Re: Policy Cards Jumble
Posted: Sat Jul 13, 2019 9:28 am
You're right. That is already a nice distinction.
So another question would be how would work species values, in detail. To know what would be the actual and specific consequences of pissing off some of your species.So one question will be weather or not you can afford to do that at the time.
Not relevant. That just shifts the point at which you prefer to switch policies (intead of at 50%, at 66% or whatever).Also ECP and the other Centralization policies are focus-independent, allowing you to take all at once to get research and influence out of your capitol as well.
Instead of keep increasing the capital bonus, I'd like to get more population (or better provided) on your capital (or central planets): An Arcology building that can only be built in the capital and doubles its maximum population (building that requires certain centralisation policy in place), over-dimensionated orbital habitation in the capital system (policy), a Dyson ring (building), a Dyson bubble (building and policy), all with some kind of drawback that makes them suffer (e.g. step decrease of population in the capital, loss of production in the colonies) when supply from the "hinterland" of the capital is cut.Something we could do is take the idea of techs that boost policies and apply it to Centralization Policies, maybe boosting them to 0.4 per pop in the mid game and 0.8 per pop in the late game. Maybe even bigger boosts? I don't think that Decentralization policies need tech boosts, as you can always get more out of them by colonizing more planets.