So in Beta 6, specializations have become exclusive, meaning that once you pick one, you can't go back and pick up the others.
My biggest concern with this is tech balancing, in order for the system to be useful the choices must be very close in power. Else, people will choose the same ones over and over again.
So I'm going to go through and rank the specializations as I see them currently. People are then welcome to chime in or completely disagree!
For each tech, I will place (*) next to the techs. Specializations with the same stars I consider equal choices, choices with more stars I consider clear winners in most cases.
Then, I will put stars next to the main buckets, based on the level imbalance:
No stars - I think all techs are equal
* - One dud, but the other two choices are balanced.
** - Some clear imbalances
Colonization
Industrial Specialization*
- Manufacturing (+10% manu)*
- Research (10% research)*
- Industrial (-5% cost manu and reseach) | (note, should not have the same name as the main box)
In general, making improvements better is generally better than making them cheaper, unless its cheaper by a good amount.
Construction Optimization**
- Optimized (+15% manu)**
- Efficient (-15% manu cost)*
- Sustainable (-15% maint)
Unless maintenance drops by a lot, its just not worth giving up better bonuses.
Manufacturing Focus*
- Military (+20% military)*
- Social (+20% social)*
- Competitive
Industrial Mastery
- Military (+25% military)*
- Social (+20% social)*
Research Optimization**
- Optimized (+10% research)**
- Cost Reduction (-10% cost reduc)*
- Sustainable (-10% maintenance)
Technological Focus
- Engineering (+15% research to engineer techs)*
- War (+15% to warfare techs)*
- Communication (+15% to communication techs)*
Research Mastery*
- War (+20% warfare, engineering)*
- Peace (+20% communication, diplomacy)
The way this is written, it seems like war gives you a bonus to 2 whole trees, peace only gives communication research.
Planetary Specialization**
- Soil Enhancement (+1 food)
- Growth (+10% growth)*
- Production (+1 prod)**
Growth would be more useful if this was later in the tree, but that +1 prod early on is so important to kick start your civ.
Agricultural Optimization**
- +1 Food**
- -10% farm cost
- -10% farm maintenance
Farms are not that common of a building, free instant food is the way to go.
Farming Focus**
- +15% food**
- -15% farm cost*
- -15% farm maintenance
Agricultural Mastery*
- +20% food*
- +20% growth
This late in the game, the growth doesn't help me that much. The bigger food might let me swap out a farm for another building.
Environment Optimization
- Manu Adjacency +1 *
- Research Adj +1 *
- Econ Adj +1 *
Colonization Focus
- Aquatic*
- Frozen*
- Barren*
Engineering
Interstellar Specialization**
- +1 move**
- -30% mass to colonization, constructor*
- +2 range
I want to choose the -30% mass, I like it. But a free bonus move, to all ships, all game. Just too good.
Ion Optimization**
- +10% move*
- -10% drive cost
- -20% drive mass**
Warp Field Focus**
- +15% move*
- -15% drive cost
- -20% drive mass**
Hyperwarp Mastery*
- -20% drive cost
- -20% drive mass**
Sensor Optimization**
- +10% range*
- -10% cost
- -20% mass**
Energy Field Focus**
- +15% range*
- -15% cost
- -20% mass**
Sensor Mastery*
- -20% cost
- -20% mass*
Life Support Optimization**
- Range +10%*
- Cost -10%
- Mass -20%**
Support Field Focus**
- Range +15%*
- Cost -15%
- Mass -20%**
Life Support Mastery*
- -20% cost
- -20% mass*
Orbital Specialization
- +10% military*
- +5 logistics*
- +10% capacity*
Zero Gravity Optimization*
- +15% hitpoints*
- -15% hull cost
- Capacity +20%*
While capacity is a very powerful thing, the hitpoints are an immediate bonus to all ships out there and ones you make in the future, so that brings it to par for me.
Orbital Construction Focus*
- +15% hitpoints*
- -15% hull cost
- Capacity +20%*
Logistical Optimization*
- +5 logistics
- +1 mining*
- +10% military
Strategic resources are just really good right now.