Relative Values of Racial Bonuses

The other thread on re-balancing the bonuses of political parties have lead to thoughts on the values of the various racial bonuses. We'll start with the core economy income:

Economics: This bonus seems to be the basic building block against which most other bonuses should be evaluated. A strong economy is the backbone upon which any strategy is built, and thus always useful. For our purposes, let us use the current value of 2 points per +10% bonus to economy. There should be no discount for taking a lot of this ability, as its use barely diminishes by having "too much". (A player can always use star bases to increase production or find other good uses for cash.)

Population: Population is one of three factors (along with Economy and Morale) that have a direct bearing on your race's income. As an additional bonus, it helps you attack and defend planets because it doubles as troops. A +10% increase in Population growth (unless the way it is calculated doesn't actually increase it by 10%) will result in a compounded 10% growth in your economy. Early on, this can be a stronger advantage than a basic Economics bonus, but in the long run this becomes worse than an economy bonus because your race can hit the population limit of the worlds that they are on. A canny player will expand to other worlds and build farms as their race grows, though. Thus, it seems like population growth should be more expensive (2 points per +10%) to keep it in line with the Economics bonus. Maybe slightly cheaper in large amounts because of the population ceiling effect.

Morale: Morale allows a race to operate with a higher tax rate, and thus to have a larger economy. If a 1% increase in taxes tends to result in about a 1% decrease in morale, it would initially look like +10% morale was about the same as +10% tax rate, which would be close to +10% economy. However, at certain break points (40%, 50%, 60%, 70%, etc.) moral takes a big hit (5-20%) from the increase in tax rate. This means that a Moral bonus is only about half as useful as an Economics bonus. Morale should cost 1 point per +10%.

Trade: Depending on the status of the game (technology, map size, number of wars) the value of trade income can vary greatly. It is often the difference between an economy running at a profit and running at a deficit. Generally, the value of trade is about 20-30% of the income of a race during most of the game. This means that a bonus to trade is only worth about a quarter of what a bonus to Economics is worth. This means that a +20% bonus to Trade should be worth about 1 point.

Trade Routes: Depending on the technology state of the game, 1 trade route represents between 33% and an11% increase in trade (a little less for a Neutral race with Neutral Shipping.) Extra trade routes also offer an advantage in the form of a relations bonus with the race that is being traded with. It seems safe to assume that a player who selects extra trade routes is probably pursuing a strategy which will heavily use Trade, and thus will probably be researching most of the Trade tree, as well as select bonuses to Trade (above). Thus, we should assume that the increased routes represent a smaller (more like 10%) increase in Trade than a larger one (30%). It seems a package of three extra trade routes (+30% or better Trade, and 3 chances for better relations) should go for about 3 points.

Planet Quality: This power is weak at the beginning of the game, but can have a strong impact as it continues. A 10% increase in planet quality generally constitutes a bonus that is greater than 10% of a specified type. Even with beginning buildings, this can be a 20% morale bonus or a 15% economy bonus. With later buildings, this can be huge bonuses of very large combined value. PQ now also increases population growth. This is like a slightly costly, customizable bonus for every single one of a race's planets. For 3 points (the equivalent of +15% economy) it seems like a pretty good deal. At 4 points, it might be a little on the costly side. The second point should cost the same as the first point, it doesn't get much more useful if you have more of it.

Now we will move on to economic output:

Research: We will compare a research bonus to a general Economic bonus. An Economic bonus of 20% will cost 4 points. This means that 100% of the economy of the race with the Economic bonus would be 120% of that of a standard race. A race with the Research special ability will probably Research at between 40 and 80% (we'll use an average for the sake of simplicity, at 60%.) A race with a 20% research bonus being applied to 60% of their economy would have on overall economy 112% the size of a standard race, and be receiving 6% of that in "free" production. This means the Research race's economy is getting a 6% boost in the same way Economics gives a boost, and an additional 6% production that they are having to pay for. Thus, a Research bonus is about a quarter as useful as Economics strictly to the economy, and carries probably an equal value in terms of production that research facilities are not required for. Thus, a bonus to Research should cost half that of Economy, or 1 point for +10%.

