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Archael90

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I dont know if it is a bug or a feature, but...
I have started a game with life seeded, and agragian idyll civics.
Everything was great, except when i realized that i cant make ecumenopolis, which is weird... but whatever.
Then was the time to bring wurms love to our people.
My starting planet was 25 size gaia world, with 3 planetary features, and 12 agricultural districts (and lot of mining and generator, so without using any city districts i couldnt full all of others).
When planet get tombed, she lost 9 agricultural districts, what was cruel, but logical.
I startet do terraform my planet, first step was tundra world, but when this happens, all 3 planetary features collapsed, dissapeared, so i will never use them again :(
And final step was to restore gaia climat, when this ended, my beautifull homeworld lost another agricultural district, and ended with only 3 mining, and 5 generator districts (all of them i had to build again).

Sooo... if anyone wants to play agragian idyll and/or life seeded, avoid wurm, it does not loves us :(
 
Last edited:

Gyrvendal

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There are known bugs with terraforming. You lose districts because your planet deposits aren't compatible with the new type.

About ecumenopolis, it's incompatible with agrarian Idyll. It makes sense, but I wish the UI told you about it...
 

Archael90

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About ecumenopolis, it's incompatible with agrarian Idyll. It makes sense, but I wish the UI told you about it...
I would be great, but if you would take agragian idyll as 3rd civic, just after taking ascension perk, you still can build ecumenopolis, which is odd.
And if agragian empires should not makes ecumenopolis, this is huge disadventage to normal empires, this perk should be boosted somehow, maybe miners could produce small amount of alloys, and farmers, technicans, and miners could have decreased consumer goods upkeep. Not huge boost, but anything.
Right now is better to start with any other civic, take ascension perk, and then take 3rd civic "agragian idyll", and you have everything that anyone who starts with that civic cant have (unless first league appear ;>)
 

Ramiel

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Nah, Agrarian Idyll is actually a really strong civic. Better/more robust base resource production, and you're absolutely swimming in amenities. One of my favorites actually. The loss of Ecumenopolis worlds is sad, but you can easily do without them.
 

Sir C

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One System Challenge problem.png
I started a one system challenge play through yesterday, since they fixed it so the Wormed Tomb worlds have deposits on them. Ran into this problem myself and I got to say that it blows pretty hard. Hopefully it's not how it's intended to work, and I can give it another try when it's fixed again. My Gaia home world lost all of it's special deposits, half of it's regular deposits, and all of my districts just simply disappeared, and now all my pops are fleeing for a better life elsewhere :(
 

Archael90

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Agragian idyll is nice civic, but it is not so strong to compare to lack of ecumenopolis. ammenities are fine... i guess... but this is local resources, and farmers, and agricultural districts, are dependent on planets, and evry terraformation can reduce them, in my last game i ended with 15 planets, and around 25 agricultural districts total :x And as i said, ammenities are local, so even if i would concentrate on ringworlds, only them can be efficient :(
Compare this, to hundreds of metalurgists, working on ecumenopolis, where alloys can win your game, even if you are pacifist, you need them to defend yourself, and buldings cant provide much of them especially when they have to use strategic resources, and as pacifist you cant expand when between other empires. So you have to makes buildings that produce it, so you are really unefficient at the end.
I agree that agragian idyll should prevent from making ecumenopolis, but it have to have something in exchange, and ammenities from farmers, and few more housing on other than city districts are not enough :(
 

Ramiel

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On the other hand, Ecumenopolis worlds aren't a 100% guarantee even without Agrarian Idyll. It's a special playstyle that closes off potential (but not guaranteed) gameplay options, and there's nothing wrong with that.
 

Playwars

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On the other hand, Ecumenopolis worlds aren't a 100% guarantee even without Agrarian Idyll. It's a special playstyle that closes off potential (but not guaranteed) gameplay options, and there's nothing wrong with that.

True, but given my play style I systematically end up doing one, plus I always wanted my own Trantor.
 

Archael90

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On the other hand, Ecumenopolis worlds aren't a 100% guarantee even without Agrarian Idyll. It's a special playstyle that closes off potential (but not guaranteed) gameplay options, and there's nothing wrong with that.
Ecumenopilis are 100% guaratee even with agragian idyll, but only to those who wants them (If you choose agragian idyll after taking "arcology project" ascension perk, which can be taken as second one). And i agree that you can play without them... but who would not want to have 10 metalugist jobs (with housing for them) per district, without needs of volatile motes? You dont need lot of them, maybe one-two, even on smallest planets, and especially on planets with less natural deposits.
 

Incompetent

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Agragian idyll is nice civic, but it is not so strong to compare to lack of ecumenopolis.

I think the way to think of Agrarian Idyll is that it's a civic focused on early-game expansion, when the ability to skip amenity buildings and stay on top of housing even with 100% resource districts is pretty strong. It requires Pacifism, because otherwise the advantage it would give to early blobbing would be a bit overpowered. You're right that it's a bit weak in the late game, but that's part of the intended trade-off.
 

Archael90

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I think the way to think of Agrarian Idyll is that it's a civic focused on early-game expansion, when the ability to skip amenity buildings and stay on top of housing even with 100% resource districts is pretty strong. It requires Pacifism, because otherwise the advantage it would give to early blobbing would be a bit overpowered. You're right that it's a bit weak in the late game, but that's part of the intended trade-off.
I think just opposite. It is weak early-mid game, but in late game it can provide you lot of raw resources. Ammenities are not a problem. But it cant give you even simmilar number of alloy income, and this is what is require to play the game.
 

Incompetent

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I think just opposite. It is weak early-mid game, but in late game it can provide you lot of raw resources. Ammenities are not a problem. But it cant give you even simmilar number of alloy income, and this is what is require to play the game.

Agrarian Idyll doesn't directly give you any more resource jobs, so I don't think it helps you all that much in the late game. Even without this civic, if you're dropping a huge proportion of your resource districts because of a need for city districts, you either have an absolutely massive population (in which case you're winning in some other way) or you have done something wrong.

I don't see how it causes any problems for alloy production in the early-mid game: you can still build plenty of alloy factories, with the workers housed in the spare capacity of rural districts plus the occasional city district. Even if you do have to build some city districts, you're still winning on the civic as long as well over half of your total districts are rural. You lose out a bit on planetary specialization, but that's not as big a deal as some people make it out to be (the 'industrial world' etc bonuses are pretty tiny), and early on you can't really afford any specialized urban worlds anyway. You can't compete on alloys with an empire that has fully kitted-out Ecumenopolises, sure, but that's a long way into the game.