My approach would be to play it safe for 0.4.5 and leave the instant max effect of the Megalith as it is (as long as it affects a single planet, micromanagement can't really be an issue), and enforce the once per empire rule. And here is a suggestion how to do that:Dilvish wrote:I was certainly keeping that in mind, isn't that kind of the whole point of my making an issue about this building? If you think my suggestion isn't good enough, please suggest something you deem better.
The Megalith can only be build on a planet with the Imperial Palace and when the Palace is gone the Megalith destroys itself. If you want to move your capital you have to rebuild both.
I'm very much in favor of reducing the supply boost to 1, but i don't like the idea to give it an empire-wide effect that once again favors the empire already winning (like nearly all building in FO do).MatGB wrote:... it needs to be more expensive and much much cooler for the rest of the galaxy (but I'd reduce the supply boost to 1), ...
Sorry Mat, but i'm really really shocked! What you suggest here is exactly what would increase the steamroller effect. You can't really mean that!MatGB wrote:What I'd like to do is reduce the maximum possible for all, plus increase the growth rate so that newish colonies are more important whereas existing colonies tend to be at the (much lower) maximum. If the meter growth is tied, as population growth is slower if you're smaller.
I definitely want to slow down the steamroller, but I also think having all these cool potential things that give you bonuses is pointless if you're never going to get most of the bonus before the game is over in the overwhelming majority of systems. Hence reduce all the bonuses after the very early game, but make it quicker to get to them.
But yes, let's discuss this in a post 0.4.5 threat.