One thing I've wondered about is making "new colonies" more distinct from "Established colonies"
Outpost Colonies
You can colonise anything, as now, but you are capped to only building farm/mine/generator districts on these colonies- and an "advanced colony outpost appears at 10+ pops for some extra basic jobs.
These colonies have reduced sprawl and automatic increased emigration push when maxed out/without open jobs. A planet decision could switch off immigration to this world when it's full, to better direct worlds to industrial/science hubs.
Established Colonies
If you want to build cities, industrial districts, science buildings or use more building slots, you need to spend (say) 100 influence, or 500 (scaled) unity - or take a running unity upkeep, to upgrade from a colonial outpost to a world with a capital and advanced building options (so each new "established" colony costs flat monthly unity).
Automation and Gameplay loop
I have found that when you constrain a colony to just building farms/mines/energy districts, the Automation (and AI) actually does a decent job. This lets you pretty much turn feeder/core worlds in to a real mechanic, rather than just what we all do in 3.0 to deal with the pop growth system.
Much of the early game would be spent building your capital, with a few ancillary feeder worlds. later you could upgrade/re-format feeders in to industrial hubs.
Early wars may move to visualisation over conquest if your unity production is low.
Annexing a well developed enemy capital early on could send you in to massive negative unity production (which could lead to civil wars, trouble occupying worlds etc), and would instead promote vassalizing/tributising such colonies, or running a toggleable planet decision to "give them autonomy", which reduces their output of 2nd tier resources by some large %, but reduces their unity upkeep too.
Performance
On the performance side of things, I'd also entertain the idea of reducing housing and #jobs from farm/mine/generator districts to 1 instead of 2 (and doubling all properties from those jobs to keep things balanced-ish) for planets [2.5x for habitat technicians/miners] [ringworld numbers unchanged].
AI optimisation (Outpost colony > Established colony)
Due to there being a clear line on what an outpost is vs an established colony is, rules can be written in to the Outpost > Established decision, to automatically guide the AI to
Outpost Colonies
You can colonise anything, as now, but you are capped to only building farm/mine/generator districts on these colonies- and an "advanced colony outpost appears at 10+ pops for some extra basic jobs.
These colonies have reduced sprawl and automatic increased emigration push when maxed out/without open jobs. A planet decision could switch off immigration to this world when it's full, to better direct worlds to industrial/science hubs.
Established Colonies
If you want to build cities, industrial districts, science buildings or use more building slots, you need to spend (say) 100 influence, or 500 (scaled) unity - or take a running unity upkeep, to upgrade from a colonial outpost to a world with a capital and advanced building options (so each new "established" colony costs flat monthly unity).
Automation and Gameplay loop
I have found that when you constrain a colony to just building farms/mines/energy districts, the Automation (and AI) actually does a decent job. This lets you pretty much turn feeder/core worlds in to a real mechanic, rather than just what we all do in 3.0 to deal with the pop growth system.
Much of the early game would be spent building your capital, with a few ancillary feeder worlds. later you could upgrade/re-format feeders in to industrial hubs.
Early wars may move to visualisation over conquest if your unity production is low.
Annexing a well developed enemy capital early on could send you in to massive negative unity production (which could lead to civil wars, trouble occupying worlds etc), and would instead promote vassalizing/tributising such colonies, or running a toggleable planet decision to "give them autonomy", which reduces their output of 2nd tier resources by some large %, but reduces their unity upkeep too.
Performance
On the performance side of things, I'd also entertain the idea of reducing housing and #jobs from farm/mine/generator districts to 1 instead of 2 (and doubling all properties from those jobs to keep things balanced-ish) for planets [2.5x for habitat technicians/miners] [ringworld numbers unchanged].
AI optimisation (Outpost colony > Established colony)
Due to there being a clear line on what an outpost is vs an established colony is, rules can be written in to the Outpost > Established decision, to automatically guide the AI to
- only consider upgrading a feeder world if it can afford to (no more lack of food, minerals or EC)
- only consider upgrading a feeder world if it's growth isnt unduly affected (no low-pop AIs)
- chose what kind of world to up grade in to - for example, the AI could be told to
- make a Tech world if its sci output is low VS neighbours, or if it doesnt already have 1 good Tech world in that sector.
- or an Industrial World if its alloy output is weak, but its mineral output is high
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