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For the mining expedition cargo, that sounds like a good addition. I still need to figure out quests which would be helpful to do choices like that.
Lower cost workers or tile improvements is absolutely a possibility.
Thanks for the input!
What about a cargo that gives each affinity 5 out of 11 points to the next level. This way you can still have an affinity bonus, but one without instant gratification.
Industrialists should have less negative health. 10% more just for 1 more production than engineers seems unworth it to me. I think 5% unhealth seems more just, or add another production.
Merchants sound more like something using trading, so what about changing their name to craftsman, and making a merchant colonist that gives you +3 energy from trade routes and start with 1 trading convoy.
What about an Architect colonist, giving 1 culture, 1 production, and 1 energy?
Also, how does extra food = tamed manticore? Also, that is very, very OP
Otherwise great work! I cant wait to see what else you come up with.