Eventually the agrarian idyll civic should be looked at

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FranklyJustNess

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Update 3.0 is currently gathering feedback and receiving changes, so that's a really low priority thing but I'd like to still bring attention to it, just so it receives a pin in a cork board.
Agrarian Idyll civic isn't great as it requires pacifism, blocks ecu and makes planets more reliant on base production, but now that population doesn't unlock building slots it can be even more awkward to use. Despite a planet having plenty of potential to grow rural districts, having plenty of housing and amenities it can still feel like city buildings just need to be built to get a couple of buildings in. Maybe it could at least give base +1 building slots to offset the lower value of city districts.
 
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ezno

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Another idea could be 1 building slot per 5 (or another nomber) ressources district, more adpated to the idea of the civic
 

Incompetent

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There's also the issue that there are so few uses for food compared to energy and minerals, so past the early game, you don't really want hordes of farmers unless you are going the route of bio ascension and cloning vat spam. It's also a bit disappointing that their industrial districts are exactly the same as everyone else's (minus the ability to upgrade them to ecumenopolis); I wish they had more of a "cottage industry" feel to them given their rejection of urbanism.

To make the civic feel like more of a genuine alternative economic style, you could do something like this:

- Remove the ethics requirement (this civic is about your economic policy, not your foreign policy)
- Instead of city districts giving +1 building slot, every district type gives +0.5 building slots
- Technicians also make a small amount of science, miners also make +1 alloy
- +1 capacity for every undeveloped district (your capacity will never be that high, but at least you're not forced to build a lot of stuff just to get a moderate amount of capacity)
- Rare techs that give an additional +1 housing to mining and energy districts (to complement the existing one for farm districts, because realistically not every planet will be able to have many farms)
- Alloy/CG bonus buildings give bonus metallurgists/artisans to rural districts instead of industrial districts, so you won't make concentrated industrial complexes, but rather more self-sufficient mixed colonies.

This would probably go better in a mod, though.
 
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Amorenkaire

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Sounds more like an origin at that point rather than a civic however.

(Although a small aside, doing an Inwards Perfectionist + Agraiian Idyl game into the Chosen One event flip into a Kingdom, my god that screwed my economy so hard because it disabled Idyll...)
 
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There's also the issue that there are so few uses for food compared to energy and minerals, so past the early game, you don't really want hordes of farmers unless you are going the route of bio ascension and cloning vat spam. It's also a bit disappointing that their industrial districts are exactly the same as everyone else's (minus the ability to upgrade them to ecumenopolis); I wish they had more of a "cottage industry" feel to them given their rejection of urbanism.

To make the civic feel like more of a genuine alternative economic style, you could do something like this:

- Remove the ethics requirement (this civic is about your economic policy, not your foreign policy)
- Instead of city districts giving +1 building slot, every district type gives +0.5 building slots
- Technicians also make a small amount of science, miners also make +1 alloy
- +1 capacity for every undeveloped district (your capacity will never be that high, but at least you're not forced to build a lot of stuff just to get a moderate amount of capacity)
- Rare techs that give an additional +1 housing to mining and energy districts (to complement the existing one for farm districts, because realistically not every planet will be able to have many farms)
- Alloy/CG bonus buildings give bonus metallurgists/artisans to rural districts instead of industrial districts, so you won't make concentrated industrial complexes, but rather more self-sufficient mixed colonies.

This would probably go better in a mod, though.
It depends, as it would not be unbalanced, I think it would stay in the base game, just as a different playstyle, but maybe it should be an origin, or a locked trait, like how inward perfection change the diplomacy )
 
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