written by Alfray_Stryke
Hey folks, and I hope everyone is having a fantastic summer/winter break (depending on your hemisphere). I’ve found some time between my other summer experiments and the work we’re doing for 3.5 “Fornax” to dive into the feedback/suggestions lists. Since Eladrin is still away, you’re getting another sneak preview of what I’ve been working on.
One of the frequent requests from the Unity rework that was part of the 3.3 “Libra” patch earlier this year was for us to return Culture Workers to the game. Currently, they exist only as jobs provided by some event buildings, but many in the Community felt we removed some flavor/roleplay aspect when we removed them.
Over summer, I’ve been experimenting with potentially adding them back in. For context, in the current version of the game Culture Workers are a Specialist job that belongs to their own economic category, produce 3 Unity and 3 Society Research with an upkeep of 2 Consumer Goods.
Let’s have a look at an Autochthon Monument constructed by the UNE shortly after the start of the game.
Showing the Culture Workers with some unusual modifiers
To start with, the monument is retaining the Unity from Jobs modifier and the passive Unity production per Ascension Perk, but additionally provides 2/4/6 Culture Worker jobs per tier of the monument. The same applies to the Corporate version of the monument.
The sharp-eyed might notice that there’s some odd modifiers being given: Worker Happiness? Pop Upkeep Reduction? What, might you ask, has happened?
In this experiment, we’re looking at Culture Workers having an output that depends on the Ethics of your empire. After all, what influences your culture the most if not your ethics?
These are the ethics-based modifiers we’re currently testing and whether their effects are Empire-wide or only affecting the planet that the building has been constructed on:
- Materialist: +2 Amenities (Planet)
- Spiritualist: -2.5% Amenity Usage (Planet)
- Militarist: +1 Naval Capacity (Empire)
- Pacifist: -2.5% Crime (Planet)
- Egalitarian: +2.5% Worker Happiness (Planet)
- Authoritarian: +5 Ruler Political Power (Planet)
- Xenophobe: +3 Edict Fund (Empire)
- Xenophile: -2.5% Pop Upkeep (Planet)
These modifiers are provided by both Culture Workers and Death Chroniclers (as their job-swap with the Memorialist civic) and are doubled in the case of Fanatic ethics. They are intended to be a small buff/addition to the job, with the Unity production from both the jobs and the building being the primary draw.
Additionally, Culture Workers/Death Chroniclers now belong in the Administrator category, in the Culture Worker sub-category meaning they’ll benefit from multiplicative bonuses to Administrator output (such as those provided by the Unification or Ecclesiastical planetary designations). They produce a base of 4 Unity and +10% Government Ethics Attraction (+2.5% Stability for Death Chroniclers) with 3 Consumer Goods upkeep.
There’s also been some discussion around having Resort Worlds add Culture Workers, and if I find time I’ll be looking into that as well.
To ensure that hive-minds and machine intelligences don’t feel left out, Sensorium/Simulation Sites now provide 2/4/6 Evaluator jobs per tier of the building. These now provide 4 Unity and 3 Amenities in exchange for an upkeep of 2 Energy.
A hive-mind sensorium site providing 2 evaluator jobs.
Chronicle Drones provide the same Unity and Amenities output but give an additional +2.5% Stability in exchange for slightly higher upkeep (and that upkeep being based off of the upkeep cost of the pop working the job). Like their individualist equivalents, these jobs both now belong to the Evaluator sub-category of the Administrators jobs.
I’m not sure if we’ll have another surprise dev diary over summer, but our normal schedule should resume once Eladrin’s back and we’ll start delving into 3.5. Regardless I’ll be keeping a close eye on this thread for your thoughts, suggestions and any feedback.