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Increased Market Coin production from 4/7/12 to 5/10/15.
The mining activity now provides +50% output per mine (up from +33%).
(The Phidi lost their homeplanet in my game, with only 4 ships remaining, but still had 10k credits. There were 3 marauder factions they could have hired with that money to turn the tide of war.)
-Slaves and morale: I shouldn't have a morale penalty (you bought <our race> slaves!) if I free them the same turn they reach my planet. I just bought them to save them!. Is a tiny penalty overcompensated by the bonus for freeing them, put when you have the several penalties on morale...
DLC:
-Tinkers are affected by "cloning" technology. Not sure they should get the +100k population growth bonus when their limitation is due to having to manufacture their bodies.
-Vindicator is so OP As long as AI doesn't learn to send interceptors to destroy missiles/torpedos, there is no other weapon I need until I build Super Dreadnoughts.
-Harmonize: unless your planet is a ship building factory, high labor stat is useless once you have filled the planetary improvements. And due to metal limitations, money overabundance (force labor? just buy it), and more high fertitility worlds than mineral rich, I just find that having more Tinkers in your empire is counterproductive. Deharmonization is such a huge penalty on morale is not worth it. Harmonized/Tinker population needs a bigger bonus than being hard workers, because that isn't such a great trait on mid/end game.
Bonus: I love that I can just starve to death "undesirable" native population