Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I tweaked it down a bit.
Thank vou !
[list]
[*] Basic Planetview: More Districts allows more districts to show, but enables the next one down
[*] Basic Planetview: More Districts & Buildings - this one increases to 15 buildings
[/list]
The Life-Seeded Origin getting a boost. It's not truly bad, but... Back when planets could have 15 Building slots, it was pretty okay to have the opportunity to build 1 Crystal Mine, 1 Gas Mine and 1 Motes Mine. You had 15 slots, it made sense to allocate 3 of them. You'd still have 12 left. 13 left if you skipped the Motes (I don't think Motes are super useful)... However, now planets only have 11 slots, and that makes it... squeezy. I don't ever see myself allocating a single Building slot on my Capital to mining Gas or Crystals, when I only have 11 total. It just ain't happening... But it might happen, if the Life-Seeded Origin was modified to give the Capital a Planet Modifier that says +100% output to Gas/Crystal/Mote Miner Jobs, or even +150%. Just a little sweetener, on top of an Origin that is not super attractive.