You mean "nothing to differentiate" except for tiles with more or less minerals. And tile placement. And species on the planet. And placement or lack of food tiles. And tiles with both food and minerals. And number of tiles. And types of tile blockers. And Stone Age primitives.
You're just being pedantic and arguing semantics. You can just say a building line to differentiate the way a planet develops to the exclusion of other building lines is a bad idea.
I kinda see where you are going here, and I like it. You're talking about theme-related concepts, and adding mechanics to fit those themes, and I am all for that, because it will add so much diversity. A barren world that has been turned into a giant mine that provides half the EMPIRE with it's minerals is a cool sci-fi theme, and right now there's no way you can do that. Being able to do that would be cool.
Yeah, this. Highly specialized worlds that require some forethought and sacrifice of a planet's other benefits to focus on one thing. There are minutae that can alter the output of any given world, but at the end of the day the output is really all that's different. Min/maxing bonuses is not the same thing.
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