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.