economy picks ... They have twice the negative value of their positive counterparts.
I did not use this as a 'rule', but yes it is true for pop, prod and tax.
Poor home world is -3 picks. Would any of you pick that? ...Shouldn't poor hw be something closer to -6 or -8 picks if rich is 4?
An excellent pick for an Advanced game start.
[and yes, there are people playing it in ice

]
Also if you make it -8 picks you can arbitrage with Prod+1:
You get P+1 on all colonies except the HW, which stays neutral and have 2 picks spare!
-1 Food is -6 picks while +1 food is 5 picks. Shouldn't it be closer to -9?
-Food can be a good combo with Cyber.
You can also combine with Uni to get some points back.
(Uni, Aqua, F-1/2 = 2 farmers at game start)
Even though -1 production is -12 picks, who would be insane enough to pick it?
They only reason to pick this is to create an Impossible+ game, increase difficulty.
Maybe it should be more picks and perhaps production bonuses should cost more.
Perhaps. Currently I am using
P+1=6 as a benchmark for valuing other abilities. (hey, not saying I am always getting it right, but that is the idea)
-Research is the same as feudal (-9), I imagine most would much rather select feudal.
"Feud, -Res, -GC" is a quite interesting Blitz race.
you should consider breaking the "-12" pick barrier.
Perhaps. The barrier is not an absoloute. But no matter how I balance, there will always be some favorite or best combo that arrises. Also, I am more concerned with changes that make the game more difficult than decreasing negative picks further which makes the game easier. On purpose I have broken the classic "Rep, -SD, -GC" combo and it now only gives -15 picks, leaving you with 6 short.
For 10p (skipping 10o) I took a point off the oceans in mapgen.