![]() ![]() Making special resource deposits generate jobs directly (with no building slot cost) could help in the case of the Life Seeded origin making Gaia Worlds very likely to have 2+ deposits could make them relevant in the mid & late game. Gaia Worlds need more variety and more benefits in general. Mastery of Nature should not be more effective on less-natural planets (Ecus) it should be changed as it is buffed. ![]() Cyborg Ascension should unlock some organic traits for mechanical pops, so BOTH types of pop benefit in regular and Gestalt empires. How these are unlocked I have weaker opinions- I do think that an extra tradition is mertied at this point, but it could also be something late-game objectives or the galactic community-enabled- but with how many perks have come out since the de facto limit, I think it would be justifiable. I'd also want to expand the normal ascension perks takable by three, but with a structural change to make the three perks a set-aside for only specific types of perks: one for the Ascension Path, one for the special world, and one to serve as a flavor point. What this would do is that in the more competitive tiers (tier 3), there's still full competition with all other perks, but in the lower tiers tier 1 isn't in direct competition with, say, megastructures. IE, a tier 3 perk (megastructures) can only be used in a tier 3 alot, but you could also use Tier 1 and Tier 2. Say that every tradition complete gives a cycle of Tier 1 - Tier 2 - Tier 3 - Tier 1 - Tier 2 - Tier 3 perks where the tier slots unlocked can be used for up to that level tier perk. Instead, I'd like a system where there is less competition between tier 1 and tier 3 perks. This doesn't result in more varied builds, but rather increasingly fewer use cases for the tier 1 slots, because the tier 3 ascension perks remain so strong and dominant that in a competition between tier 1 and tier 3, the tier 3 will always in. Right now, I feel that the ascension perk system is getting eaten by the meta, as every DLC or so brings a new ascension perk but the limit remains the same. The tiers and number your can have per tier, and having reserved categories of perks outside of the ascension perk unlock system. That said, I think it would be cool if we got an improved version of Planetary Prospecting as the new Prospectorium perk to replace strip-mining, that allows us to uncover strategic resource deposits on the planet, meaning we can add strategic resources to a planet that way. This would render Planetary Prospecting and the Prospectorium strip-mining decision basically useless though, so the Adaptability would need to get a different finisher and Prospectorium would need a different perk. If it's deemed too powerful to be part of regular gameplay, and removing too much of the randomness factor from the game, it could always be locked behind the World Shaper perk.Įither that, or limited to only a few uses per planet without the perk, with the perk simply lifting those restrictions. It could be a more detailed system somewhat related to terraforming that allows us to manipulate the planetary features of a planet. What stops us from making more space for farming and importing soil? Or making space for solar arrays instead? Or digging to uncover mineral deposits or geothermal vents? Or just strip-mining the planet? I think we should be able to expand basic resource districts at the expense of the other district types. The current version of Mastery of Nature is apparently intended to help in a different scenario that is rarer: where all you can colonize are small planets and where the size of the economy is limited by planet max districts. Currently you have to go for habitats or conquer better planets. If Mastery of Nature removed the cap on districts it would be another way to handle these situations. I tend to end up with planets that need more generator/mining/farming districts.Īlso sometimes all you can colonize is planets that are of adequate size, but have an unlucky low number of generator/mining districts that can't support a decent economy. Over the years the number of max districts one can add to planets has increased a lot, but the ways to increase the maximum generator/mining/farming districts has not. PS: nowadays one can reasonably get +8 to max districts on planets. ![]() I don't even care about blocker removal cost and +2 to max districts.Īlternatively, this could be a way to improve World Shaper. So I can build the worlds that I want to. I want Mastery of Nature to remove the cap on generator, mining and farming districts. ![]()
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