I think that the current building system is not really cut out to represent all buildings correctly. It is too simple. I will try to list my concerns/ issues and maybe offer some solution. In addition my interpretation of tiles: Tiles represent a part of a world that is dedicated to a specific function/ task/ etc or whatever we want to call it.
Sorry if I made some errors. I am feeling a bit sick today and can't really concentrate.
Some buildings are too "big"
Buildings like a monument of purity use too much space in regard to what they actually represent and what the player gets out of them. The monuments in this example only give some happiness but requires one entire pop work it and one entire tile to exist.
I don't think a whole tile is justified or even nessesary for balance. It also creates weird situations where small planets don't have the same amount of "development" as bigger worlds have if the player wants to have the colony carry it's weight.
Possible Solution
Give certain buildings like (or just) the colonial center have a number of slots for buildings similar to starport. Better colonial centers allow to use more slots.
A new feature like this could also be used to introduce more buildings/ dept in the future while keeping the building list somewhat tight.
No plantwide structures
As of now we don't really have a representation of infrastructure that would imho be interesting or even benifitial to to have. A newly colonized world is basicly as good as older worlds as soon as they are colonized. All my world have basicly 100% habitablity when I colonize them and don't gain or lose any traits aside from very few events.
Possible Solution
Add plantwide structure that serve a specific purpose as an additional number of slots like starports but seperate from the building slots in the colonial centers as a planetwide structure doesn't really take up space in one speciic place but everywhere.
We could have structures that step by step improve habitablity on a planet or bomb shelters to protect the lives when being bombarded or step by step transportation network that increases resource production and happiness.
A bit off topic
It would also be nice too have some sort of population density. I am still dreaming of overcrowded worlds like Coruscant from Star Wars or a "Hive World" from Warhammer. It is kind of fitting to have highly productive population centers that outclass normal worlds.
Possible Solution
Allow multible Pops on one tile once a specific requirement like a (leved) plantwide structure is met. More pops increase the output of the tile they work while decreasing the output per pop depending on technology and number of pops working it.
Farms and mines should most likely excluded from this because vast numbers of people in mines and on farms doesn't really increase productivity after a certain point and this kind of production imho shouldn't be part of a population center. We do however needsomething like factories that process at least minerals into goods to represent industrial potential similar to industrialized areas in our world.
Sorry if I made some errors. I am feeling a bit sick today and can't really concentrate.
Some buildings are too "big"
Buildings like a monument of purity use too much space in regard to what they actually represent and what the player gets out of them. The monuments in this example only give some happiness but requires one entire pop work it and one entire tile to exist.
I don't think a whole tile is justified or even nessesary for balance. It also creates weird situations where small planets don't have the same amount of "development" as bigger worlds have if the player wants to have the colony carry it's weight.
Possible Solution
Give certain buildings like (or just) the colonial center have a number of slots for buildings similar to starport. Better colonial centers allow to use more slots.
A new feature like this could also be used to introduce more buildings/ dept in the future while keeping the building list somewhat tight.
No plantwide structures
As of now we don't really have a representation of infrastructure that would imho be interesting or even benifitial to to have. A newly colonized world is basicly as good as older worlds as soon as they are colonized. All my world have basicly 100% habitablity when I colonize them and don't gain or lose any traits aside from very few events.
Possible Solution
Add plantwide structure that serve a specific purpose as an additional number of slots like starports but seperate from the building slots in the colonial centers as a planetwide structure doesn't really take up space in one speciic place but everywhere.
We could have structures that step by step improve habitablity on a planet or bomb shelters to protect the lives when being bombarded or step by step transportation network that increases resource production and happiness.
A bit off topic
It would also be nice too have some sort of population density. I am still dreaming of overcrowded worlds like Coruscant from Star Wars or a "Hive World" from Warhammer. It is kind of fitting to have highly productive population centers that outclass normal worlds.
Possible Solution
Allow multible Pops on one tile once a specific requirement like a (leved) plantwide structure is met. More pops increase the output of the tile they work while decreasing the output per pop depending on technology and number of pops working it.
Farms and mines should most likely excluded from this because vast numbers of people in mines and on farms doesn't really increase productivity after a certain point and this kind of production imho shouldn't be part of a population center. We do however needsomething like factories that process at least minerals into goods to represent industrial potential similar to industrialized areas in our world.
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