Reply #1 Top
Quoting dynia666,

this one is for empire only:

 

 

this one for technocracy

 

End of dynia666's quote

Shows promise but where is the pollution for the Mine open pit mines are huge polluters of air dust on top of dust on top of more dust did I mention they caused dustπŸ˜‡πŸ˜πŸ˜Ž

Reply #4 Top
Quoting dynia666, reply 4147885

End of dynia666's quote
That should work well 

Needed some negative with the huge positive anyway

I lived and visited the mines in a

Arizona they are not earth friendly thus my critic of your original 

Have no idea what a minus for the AI would be my guess would be need of electricity but that big a + would need some - to balance 

Many posters complain about the policies and their negatives but almost all of those make exceptional positives not an automatic choice (i.e. balance)

 

 

Reply #5 Top

I had a look at both tooltips. Putting the pollution on the mine was the right call, and if the level bonus stacks on top of the base it still comes out around 35% manufacturing against 15% pollution at level 5, so it reads as a cost rather than a punishment.

The line I would think about is the adjacency one. If I'm reading it right the +3 levels go to the manufacturing next to it, and those tiles don't pick up any of the pollution. So most of what the mine is worth depends on where you put it, while the cost all sits on the one tile. The AI center is the same shape, and it has nothing against it beyond the +5 maintenance.

What I would want to know before calling either one balanced is whether the AI builds them, and where. Have any AI colonies put one up in your games yet? If only you know where to put them, they end up being a buff for you more than a change to the game.

Reply #6 Top

mine got pollution, 5  maintenance and its just for empire buidling, if you got 10 planets cost for this is 50 money already per turn, I tested it and its a lot cause its early game building and -50 money on start is huge disadvantage

 

the only thing about AI center disadvantage could be put behind some tech or needed power for it but idea is to get it on early game as fast as possible as other goverments buidlings

 

I also got buildings for oligarchy but is not orginal thing from me, is modded buildings from other person

 

 

 

 

 

forget to change from population to wealth improvment

 

 

 

this one need Tech Cultural Assimilation:

 

Reply #7 Top

added cost for buildings, its early game buildings so its enough I think

empire:

 

 

technocracy:

 

 

that should be enough costs for them for early play 

Reply #8 Top

 

changed wealth  per level > flat gross income per level, it has wrong value and it made it too OP :D

Reply #9 Top

Fair point on the maintenance, and I undersold it. I was looking at one tile, but if every colony puts one up it's 5 a planet, and 50 a turn that early is a real bill. That's a bigger cost than the pollution is.

The resource costs are the change I like most though. 2 Durantium for the mine and 3 Promethion for the AI center means you can't drop one on every colony the turn you unlock it, you have to have found the stuff first. Your AI center tooltip is already showing "not enough Promethion", which is pretty much the brake you were after with the tech idea, without having to move it in the tree.

I'll hold the AI question until you've had a full game with them in. Whether the AI actually goes after Promethion to build one is the part I'd want to watch.