Quote:
(becuase numbers are unless right now)
With no technology, 20 population (full for an average planet), full infra, and set to primary focus balanced, secondary focus balanced, a Terran planet produces 0.4 of each resource x 20 population=16 of each resource.
With no technology, an average world full pop set to a primary focus other than balanced and secondary balanced will produce 1.6 x 20 population of the primary resource and .1 x 20 population of other resources.
If the homeworld remains at the default of primary balance, secondary farming, and has full infa and population (30 total), it produces 1.8 of farming x 30 population=54 units of food (enough to feed 2.7 average full pop planets). It produces 1.3 of all other resources x 30 population = 39 of each resource.
With these numbers we should be able to guess what sort of effects buildings and techs should have. (Note that bonuses are divided by ten before being applied to resource production)
Totally unoffical general rules of thumb:
* High tech and low tech should give about the same quanity of bonuses/penalties. All bonuses to a resource in the game should add up to just little over 100.
* If a bonus is broadcast over the entire empire, it should normally have a +5 bonus and local downside. If it has a higher bonus, the downside should be greater/father ranging.
* If a bonus is broadcast over multiple systems, it should normally have a +10 bonus -and- be contingent on Focus over 2 starlane hops. If the bonus is higher, the starlane hops higher, then there should be a downside to the effect.
* A bonus to population should probably be no higher than +3 (I've already broken this rule). +1 is actually not a bad bonus for population, esp. if the effect ranges over multiple systems.
*Maintaince on a building should generally be 50 Money per turn, up to 100 and even 200 per turn for uber high tech buildings. Military buildings (such as Shipyards) might also have a local maintaince expressed (generally) in Industry. There might be a few low tech buildings with crappy effects and stong downsides with a 30 maintaince, so that the homeworld has some build choices early game.
*For future reference, on an average planet Happiness and Security is 20 (the breakeven point). Most social type events should have thier chance of occuring based on Happiness and duration based on Security. Security and Happiness bonuses can be greater than the resource bonuses, since there should be quite a few factors chipping away at them.
*If penalty drags Farming, Health, Happiness, Security below 20 Bad Things start to happen. 20 is the breakeven point.
*Reading the design doc is a good thing. If you can slog through it, reading the effects doc is a good thing.
*Finally, personally I like buildings, techs, and specials that combine to tell a little story. (the spice special and robot stuff being an example)