A thought on agricultural districts and the role of food in the game, bracketing out for the moment catalytic converter.
Farms outside of RP and catalytic converter are often strategically minimized. And for good reason, food has limited utility and opportunities for conversion. So the initial question: should this be changed, and if so how so?
My thoughts, and I am curious to gauge interest here, is agricultural districts could be dynamic. Consider the premise of industrialism under toxoids, where for the sake of boosting outputs, one accepts a decline in habitability. What if, broadly, there was a meta-mechanic around planets over use on non-agricultural districts that reduced their future transition into agriculture?
The theory, although I'm fuzzy on the practice would be the game's drive towards alloy production results in a decline in accessible food production (admittedly not an issue for machine gestalts). Not because 'game mechanic says so' but because the incentive to alloy production leads to a food "crises"? The penchant for energy/mineral/alloy worlds means the few agri-worlds value goes up?
Again, not sure how to mechanically make this work, but having some late game tension, around depleting food stock could be interesting. Especially if the GC has legislated around industrialism.
Anyway, just a thought.
Cheers y'all...
Farms outside of RP and catalytic converter are often strategically minimized. And for good reason, food has limited utility and opportunities for conversion. So the initial question: should this be changed, and if so how so?
My thoughts, and I am curious to gauge interest here, is agricultural districts could be dynamic. Consider the premise of industrialism under toxoids, where for the sake of boosting outputs, one accepts a decline in habitability. What if, broadly, there was a meta-mechanic around planets over use on non-agricultural districts that reduced their future transition into agriculture?
The theory, although I'm fuzzy on the practice would be the game's drive towards alloy production results in a decline in accessible food production (admittedly not an issue for machine gestalts). Not because 'game mechanic says so' but because the incentive to alloy production leads to a food "crises"? The penchant for energy/mineral/alloy worlds means the few agri-worlds value goes up?
Again, not sure how to mechanically make this work, but having some late game tension, around depleting food stock could be interesting. Especially if the GC has legislated around industrialism.
Anyway, just a thought.
Cheers y'all...
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