Hey Guys, Environmentalism was buffed massively!

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Ikael

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May 6, 2016
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It doesn't do that though?
The civic reduces pop consumer goods consumption, and the Rangers from the Ranger Lodge Holding do too, but that's it. The normal building doesn't reduce consumer goods consumption in any way.

You are right. What I meant is that the ranger's consumer goods reduction seems like the building's main appeal (create ranger jobs so your planet pops have less maintenance), with unity generation being a weaker, almost negligible bonus. That's why I suggested that perhaps the building should double down on this, and add additional discounts to consumer good consumption.
 

Mcgan

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You are right. What I meant is that the ranger's consumer goods reduction seems like the building's main appeal (create ranger jobs so your planet pops have less maintenance), with unity generation being a weaker, almost negligible bonus. That's why I suggested that perhaps the building should double down on this, and add additional discounts to consumer good consumption.
I guess I wasn't clear enough:

Only the "Rangers" from the Ranger Lodge Holding (NOT the building) reduce pop consumer goods consumption (for the subject, not the overlord).

"Rangers" from the Ranger Lodge Building are different, they produce society research and amenities instead.
 
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Ikael

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I guess I wasn't clear enough:

Only the "Rangers" from the Ranger Lodge Holding (NOT the building) reduce pop consumer goods consumption (for the subject, not the overlord).

"Rangers" from the Ranger Lodge Building are different, they produce society research and amenities instead.

Welp. That's my fault due to poor reading comprehension. "Regular" Ranger Lodge buildings do not reduce consumer goods consumption, indeed, only its overlord-holding version, my bad.
 
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Last game I took Environmentalism (along with Idyllic Bloom and Shared Burdens) for maximum benevolent overlording and not being able to build the Lodge Holding on planets without blockers meant I basically couldn't build it. It's flavorful but it lacks, uh, playability.

Looking forward to trying the building version myself soon. But I'd like to build it even on developed planets I acquire later and not just planets with blockers I shepherd through the start of the game.
 
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Silesian Burd

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Last game I took Environmentalism (along with Idyllic Bloom and Shared Burdens) for maximum benevolent overlording and not being able to build the Lodge Holding on planets without blockers meant I basically couldn't build it. It's flavorful but it lacks, uh, playability.

Looking forward to trying the building version myself soon. But I'd like to build it even on developed planets I acquire later and not just planets with blockers I shepherd through the start of the game.
RELENTLESS ENVIRONMENTALISTS: Enables the "Nature Restoration" Terraforming option and the "Nature Restorer" Colossus Weapon, both of which add piles of Natural Blockers to a planet and destroy all buildings/districts caught in the crossfire. Rangers now yell at Metallurgists and Artisans.
 
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Critical Ethics

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Welp. That's my fault due to poor reading comprehension. "Regular" Ranger Lodge buildings do not reduce consumer goods consumption, indeed, only its overlord-holding version, my bad.
However the civic itself grants a 20% reduction. A great civic if you're going Utopian abundance with the building as the deliciously flavoured cherry on top.
 
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emattosalves

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They should add other holdings in a building format. Speaking of ranger lodge, the building is fine, give good amout of unit for blocks, but the ranger jobs however, seems alittle underpowered for what i have seeing.
 
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The5lacker

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They should add other holdings in a building format. Speaking of ranger lodge, the building is fine, give good amout of unit for blocks, but the ranger jobs however, seems alittle underpowered for what i have seeing.
I mean, they're fine as far a buildings and jobs go. The Civic's big appeal is still the -20% Consumer Goods upkeep, which is very valuable for Egalitarian empires.

Honestly, my only problem with the Lodge is the impact it has on Pop Growth via Planet Capacity. But it's ultimately pretty negligible, and Rangers are still better Amenities produces than Clerks so that's fine by me.
 

DeanTheDull

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with unity generation being a weaker, almost negligible bonus.

It's a pop-free unity production that lets you get the effect of unity pops without actually committing to unity pops. That's not negligable, that's a solid boost, especially since the mineral economy dynamics that would allow you to afford the buildings on so many planets is exactly the sort you need to commit to a massive science scale-up, ie it's the sort of mineral income you want anyway in the early game, especially if you're doing the meta-strat of committing hard to early-CG only to expand to alloys after your early tech rush.

The value per planet is random, but it's hardly rare to find planets with three to four blockers- basically a ruler pop's worth of unity. This is unity you don't need to worry about habitability, or CG production, or a pop. A

Unity may not be as strong as tech as a pop-produced resource, but it's still a tech tree, and it's impacts are still key to a number of builds, and the ascension perk power spikes that come with.
 
