Environmental Resistance and High Reproduction Unbalanced? |

I have just compared the results of those Racial Traits in some of my recent games and it looks like they aren't both worth 500 racial points.
The Environmental Resistance / Weakness seems to simply add/remove 10% of growth rate.
For instance on a good planet, with jubilant population, you get 10% (15+5-10) growth rate with High Reproduction and Environmental Weakness, while you get 20% (15-5+10) with Low Reproduction and Environmental Resistance.
I think Environmental Resistance could also affect loyalty, migration and happiness but I have not looked upon that yet...
So I think it would be more balanced to set High Reproduction to +10%.
(Remember also that it only affects your race, not immigrated aliens, it will be more balanced that way compared to the +10% in extraction/intel/research/construction)
I thought that Environmental Resistance was supposed to add a bonus to growth rate and happiness in sub-Optimal planets, a bonus higher for Deadly worlds than for Good planets... but it doesn't seem to work that way.

Re: Environmental Resistance and High Reproduction Unbalanced?
Alternatively (or in conjunction), change the cost of those certain racial traits. There are a lot of unbalanced traits as it currently stands. On the other hand, simply changing the magnitude of effects as you suggest would be easier on AI (re)designing.
Also, I would think Radioactives should be considered of higher value than you seem to indicate. Engines and Weapons suck up a ton (in IRM anyway, but I'm sure it's the same in BM as well). And yes, Crystalline/Organic traits should then be further modified to adapt to this.
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Re: Environmental Resistance and High Reproduction Unbalanced?
Mins/Rads/Organics extraction bonuses are also unbalanced:
It makes a lot more sense to choose +10% in minerals and -10% in organics or radioactives than the other way around, since most of the time you simply need to put several organic/rads extractors to a >120% planet to fill your empire needs in those ressources, whereas you will often fill every single planet that produces more than 100% of minerals with mineral miners.
Those bonuses should follow IMHO the average consumption ratios for an empire, which should be something like +/-10% minerals, +/-85% organics, +/-50% radioactives. Organic/Crystalline races should be balanced accordingly with a malus in organics/radioactives.
What do you think?