Social Production and Military Production: The same analysis that holds true for Research holds true for these two types of production. The only major difference is that Social production is possibly the weakest of the three, as it is most possible to run out of useful items to invest social production into. A player can always use more constructors, warships, and technology, but it is possible to hit the limit of what the player is allows to build socially.

I will now address the general subject of military bonuses:

Based on observing my own play, and the choices of many other players as posted on the forums, I think we as a group tend to avoid selecting military bonuses. The reason for this is that the effects of bonuses on economic input or output tend to compound obviously over time. A larger economy clearly results in more research and ships; more research results in technologies which result in faster research or more powerful ships; etc. I think the problem is that military bonuses don't clearly result in an advantage that compounds itself. Certainly, destroying enemy ships and taking worlds is substantial... but will a player who focuses their bonuses here necessarily achieve victory?

I'm going to propose that a race needs to have a fairly substantial advantage from choosing military bonuses if they are to compete with races that have economic or production advantages. It seems a race with +20% Economics will have 20% more ships/better ships (with technology) than a race that has simple military bonuses. I'm going to suggest that a race with military bonuses should get to buy +20% Hit Points, +20% Weapons, +20% Defense, and +20% Soldiering all for the same price as +20% Economy. That's right, each of these powers at +1 point each. The militarily oriented player can still lose out because the +Economics race can gain insurmountable surpluses of production and technology over time... but it is possible that the military race can gain technology through conquest/intimidation, and can win with slightly fewer resources available.

Moving on, other ship abilities:

Speed: 5 and 8 points for what amounts to an extra Hyperdrive or Impulse Drive in a ship seems to be harsh. Certainly, these abilities can offer an edge in an initial planet rush, especially on a small map. I'm going to claim that I don't have a full understanding of how useful this could be, but I will say that on most maps I've played, initial money and ship range have played more of a role in determining which planets I can colonize rather than 1 or 2 parsecs per turn. Only in a smaller game with few habitable planets is this power possibly offered at the correct cost. Generally, I would view this as being about as valuable as a +% miniaturization bonus, as space used for engines could be used for something else entirely. I feel like 1-4 points is a more correct range for these powers. Though, this is definitely a power useful only at the beginning of games, and becoming obsolete as the planet rush ends and better propulsion technologies are developed.

Sensors:: Honestly, I pretty much never put sensors on my ships and do alright. I might consider using racial points on Sensors only if the sight range bonus were substantial, like +5-+10 per point. We should be talking Eyes of the Universe caliber upgrades.

Now, the social abilities:

Diplomacy: This power can be very useful at the beginning of the game, in terms of arranging technology exchanges and keeping hostile races from attacking. Generally, the bonus can be dwarfed as the game continues by the Diplomacy bonuses generated by research. The value of this keeps changing as the rules for technology exchange keep getting tweaked. It can be stronger than an economic bonus at the beginning of the game, considering the very large number of BC that can change hands, and weaker than a research bonus as players accrue massive amounts of +10 Diplomacy bonuses from technology. As is, +10 Diplomacy seems to be worth about 1 point to me. (Sorry, I wish I could mathematically compare it to Economics, but that's pretty hard to do.) It could be increased in cost (to up to +10 Diplomacy costing 2 points) if the Diplomacy bonuses from technologies were cut in half (to keep more in line with the Influence bonuses from Influence research.)

Influence: I haven't played yet with the new Influence rules. However, in previous games I've found Influence to be a dreadfully slow way of acquiring territory, even after building several starbases generating +250% or more influence and researching the entire influence tree. It can certainly win a few worlds back and forth, but seems very situational. Opinions from people who know more about how this works would be great. I'd ballpark it in the range of 1 point for +10 Influence.

Others:

There are a myriad of little powers that affect the game in one way or the other. I think if the major abilities are costed with a consistent rational behind them, the other abilities should fall into place.
Edited to adjust Trade Routes value due to typo.
13,058 views 13 replies
Reply #1 Top
A very good analysis. I have a couple of opinions that I can hope I can formulate as well as you did yours

1: Trade routes
If a +20% trade bonus costs 1 point, and 3 extra trade routes adds approximately 30% to your trade, the economic bonuses from trade routes should equal out to be worth about 1.5 points. Round it up a bit, since a trade heavy race might skew the calculations under the trade section, and it ends up around 2 points. Add to that the possible diplomatic bonuses, and I think 3 points for 3 trade routes sounds reasonable.

