- Is "Indoctrination" just -1 influence and +10 stab(over time) everywhere?
The description text makes it sound like it's conditional, but it seems to be not.
• Increases Target Stability on planets over time. The bonus grows by 0.25 per turn, up to a maximum of 10.0. Conquered planets start with zero, settled planets get the current maximum.
• Decreases Target Influence by 1.00, on planets that receive that boost to Target Stability.
• Increases Target Influence of the capital or planets with a Imperial Regional Administration that have Influence focus by 5.00.
- Also maybe there shouldn't be an influence modifier for each building? Like it shouldn't matter if you have 1 or 5 asteroid processors or scanning facilities, the global modifier for the species should be the same.
- Environmentalism is made near-useless by the "no buildings" requirement.
- Pedia article on Influence tells you everything but the most important fact, which is influence consumption on all colonized worlds grows with the total number of colonies.
- Using primarily exobots for production, while all other planets are influence focused, except the capital. You require so much influence, because every planet/etc is in the negative influence if switched to any other focus. I think exobots colonies should cost a flat influence amount, this would free up some planets for other purposes. Otherwise only artistic species start can afford multi-focused empire.
- Influence penalty isn't scaling with planet size, so it's not worth placing a speacies with full admin upkeep penalty scaling (so other than exobot) on anything, but huge and large, maybe medium.
- Pretty much anything that requires too much stab is pointless, like "Blackhole Generator" (req. 20) is worse, than its alternative "Hyperspatial Dam" (req. 12).