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T1 Building Balance, a.k.a. nerf Xeno-Industrial Infrastructure?

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7 years ago
Dec 1, 2017, 6:12:41 PM

So in my latest game, when pondering what to build next in my gorgeous Horatio cities, I made an observation: In every single one of my first five colonized systems

  • Xeno-Industrial infrastructure would always be strictly better than Interplanetary Transport Network, even for a completely filled system
  • Public-Private Partnerships would always be strictly better than Magnetic Field Generators, even in full systems with Anomalies on more than half the planets

That strikes me as a bit odd. Especially since one of the main drawbacks of Horatio and Vodyani, and to a smaller extent Cravers and Sophons is currently that they do not start on fertile, temperate planets -- not because those planets themselves have such high yields, but because Xeno-Industrial Infrastructure is such a huge boost early game, often doubling your production. In a lot of systems, it even beats the T3 Predictive Logistics with +20 per planet. The same is true for P.P.P. and research.


Sustainable farms is beat by its T2 counterpart (+4 food per pop) as soon as a planet has 3-4 population - which to me seems like the point where a T2/per pop building should be better than a T1/per planet. But the comparable production and science buildings stay strictly better in almost all scenarios. Since I currently also do not like that in basically all of my games "Xenolinguistics" is a mandatory first tech, I would suggest the following changes:

  • Reduce both Xeno-Industrial infrastructure's and Public-Private Partnership's bonuses to +10 per planet, +5 per fertile (+5 per cold for Sophon industry). Predictive Logistics should remain strictly better, and T0 buildings (drone network) should not be much worse even on a single planet.
  • Increase the bonus of Magnetic field generators to +1 per pop, +3 per pop on anomaly, similar to Interplanetary transport network.

Overall this would slow down the early game for all races starting on fertile/temperate planets, slightly devalue (starting with) temperate and fertile planets overall, and make the aforementioned techs/buildings more optional than mandatory, all good changes IMO. Do you agree?

 


Updated 7 years ago.
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7 years ago
Dec 1, 2017, 9:46:49 PM

Same here

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7 years ago
Dec 2, 2017, 8:14:32 PM

Agreed. Many of the buildings in this game are not balanced properly against each other, and the buildings you've mentioned are one of the more egregious examples of this.

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7 years ago
Dec 3, 2017, 1:39:02 AM

Completely agree. Xeno-Industrial Infrastructure is ridiculous. The riftborn also start on a sterile planet btw

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7 years ago
Dec 6, 2017, 1:51:52 AM

sry guys, cant agree here, everyone has it, everyone will build its, whats the probleb? nerf xeno-industrial will slow down game a lot, and weak production races will be even weaker.
Better buff Predictive Logistics realy /_T

Updated 7 years ago.
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7 years ago
Dec 6, 2017, 3:50:40 AM
HappyDust wrote:

sry guys, cant agree here, everyone has it, everyone will build its, whats the probleb? nerf xeno-industrial will slow down game a lot, and weak production races will be even weaker.
Better buff Predictive Logistics realy /_T

Thing is, since it's an early game building, the system you start on is very important. If you start on a temperate and fertile world, you get +30 (!) production from it per planet, as opposed to, say, the riftborn's +10 due to their preference for sterile and extreme worlds.


They're missing out on a ton of extra production, which is really important. 


Also it doesn't make sense for an early tier structure to be stronger than a t3 but yknow

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7 years ago
Dec 6, 2017, 6:11:44 AM
ArkanoTGS wrote:
HappyDust wrote:

sry guys, cant agree here, everyone has it, everyone will build its, whats the probleb? nerf xeno-industrial will slow down game a lot, and weak production races will be even weaker.
Better buff Predictive Logistics realy /_T

Thing is, since it's an early game building, the system you start on is very important. If you start on a temperate and fertile world, you get +30 (!) production from it per planet, as opposed to, say, the riftborn's +10 due to their preference for sterile and extreme worlds.


They're missing out on a ton of extra production, which is really important. 


Also it doesn't make sense for an early tier structure to be stronger than a t3 but yknow

i agree with 30 its too much, but if u think rifts dont have enough production from start.... i dont know, chek rift main hero skills before...
xenoindustry must give more prodction for weak races and just a little less for others, and ofc up PL atleast 25 for planet/ or  make production cost less.

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7 years ago
Dec 6, 2017, 7:50:29 AM

It's not just about the predetermined starting planets. Two games ago, this was my starting system with Horatio:

Now if it weren't for X.I.I./P.P.P., starting with terran and forest in your home system would just be...good, I guess. You could colonize your second planet a bit more cheaply, and had some more food and happiness after beginning to fill it up. But with these two buildings, I could very early on have about double to triple the production and science I could have achieved if those were snow and barren.


It's not just about slowing down some races, it's about reducing the randomness of starts.

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7 years ago
Dec 6, 2017, 9:06:05 AM

No no don't nerf it. You see, I think the idea with XII & PPP is that they're supposed to be like your core buildings. The very basic things you'd want everywhere in any case.


Think about real world for example. You have a small village in a middle of nowhere. Logistics to next village is non-existent. You have to go through woods and stuff. Horrible. Now, you build a basic road. Logistics capacity increases 10x. A simple thing but huge bonus. Now, if you add some stones to the road to make it more durable you might get only maybe 2x boost. See? The most basic upgrade gives a large benefit.


Same with PPP. If you have no libraries, school system etc, research is almost 0. Get a few basic things up and people get enormous benefits. From basic school -> high tech university, the bonus is again minor when comparing to the first leap.


But I can agree that early game might need some balancing. If every race would start with a fixed star system and not only fixed home planet, it would go a long way. Even if XII & PPP are working as intended, RNG can give you massive bonuses early on if you roll a good home system. Uncool. Fix plz.

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7 years ago
Dec 6, 2017, 9:41:48 AM

Yes, I'm more concerned with the extreme early-game variance than the tier 1 buildings being a bit powerful. There's not a lot of choice in Tier 1 buidlings *anyway* - the idea is clearly you research and build most if not all of them.

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7 years ago
Dec 22, 2017, 6:38:00 AM

If you feel the arguement saying riftborns are missing out on production your not utilizing the race to its fullest. There first colony ships land on lava and ash worlds completely negating any buff xeno offers other races by having access to these planets out of the gate. I agree with happy hear, and those who agree that the base buildings are just that, foundation buildings that you then use to contruct the rest of your colony as you see fit.  If your playing riftborn and your feeling like your missing out on production i suggest you try a different playstyle. They are currently one of the strongest races in the game due to the oberwhelming industry from there pops, and they get it without xeno infastructure... I believe the tech was designed to let non biophobic races get a jump on industry in their industry weak starting worlds. There are many more issues in balance currently like the vodyani manpower and module stacking, the craver and riftborn mechanics, ect ect..

Updated 7 years ago.
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