2: Military bonuses
I would argue that soldiering doesn't belong in the same category as the other techs here. A person with 20% extra economy would have either 20% better tech ships or 20% more ships. That would be roughly equivalent to a 20% bonus to HP, Attack, and Defence. I think each one of these bonuses should therefore cost 1 1/3 points. Since you can't have fractional points, I'd say maybe a 15% bonus is worth a point. Soldiering, on the other hand, seems much less useful than the ship bonuses and cheaper to research, so I'd give them a 25% bonus for one point.

3: Speed
This one seems a hard one to balance. So useful in certain game types (large galaxies with less habitable planets) and in initial colonization, but such a small drop in the barrel later. I'd almost be in favor of removing this all together.

4: Dipomacy and Influence
Also very hard ones to balance. I'll have to play the beta a few more times before I make judgements.

-Dewar
Reply #2 Top
Well the question is --- are you going to make a mod on it now to follow up your suggestions ?
Reply #3 Top
Soldiering what? Are you mad? Soldiering bonus is incredible! Especially now that the pop growth was rebalanced. Beter ground combat will have direct impact on your economy! Taking 2 Billion soldiers and conquering a 20 Billion planet while having 1 Billion left over! (Of coruse that's whith tech and tri-qui). Now if you didnt have lets say the soldiering bonus you would only have maybe 500 Million survive. That half the population that will pay tax towards maintenece of the new colony, also the population will grow slower on that planet than if 1 Billion soldiers survived. I know these are rougha nd not actual numbers, but it illustrates the point. So soldiering is really an econ and pop growth bonus. Only thing I don't know is if the advantage multiplier goes in before or after the tech multiplier and the invasion tactic multiplier.
Reply #4 Top
The one point I take issue with here is potentially overvaluing population --- increasing population (through excess pop) does increase revenues, but not in a linear fashion as Econ does. You have to pay for it through decreased morale. So you end up taxing your people lower as a result. I would take a 10% econ advantage over a 20% population growth advantage. Econ picks drastically unbalance the game because of leverage ---- In 1.1, you can build econ starbases to increase production from colonies of which half is free --- but there is no point in getting the free production unless you can pay for it. Econ gives you the ability to pay for it.

If you play at painful or above, trade is not as valuable as you suggest --- you have to buy freighters and "when" (not "if" at these levels) you go to war, your trade routes are toast for the duration of the war.

High PQ is overvalued here, because, except for your first colony, it does not increase the number of useful tiles for a planet --- it just takes ones that could eventually be terraformed anyway.
Reply #5 Top
Some of the values are good, others seems a bit off...

Population Growth: 10% Pop growth does not equate to a straight 10% boost economically. First, you have to keep in mind that tax is the square root of the population as well, so a 20% more population does not necessitate a 20% increase in income. Then, you need to realize that pop growth is a compounding interest equation. That is to say, after 50 or so turns, a 30% pop growth would give a player roughly twice the population of a player who did not have any pop growth bonus. To make matters worse, one of the most powerful effect population has is actually the amount of influence that you generates. So after a year passes, population growth gives you twice the population, almost that much amount of tax and a ton more influence (I'm not sure of the exact formula for this though). Then, you can put more reserve population and "save" them in transports parking in space when your planets get full, and invade people all day without any worry about tax income. As you can see, there is no easy formula for pop growth, but it is a very powerful ability. Instead of your suggested 2 points for 10%, I'd go with 4 points for 15%... if not 5.

Planet Quality: PQ just doesn't work the way that it is advertised. You only get 1 (or 2) slots on your Homeworld, and while you get an increased PQ value on all your other colonies, it doesn't seem to do anything for them, no new tiles, and not even increased max population limit. Broken as it is, it is worth at most 1 point per 10%.

