All personal upgrades are %'s ... so if you have level 2 energy flow, it adds 2% to the base game flow/recovery level. The same holds true for the stats that affect physical def/cov/ass/off etc...
Currently:
-you recover 100% of your maximum life energy in one earth day (bonus: flow) - note, since it is a %, the higher the max, the more in raw numbers you get /day or turn.
-you gain 10% above maximum energy life in one earth day (bonus: channeling)
-you gain 25 resource / worker world per turn. (bonus: production)
-you gain 1 undeveloped planet for each exploration fleet you own (bonus: charisma)
The cost of upgrades goes up quicker than the rewards ... ie - each additional % is more expensive than the last, and always adds a % or (in case of max life) 300. The max life will be the toughest, as exponential growth compared to a fixed 300 will soon mean you need many more times your max to get the next level (around level 11/12 this now kicks in).
Another thread is right - you are not supposed to be all-powerful on day 3.
That said -- I am now willing to listen to suggestions on the level to effect. Some ideas: increase by % squared (ie - if you have level 10, it adds 10% twice - so STATx1.1x1.1 or effectively 21% total bonus.) This makes a bigger difference at higher levels - lvl 30, for example, would be a 69% bonus. Lvl 41 would be a 100% or doubling bonus.
The largest one to consider is max life force... this is not a %, and is set to 300/lvl... I could consider 500/lvl (again 3000 is starting point) but am very nervous increasing this one too much... at least the way it is setup now...
OK -- comments on balance or the workings of levels?






