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I actually wrote a post ages ago on the forums about the idea of planets having features on tiles instead of resource deposits. Like instead of having society research it would have just have a xenolife resource that could be used in different ways depending on your empire.
You could build a research lab or a zoo or a ranch on it giving u science unity or food.
I figured having tiles like that would be much more interesting.
Also having buildings that would require another building nearby. That would have been neat.
I prefer the population system as it is now but deslike the district system. Its to streamline. Instead of having a multitude of buildings you got just 4 districts. So much variety
I will try to come up some way to update this for 2.2+ mechanics though.
lowered the upkeep cost of higher ones from 6->2.5
I also added upkeep cost to unity relays as I seem to have left them out this whole time >.>
And from playing the structures have been nice but mostly useless. Hopefully these changes will help them be more useful
Updated:
Fixed Farm and Unity buildings not having their upgrades unlocked.
Removed basic structures
Decreased the time it took to build and upgrade them
Removed the starter ones producing resources on their own. They must be placed on a tile that is actually providing a resource to benifit. The upgraded 2/3 do not have that same requirement
Increased the amount generated by 2/3
If you refuse to use 2.0.0 it should still work for you just the same as ever its just that it will be more a reverse QoL change for you sorry
Made it possible to upgrade to t2 without the need of the planetary capital
Lowered the tier, cost and prerequisite to get the techs
Added Auto Unity Structure
The structures have the same construction requirements as their original
And they produce less resources than their normal counterparts. It shouldnt really make either side slightly more unbalanced than the other.
There are that ants cultivate and harvest fungus and ants that heard livestock (admittedly very tiny livestock but still they are little ranchers).
Sure thats not exactly figuring out stone working or anything but the point is that its not to far fetched to say a large scale computer network built 200 years in the future with programing dedicated to scientific research can figure some things out. If anything its more far fetched to say it couldnt lol
the reason i decided to try to prevent the ai from using it was since they give less resources and require more energy i didnt want to risk the ai to do anything stupid with them and wreck their economy.
it could be possible make the ai only build these in a spot that does not have a pop but i didnt look into that yet. I figure its possible to give them a weight modifier for that but could be wrong.
To your knowledge, could it be possible to make regular buildings behave in the same way than these ones so that the AI will use it as well?