v2.2 Orbital Upgrade Balance Review

This is discussing orbital upgrades. Much of my review is from previous versions that I was holding on to see if anything changed with them in v2.2.

I will use a simple scale

S - Critical building, often the crux of a strategy. Might be OP.
A - Solid building, the ideal balance level.
C - Niche building but it has a time and a place.
F - Weak building, hard to make good use of it.

  • Recruiting Station - S.
    • The growth here is massive, should be an immediate use for all core worlds.
  • Logistics Array - S.
    • This literally doubles your early control. The fact that this is obscured from new players can be a big impact to their play.
  • Defensive Matrix - F.
    • I don't find the benefit really changes anything on the invasion side. Not worth the slot.
  • Space Elevator - A.
  • Orbital Research Lab - A.
  • Climate Control - F.
    • 1 farm does more than this, not worth the slot.
  • Colonization Station - F.
    • Not worth the slot after you have the recruitment center.
  • Atmospheric Cleanser - A.
    • This one was recently buffed in 2.2, and its now rock solid.
  • Sensor Array  - F.
    • Sensor's are for Starbases, and the range on this is garbage.
  • Planetary Beacon - F.
    • Even for influence plays, this is just too low a bonus to be worth the slot.
  • Orbital Market - C.
    • Has its uses, but can take a surprisingly long time to pay off. the loss of the central bank I felt hurt this one.
  • Orbital Prison - A.
    • If you do have a crime problem this can often nip it in the bud.
  • Orbital Farm - F.
    • More food is already worthless, and the cost on this thing is INSANE.

Orbital Academy and Upgrades

  • Orbital Academy - S.
    • +50% HP is game changing.
  • Top Gun Academy - SSS.
    • +200% HP is game warping, and its weirdly cheap for how good this is.
  • Institution of War - A.
    • Solid overall bonuses, but nothing crazy.
  • Conquest Center - C.
    • Its a decent bonus, but I never find conquest boosts are what I need in real wars.
  • Tactical Center - C.
    • Its ok enough.
26,707 views 5 replies
Reply #1 Top

Thank you for taking the time to put this together, its interesting to see how folks rank these things

Reply #2 Top

I agree with most of this.  Planetary Beacon is a bit debatable at an F but I'll allow it~.  

Sensor Array can be useful if you decide to play with the fog of war enabled in your own empire setting.  It certainly isn't a strong choice but there would be times to use it.

Reply #3 Top

I've noticed the AI loves to build Defensive Matrix'es even on minor colonies. 

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Reply #4 Top

I always find myself building the Orbital Prison and Atmospheric Cleanser.  I'll have to try the Recruiting Station though.  Thanks for taking the time to type this up!

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Reply #5 Top

Recruiting station should be the first thing you build on every single core world including building it on turn 1 on your homeworld, that is a huge bonus very early game.  It makes the colony grow way faster.  Then you can replace it as you reach the point where you no longer care about growth.  It is not needed for advanced colonies.

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