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RELENTLESS ENVIRONMENTALISTS: Enables the "Nature Restoration" Terraforming option and the "Nature Restorer" Colossus Weapon, both of which add piles of Natural Blockers to a planet and destroy all buildings/districts caught in the crossfire. Rangers now yell at Metallurgists and Artisans.
I'll name it Wenkwort's Revenge.
 
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But that's actually a great idea. I was jokingly thinking they should do a "Clean" alien DLC after Toxoids with Purifier options and bathtub portraits but that'd work as a thematic alternative to the Neutron Sweep.
 
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Stardance

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RELENTLESS ENVIRONMENTALISTS: Enables the "Nature Restoration" Terraforming option and the "Nature Restorer" Colossus Weapon, both of which add piles of Natural Blockers to a planet and destroy all buildings/districts caught in the crossfire. Rangers now yell at Metallurgists and Artisans.
Someone needs to mod that. Sounds like a blast. :D
 
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ast game I took Environmentalism (along with Idyllic Bloom and Shared Burdens) for maximum benevolent overlording and not being able to build the Lodge Holding on planets without blockers meant I basically couldn't build it. It's flavorful but it lacks, uh, playability.
You know I kinda wish the civic wasn't about blockers at all. That way I would be able to start on life seeded or ocean paradises and larp a civilization that acts as environmental protectors of their homeworlds. Maybe ranger lodgers could be about unbuilt districts instead? One job per X unbuilt district or something.
 
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evilcat

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Good news, einviromentalist deserve justice. Also ti could mean decent early game civic. Use your blockers which you cant clean anyway (no tech) slap some fanatic xenophile. Dont forget your Ministry of Culture and conservationist for good measure.
 

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If you ask me Ranger lodges should give output per Feature i mean every natural feature and give a %+ on Blockers.
Maybe get -% for each build Industrial, Mining and Generator District so preserving a Planet is more viable in the long run.

It could be even more complex and the output could be based per Feature type so a really diverse natural planet give more out put then a planet with just 10x Glaciers.
 

Ikael

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It's a pop-free unity production that lets you get the effect of unity pops without actually committing to unity pops. That's not negligable, that's a solid boost, especially since the mineral economy dynamics that would allow you to afford the buildings on so many planets is exactly the sort you need to commit to a massive science scale-up, ie it's the sort of mineral income you want anyway in the early game, especially if you're doing the meta-strat of committing hard to early-CG only to expand to alloys after your early tech rush.

The value per planet is random, but it's hardly rare to find planets with three to four blockers- basically a ruler pop's worth of unity. This is unity you don't need to worry about habitability, or CG production, or a pop. A

Unity may not be as strong as tech as a pop-produced resource, but it's still a tech tree, and it's impacts are still key to a number of builds, and the ascension perk power spikes that come with.

I agree that they do have some early game value, but I really like the whole concept of acting as a reward for leaving a planet "untouched". The current unity bonus, however, is not enough to justify keeping blockers in place (and by the mid-game is negligible, not to mention that there are few unspoiled planets by then).
 
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Mcgan

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I was kind of hoping that keeping natural blockers while having a Ranger Lodge might give some bonus habitability on the planet. Because of the whole "terraforming removes all blockers" thing. I didn't test that actually, does it still remove blockers if the planet has a Ranger Lodge on it when the terraforming is over?

At least the natural preserve gives some happiness to citizen pops.
Edit: nevermind, I forgot that last bit was something I added to my mod :oops:
 
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The Bored Chairman

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Ranger Lodges are now BUILDINGS too, in addition to being Holdings! The buildings incentivize leaving naturally-occurring Blockers in place, while the Holding appears unchanged. Rangers now produce Society Research and Amenities, a bit similarly to old Culture Workers (but with Amenities instead of Unity)!

On the other hand, you can't have both Environmentalism AND Relentless Industrialists. I know some might be disappointed by that.
WHAT? You mean I can't aggressively seed planets with sentient tree factories?

This is outrageous!
 
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I was kind of hoping that keeping natural blockers while having a Ranger Lodge might give some bonus habitability on the planet. Because of the whole "terraforming removes all blockers" thing. I didn't test that actually, does it still remove blockers if the planet has a Ranger Lodge on it when the terraforming is over?

At least the natural preserve gives some happiness to citizen pops.
Edit: nevermind, I forgot that last bit was something I added to my mod :oops:
Yes, terraforming still removes all blockers, even the Nature Preserve created by the Ranger Lodge.
 
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