Industry looks to be new best overall virtue.
1. Value of Prosperity free colonist reduced because of TR nerf. 3 Prosp may still be the strongest opening in most cases, but not the 95%+ choice it was before.
2. Eudamonia nerf means value of further Prosperity is reduced.
3. Industry 1 and 3 let you speed up Trade Depot construction. Depots are still a must-buy in new cities, and the +10% and +25% virtues bonuses for buildings are the only way to do it. Even if you rush a recycler, the combined 35% build speed is a must-get.
4. Magansanti, baby. In a size 12 city on Apollo, Eudamonia gives -2 unHealth
( 4+(.75*12)=13 ; 15% is 1.95 )
But a size 12 city can easily have more than 10 buildings in it, giving more than +2 health.
Caveats:
1. New UnHealth penalties make Prosperity's still-considerable health virtues more valuable.
2. Reduced Internal TR resources to new cities mean that cities will have less proecution so fewer buildings - no more "build everything in every city all the time", so Magansanti value will be affected. But the same goes for reduced food. Not sure how this will play with overall reduced growth speeds. It may be close to a wash, if not a win for Magnasanti - TRs have much larger effects on pop growth than production, in percentage terms.
1. Value of Prosperity free colonist reduced because of TR nerf. 3 Prosp may still be the strongest opening in most cases, but not the 95%+ choice it was before.
2. Eudamonia nerf means value of further Prosperity is reduced.
3. Industry 1 and 3 let you speed up Trade Depot construction. Depots are still a must-buy in new cities, and the +10% and +25% virtues bonuses for buildings are the only way to do it. Even if you rush a recycler, the combined 35% build speed is a must-get.
4. Magansanti, baby. In a size 12 city on Apollo, Eudamonia gives -2 unHealth
( 4+(.75*12)=13 ; 15% is 1.95 )
But a size 12 city can easily have more than 10 buildings in it, giving more than +2 health.
Caveats:
1. New UnHealth penalties make Prosperity's still-considerable health virtues more valuable.
2. Reduced Internal TR resources to new cities mean that cities will have less proecution so fewer buildings - no more "build everything in every city all the time", so Magansanti value will be affected. But the same goes for reduced food. Not sure how this will play with overall reduced growth speeds. It may be close to a wash, if not a win for Magnasanti - TRs have much larger effects on pop growth than production, in percentage terms.