But either way, slightly off-topic: I really hate the way it is designed. Would wish specializing cities by biowelling one of them up and pushing academies in another one would be a viable strategy. But the opportunity cost of getting both is just SO huge... games really needs to last longer.
Well, what do you gain from population? That's the real question I'm asking. Sure biowells allow you to grow and maintain a bigger empire, but what for? You don't get that much more production because you're working biowells to sustain that higher amount of population. So without virtues you get some science from population and that's it. Sure, knowledge and industry have some "per person"-bonuses, but they seem SO weak that I can't really see them making a difference compared to the RAW science that you can get from the moment the academies are built.Biowells aren't just for faster growth. Though a +2 Food improvement is very strong in any case.
Okay. But again... so? Defensive intrigue literally doesn't matter at the moment. I don't care about growth. I don't care about the 20% Outpost-Speed. I get tons of Production anyway. So what I care about are Science and Culture. I get enough Science from Academies. So the only drawback is the culture that I'm missing out on. And yeeaaah, that's annoying, I get the essential virtues a little later, but who really cares? I can just skip the health- and growth-focused virtues and that bonus is somewhat made up for. If the games were longer, sure.. a non-vertical-growth-academy-empire would fall apart on the long run... but the game only lasts about ~200 turns. And only about 150 of them really matter from a "Push the empire"-point of view. So I can't even see how you have time for all of this:They're also the way to ensure that (even when REX/conquest like mad):
10% Production in Cities
10% Science in Cities
10% Culture in Cities
20% speed towards Outpost growth
-50% Intrigue in your Cities from hostile Covert Operations
instead of:
-10% Production in Cities
-10% Science in Cities
-10% Culture in Cities
-50% Growth in Cities
100% Intrigue in your Cities from hostile Covert Operations
You can then go Farms, Academies, or Terrascapes once you've got Health under control. Academies (and that branch) tend to make more sense later in the game than they do early.
I don't care about growth.
I don't care about the 20% Outpost-Speed.
I get tons of Production anyway.
Sounds like you're playing a different game than me.
Are there any Let's Plays or Stories that show that playstyle in action?
Well, what do you gain from population?
The problem with going biowells is that you just get +2 food/+1 culture/+1 health/-2 energy instead of the +1 energy/+3 energy generators have without xenomallen. Without the maintainance requirement it looks a lot more attractive but even then you would still go generators if you can keep your health up (which gets very easy in the mid-late game with multiple health boosting virtues).
You get to grow big but each pop is less effective than if they were working on generators.
The +2 yield on academies and manufactories is a leftover tooltip. The 3 yield is correct.
With the way the game is structured though, it is very easy to hit about 10 pop per city at which point you need to stop because you are going to go into the red.
Once you get infinite health though, you can grow as much as you want, but thats also when terrascape spamming or advanced farms become available.