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You know the buildings like alloy foundries which add to the base production of jobs, but at the cost of consuming more basic resources. You could rework the current no pop nanite production buildings into these production bonus buildings, but they also add a cost of nanites. You could make it so the more nanites you gain/produce monthly, the more these buildings boost their planets alloy, rare resource or energy production. etc
This would balance out because it would still encourage you to play wide to scale up the bonus from monthly nanite gain and to offset the monthly nanites consumed by the advanced jobs. You would have a few specialized worlds dedicated to transmuting nanites into advanced resources/energy, but the rest would be nanite worlds producing basic resources/nanites
You wouldn't be able to spam specialized worlds because they would consume nanites, reducing the monthly gain and reducing the bonus
But i do like the way that devs invisioned nanotech as mostly non pop production but maybe a building that gives jobs that increase output of these automatic building but increases upkeep even more or the job itself has crazy upkeep could be cool
Nanotech itself is more focused on Quantity over quality playstyle with swarmers and need for unending expansion.But youve given me an idea for something of Advanced Authority that will shift the focus from non pop economy.
has the same effect as the aggregation systems tradition, and you can build 4 or 5 of them on a planet
Have you considered adding support for this mod? Its a really good one that also adds a lot of nanite content