional PD active on the map is based on the formula of x / (x+1) where x is the number of PDs + 1.
To maximize PD income, it is usually best to cultivate a spot around which additional habitats can grow by restricting the tiles to which habitats can spread and keeping the tiles around your PD tile empty (of everything except habitats). This isn't always possible because competition will rush in to get their own pleasure domes in the next best spots, there isn't much I know you can do to stop this.
Now in my personal opinion, even with a straight 20% nerf compared to how it is right now, PDs still seem overpowered though I don't think it is as huge an issue as Zultar may believe that it is. The AI is completely inept at fighting the PD which makes it extremely overpowered in daily challenges.
I personally really like the PD clearly and I welcome more additions like this that increase the interactivity with the neutral colony, and add another point of complexity to the game, but not one that is too sophisticated.