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That said, I started doing some testing and one immediately jumped out to me as bit of a problem.
One Small Step gives you a colony at the start of the game with three pops. While fantastic from a RP/Flavor perspective, I don't know that it does enough to warrant a perma-civic point.
The only building you start with is a Reassembled Ship Shelter. A starting colony is good, but the benefit granted is one that depreciates almost absolutely within a decade, which is the longest most will go without building their own colony ship.
Alongside that, the extra population and planet means that starting research is slowed by 11% from the start.
Contrast that to Manifest Destiny which will basically copy the effect of One Small Step (Instant Colony, 3 starting pop), along with giving a perma +1 starting colonist buff.
Without an effect to give it meaning, once other Empires start to establish colonies, I think One Small Step more or less falls off the radar.
Of course, this is all said without seeing the effect of a colony (aside from immediate research slowing) from the start. I just think it might need some other tangible effect to keep once the material benefit becomes neglible.
I guess it's really the way you look at it. The two Civics do the same, but one has a cost string attached with a permanent buff, while the other is immediate impact with notable strength. Do you want the instant impact and a free set of resources for a Colony Ship but nothing else afterwards, or do you pay for the ship to get the same thing + extra bonus?
I'm just concerned that any gains brought on by the colony once its established are largely mitigated by the starting research penalties. 399 might not seem like a big deal against 360, but since most empires start with a 5/5/5 research base. Thats 61-67 months for a 360 tech (This was with my Materialist empire), vs 68-78 for the same tech, once colony/pop research penalties get added in.
@Xenos - Thanks, I've managed to create a workaround for overwriting vanilla files as above. It'll be implemented next patch. Hopefully makes things more compatible with other mods.
Was "Insurgent Power" supposed to be named "Incumbent Power?"
It seems like this civic is supposed to give the established government an edge, and not about empowering rebels.
Sorry if this is super nitpicky, I'm just trying to help.
- Pick your choice
- 5 years later: have an event removing the bonus
- another 5 years later: have a choice event again.
- repeat
Nonetheless, this mod is a must-have. A definite improvement over vanilla's civics.