Starbases and the citizens used...

If you create a military starbase and use a soldier citizen does that citizen give a bonus?   If you build a culture starbase how about an entertainer citizen to give a bonus?

If not, I do think that using the "correct" citizen for a starbase should give a bonus for said starbase. 

9,852 views 5 replies
Reply #1 Top

My assumption is that this is the idea.  However, I'm not sure that this system is really in the game yet.  Or at least not in a way that really matters.

I think that this was the idea behind citizen stats generally and would apply with the citizens used for colony worlds, starbases, and whatever else you burn a citizen for..

 

 

Reply #2 Top

I'm not convinced grabbing the correct stat to provide a bonus for the particular starbase is good gameplay (and good luck keeping track of all that in a bigger game). If it does become a thing, at the very least keep it so the citizen auto-selects the job on assignment, because adding another layer of micro to get the benefit would be absolutely terrible.

Reply #3 Top

I don't think that's how it works unless something changed over the last patch. The states of citizens mainly pertains to how they contribute to your planets.

Reply #4 Top


If you create a military starbase and use a soldier citizen does that citizen give a bonus?   If you build a culture starbase how about an entertainer citizen to give a bonus?

If not, I do think that using the "correct" citizen for a starbase should give a bonus for said starbase. 

Since citizens aren't locked into a certain occupation, this would be pointless. A citizen becomes an engineer by virtue of being put on a Constructor. Just put your criminals or rabble-rousers on constructors and colony ships destined for non-core worlds and be done with it.

The issue I have is that citizens of a particular race aren't diverse enough for it to be worth the effort to pick and choose occupations. You're always going to want to focus them all on one thing (farmer, worker, etc.) so the granularity is unnecessary. I actually think citizens should only have traits and that leaders should have both traits and stats. It's really the traits that matter for citizens. Consider when you have citizens of another race on your planet. You're always going to want Torians to be scientists, Yor to be workers, and Baratak Grove to be farmers because they have a racial trait that biases them towards those things.

Reply #5 Top

Quoting slarjy, reply 4


Quoting ,




The issue I have is that citizens of a particular race aren't diverse enough for it to be worth the effort to pick and choose occupations. You're always going to want to focus them all on one thing (farmer, worker, etc.) so the granularity is unnecessary. I actually think citizens should only have traits and that leaders should have both traits and stats. It's really the traits that matter for citizens. Consider when you have citizens of another race on your planet. You're always going to want Torians to be scientists, Yor to be workers, and Baratak Grove to be farmers because they have a racial trait that biases them towards those things.

 

Most races don't have that strong of a bias. Performing at a 1 level rarely makes sense, while I hate to not use someone in their 6 occupation. It's nice that you can try out occupations and see what the effect has. I was shocked to learn that on most new core planets in the early game, entertainers rule. Later, once everyone is happy at 99% the difference in ratings and the amount of raw materials are the factors that should guide your choice. A 6% bump in research with a base of 5 (.3) will not compete with a 4% increase in production with a base of 10 (.4) Of course, if you don't need the production go for the science and if you have a Torian, you might need an extreme difference in values to make them something other than scientists As to Baratak Grove, I had plenty of food and a 99% approval multiplier so I didn't use them as farmers .