I think many are in agreement that Collective Minds as an ability is a serious problem. Now that we got the mod tools - how do we fix it?
I found the affinity, but it appears to be an unchangeable action in the mod tools.
Possible solutions/work arounds -
1. Make Collective Minds effectively useless. I was thinking of changing it to the procession action as a placeholder.
2. Add a 10% passive science increase to Scientific affinities. Remove Collective Minds entirely.
3. (Ideally my preferred option), Destroy the builder-scientific culture nexus by only allowing the conversion of Money to Science. We can rename the ability Scientific Investment. This however is the hardest possible solution with the mod tools as they currently are.
I personally believe it should be an empire wide effect, and it should decrease stability, AND it should have a cool down and a time limit, as well as be uncancellable for the duration of its turn limit.
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My take on this is that all the conversion (Land Raiser, Collective Minds) abilities should stay but receive balancing via tweaking their conversion efficiencies. Perhaps we could try giving Collective Minds a 25% conversion efficiency reduction? That way, say you have 100 Money and 100 Industry, upon activating Collective Minds, you would get (100+100)x(1-0.25)=150 Science instead of 200. This way we can balance the game without changing too many variables and risk creating more imbalance in the process.
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