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written by Alfray_Stryke
Hey folks, and I hope everyone is having a fantastic summer/winter break (depending on your hemisphere). Ive found some time between my other summer experiments and the work were doing for 3.5 Fornax to dive into the feedback/suggestions lists. Since Eladrin is still away, youre getting another sneak preview of what Ive 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, Ive 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.
Lets 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 theres some odd modifiers being given: Worker Happiness? Pop Upkeep Reduction? What, might you ask, has happened?
In this experiment, were 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 were currently testing and whether their effects are Empire-wide or only affecting the planet that the building has been constructed on:
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