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For building examples:
-Warp fuel rig (only built in province capitals) = +X Warp fuel, -X food, -X income from all non-industry (local province), +X corruption, -X Warp fuel for adjacent provinces [to avoid building in all provinces]
(+X warp fuel if above X order/-X if below __ food level)
-Warp fuel factory = +X income, -1% upkeep & recruitment cost for weapons teams (all armies), -X Warp fuel, -X income to all non-industry buildings (local province), +X corruption,
(+X income if above X order/-X if below __ food level)
-Warp fuel research facility = +X research speed, -X construction time local province, -X warp fuel, -X income from non-industry buildings (local province), +X corruption, +X income from industry (local region).
(+X research if above X order/-X if below __ food level)
-Iron/Gold/Marble/Salt [resources involving mines] resource buildings = +X% income to Warp Industry (Local province), +X% Warp fuel from all buildings (local province).
I like some of these ideas allot, the Warp Fuel-Rig could be a cool option to choose instead of a Port wherever a settlement is next to water.
I'll see if I can find ways to integrate them in the next patch!