Speed and Sensors: Speed and Sensors are actually very overpowering regardless of galaxies. This applies way beyond the colony rush. How many times have you read about people asking why the AI's ships are so slow? With speed and sensors, a player can run circles around the AI's fleets and always strike first, which usually equates to victory even with a weaker military. Granted it takes some skill to use correctly, but it is still quite powerful. That said, the second speed pick shouldn't be penalize after the first, because no one would ever bother getting it. I think 3 points per +1 pc/w is good for speed. As for sensors, 1 points per +2 sector is as much as I would go. Giving more than that just makes sensors completely useless.

Soldiering: This is a powerful ability, both defensively and offensively. It is, in essense, a much weaker military version of the pop growth ability. I would make it 1 points per 15%.

Military: Similiar to Soldiering, I would give Offense, Defense, and HP 15% for 1 point. Simply because HP and Defense affects Starbase Stats as well as ship stats. It's hard enough to destroy a well defended Starbase. Offense, on the other hand, lets you get through a Starbase's defenses. The whole reason being, you can have as many ships as you want, but if you can't hurt one of theirs, you're screwed.

Influence: This ability is sickly powerful, when used right. Especially now that rebelions are easier to come by. I'd say 2 points for every 10 influence, simply because if you combine influence and pop growth bonus right now, you can absorb half the galaxy before any major wars starts up.
Reply #6 Top
Diplomacy: Diplomacy is nearly useless if you turn off tech trading. I often use it early in the game, to make money by selling tech, or to keep up technologically without actually doing any research of my own. Technology is the best 'currency' in the game; it will buy you much more than actual money at much less cost, without being as risky as selling the computer ships. So, with tech trading on, Diplomacy is so useful it borders on an exploit. With it off, I don't really seem much use for buying a bonus for it. Just rush for Diplomatic translators, and that should be enough.

Influence: I often use culture to conquer planets; I'm patient, and I'd rather take a planet intact, and without wasting population. But I feel like the best way to conquer plants with culture is to be able to afford a lot of starbases and a military big enough to keep the computer away from them; an influence bonus doesn't seem to make a pivotal difference, to me.
Reply #7 Top
Some of your analysis is not completely accurate.

Production:
It is very difficult to compare research bonuses to social/military bonuses. The benefits of these are similar but the scale on which they apply is very different.

For instance, many research technologies will reward your entire empire with a bonus to production, influence, morale, or any number of things. Social and military projects can also reward your empire similarly, but on a much smaller scale.

If you have large planets in small clusters (all within starbase range) then perhaps social/military production bonuses can be more valuable than research bonuses. In this case, you would want to build economic starbases more quicky. On the other hand, if your planets are spread far apart, perhaps research bonuses can be more valuable because starbases are not as lucrative.

It is hard to compare these production bonuses because it is nearly impossible to quantify their usefulness.

Speed:
Speed bonuses can be extremely powerful. During a hostile attack, if your ships maintain superior speeds, you can out-maneuver the enemy fighters and destroy their transports with relatively weak ships. This leaves them incapable of planetary conquest, as long as you keep your fighters out of range of enemy fighters. The AI (even at suicidal difficulty) never provides powerful escorts with transport ships.

Provided that you maintain a small speed advantage throughout the game, this speed bonus equates to "invulnerability to planetary conquest." I would say that it is slightly overpowered.

Diplomacy:
WIth the new patch, if you disable tech trading, diplomacy is relatively worthless. However, if you enable tech trading and there are enough civilizations in the game, diplomacy is by far the most powerful bonus in the game. Each turn you can purchase all new techs that the other civilizations developed, and then sell them to the ones who do not have them yet. In practice, this generates from 500-5000 bc every few turns. This seems to be possible only if you maintain a diplomatic advantage; you need to get this bonus and research diplomacy bonuses on your own without trading them to the other civs.





Reply #8 Top
Did they fix the bug where you could change money for money? Oh man that was hillarious
Reply #9 Top
I also agree that with tech trading turned off Diplomacy loses much of its usefulness. I also think the game is way too easy with tech trading on, and your tech level skyrockets so fast that it takes the fun away. So I have been turning it off on the games I play (at painful). The game is at least a challenge now.

