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some parts do work but not all...
And even more so the other Civic, that gives you a 25 tile Tomb World. Tomb Worlds suck, so a major sweetener is that even if your home world sucks, at least it's 25 tiles, compared to the other empires, those peons, who have to make do with 17 or 19 or in some cases perhaps only 16 tiles.
Has this implication been considered?
its great for space faring civs home planets, but with it on everything, it really cheapens the 25 size, and the power of that buff.
lets say you start with 2 primitive planets inside your territory. Unless you play nonadaptive, or lifeseeded or something, attacking these primitives would now be better, and faster, than building colony ships.
Did I miss anything? So far it never generates 25 tile homeworld for me.
Most times it's 19 or 21 tile, sometimes it's 23.
I do use AlphaMod and Guilli's Planet Modifiers.
Any hints/thoughts?
Perhaps it would be better to add a scaling system to reduce the current front-loading situation.
Observe this image [i.imgur.com]
The nexus column means that the unity amount in that row is equivalent to that many sacred nexus buildings.
You can try different combinations yourself to find an ideal result.
To put it into perspective:
Temple = 3
Holotemple = 5
Sacred Nexus = 10
Citadel of Faith = 13.2
Monument = 2
Heritage Site = 4
Hypercomms Forum = 6.6
Autocurating vault = 11
Xeno Zoo = 4
Paradise Dome = 2
Symbol of Purity = 3
Monster Shrines = 15
Don't worry too much about "balance": this is something every empire is going to have, and nerfing here and there means that after a while everything feels the same. The fun is in the differences.
Also I'd like to see a -bombardment damage modifier, last stands are notoriously epic battles which involve countless troops or years of siege. -50% -75% even if you feel like swapping out balance for fun. In Guilli's modifiers there's a -85, I attacked it with a 30k fleet and I wasn't doing anything, exactly what I expect.