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RustyWalker

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Jul 2, 2020
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As fun as it is building farms with no prisoners at all that are vastly more profitable than building an actual prison, this is a strong indicator that the balance of the DLC is off.
I think the Green goals might provide a decent solution to restore that balance.
It feels like the autoharvesters and gatherers are very late game tech that should have been progressively unlocked as well as having high purchase costs, perhaps more so than the solar tech (which is ridiculously easy too). It should have been something like 30 panels, then 100 combos, and then you get the ultimate hybrid with the farm tech following a similar path.
It's also worth noting that there is a caveat in the Green Goals for solar to *require* prisoners, but not all that many. I think adding a requirement to the other tech as well that escalates will help restore balance.
As examples, the combo wind/solar could unlock at 50 prisoners and the ultimate at 250.
Similar concept for farm automation stuff.
In summary, two conditions would need to be met to go up the green energy or farming tech trees, 1. having built a sufficient number of the tech you already have, and 2 having a prison population at a level that justifies the unlock.

All numbers just randomly picked. Testing for balance would be appropriate.

Note that balance was thought of with the Export meter, with hard caps in place that unlocked the next tier. The top tier seems to be reasonable to meet the limits of power most prison builders could ever want. Time will tell. I'd be interested if anybody could ever max out Exports but not have enough to run the prison over the day/night cycle.
 
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