Reply #10 Top
Morale: Morale allows a race to operate with a higher tax rate, and thus to have a larger economy... [contd.]

Granted morale can be a doozy for larger populations, I once hit the tax threshold in a game with only one or two points in morale, maybe three (at 80%, I believe it was, approval automatically drops to zero). I only had one morale resource if I remember correctly, and my economy was kicking everyone's butt. I didn't even have anywhere to spend all the money in my quasi-socialist (judging by the tax rate, at least) empire. New planets were a pain - second or third building was an entertainment center by default but growth was good and the economy was better.
Maybe morale should be worth just a little more or have the bonuses be a little less. I wouldn't say it's better than an economy bonus, but keep in mind it also helps population growth, which boosts the long-term.

As for military, if you don't move quickly it's worse, sure, but if you don't move quickly as a military-oriented power then you're going to be outgunned just because you're spending money on ships while he's spending money on things to make more money to spend on ships. Early game weapon bonuses are great since you can only fit one or two lousy weapons on a ship so every point counts, but the player who goes without these bonuses will reach the point where he has twenty amazing weapons on a ship sooner and, thus win.
Unless he's crushed by the little nothings before then, of course, having his stolen technologies designing and his industries fueling the creation of its new weapons. It essentially amounts to a different style of play, just like choosing Influence or Diplomacy over Research or whatever. Differents means to the same end, Victory. Its value in this sense is difficult since a single ship doesn't directly amount to a single amount of credits - it relies heavily on the situation and how it can be used in it. You have to roughly estimate how likely it will be to need that more powerful ship to gain more, and how much it will gain based on that. (Good luck with that math. )
Reply #11 Top
Dewwar: I think you are correct about the Trade Routes. I'm not sure if i made a typo or a mental miscalculation, but paying 3 points for +3 Trade Routes seems right. The reason I would include soldiering in the military bonuses is because a player with a good economy or research is probably going to be ahead by researching more of the planetary invasion or planetary defense tracks. The ability to have a +20% bonus there helps the less research oriented compensate for this. The idea of throwing out the Speed bonus altogether hadn't occured to me, but probably wouldn't be a bad option. Alternately, turning it into a +% speed bonus might make it less absurd at the beginning and more consistently useful through the end.

Admiral Bridgehead: I had not realized taxes are based on the square root of population. Though, the compounding value of population, combined with the fact that it is militarily useful AND generates influence suggests that it is still pretty valuable. Maybe 2 points for a 15% bonus would be more appropriate... but I don't think I've overvalued the ability too much? I also didn't know that Planet Quality was bugged (or intended to work that way?) I had only seen planets jump in PQ when I colonized them, and assumed the math in the background was working.

Frogsworth: I think you are correct in that it is hard to compare research to social and military production, especially in that research can generate broad-ranging bonuses throughout your empire. However, a lot of those bonuses would be meaningless, without the socially or militarily produced assets to magnify. Essentially, I find good play of the game tends to favor well-rounded development, as each component you build or research tends to have a multiplicative effect on other items you have. For example, in most games researching all the way up the tech tree that improves your research can be the best strategy. In this game, there is no reason to research the research tree until your economy can pay for it and you run out of space on your planets to build the cheaper research buildings. Thus, every technology that improves your morale, trade, economy, production, and planet size is important to the development of more research (if that is your focus.) I think it is possible to milk as large or larger advantages out of a military production bonuses and the building of powerful starbases than one can get through a pure research strategy. I guess we'd have to play a lot of games with fairly controlled circumstances to see which is really stronger, but intuitively I think the mixed strategy will perform best. And, for that reason, I think these bonuses should be valued more or less equally, as production between them is best invested somewhat evenly.
Reply #12 Top
People make good points about the difficulty in assessing the value of Diplomacy, based on whether technology trading is enabled, and how many other races are present on any given map. I didn't want to transform this thread with a new one on solutions to the technology trading problem, so I created a new one here.
Reply #13 Top
There's virtually no difference (in terms of efficiency) between Research Bonus and Military Production Bonus for any playstyle that includes atleast modest levels of both researching and manufacturing.

Right now, 50% Military Production > 20% Research bonus, hands down (same number of points).