First, I will ask, do you think that the agragian idyll requires some changes?
Because i think it does.
Let's start with the fact that it is a gameplay changing civic, but you can change it freely during the game, which has some consequences:
1. Prevents access to antigravity engineering technology, adding one housing to the city districts, and thus makes impossible the creation of ecumenopolis.
2. Adds housing to the district of generators, mining and agricultural, and changes the type of raw materials produced by farmers, but rather allows them to produce additional ammenities.
3. Gives access to a unique technology for increasing housing in agricultural districts.
The problem is that ecumenopolis is an amazing support for the economy of every empire, adding consumer goods, and producing alloys in amazing quantities.
Perhaps adding an idyll ability to build an ecumenopolis would be too op ... but it can be done. Ecumenopolis from the first league's chain is available to everyone. In addition, you can also take over someone else's ecumenopolis, or choose an agragian idyll civic once you get the right ascension perk, and that is op.
Without this, this civic is simply weak, but with it, it is op.
I think, agragian idyll civic should be changed, although a bit, and here I give my proposal, which is neither perfect nor unique and I suspect that there will be more votes for no than yes, but I would like to ask for a constructive discussion about change itself, not necessarily (but also) about this particular change.
so
Maybe in points, it will be more transparent:
0. Agragian idyll should provide -2, rather than -1 housing in city districts.
1. Civic available only as a starter but can be removed during the game.
2. Agragian Idyll prevents the creation and USE of ecumenopolis, in such a way that any arcology gives this empire only hausing, without any jobs.
2. a) Instead, you will be able to announce the planet as uninhabitable, so that populations will not appear there, instead they will start emigrating, and when the planet gets depopulated, it will be possible to set a mining station above it, extracting alloys (like 1-5 / month)
3. Unique technologies.
3. a) as before adding housing to the agricultural district.
3. b) but also the technology allowing production of alloys in mining districts, like base 2 minerals and 1 alloy, instead of 4 base minerals
3. c) and unity in the generators' districts, in the amount of 0.5 per technician?
4. If you remove agrarian idyll civic during the game, you would also lose these technologies (of course).
Consumer goods would still have to be produced in buildings, which would entail costs in strategic resources, and the amount of alloys would not be extremely large, especially as there is not much mining districts. However, such a change would make the agricultural empire competetive against others and not be doomed to failure from the very beginning.
Because i think it does.
Let's start with the fact that it is a gameplay changing civic, but you can change it freely during the game, which has some consequences:
1. Prevents access to antigravity engineering technology, adding one housing to the city districts, and thus makes impossible the creation of ecumenopolis.
2. Adds housing to the district of generators, mining and agricultural, and changes the type of raw materials produced by farmers, but rather allows them to produce additional ammenities.
3. Gives access to a unique technology for increasing housing in agricultural districts.
The problem is that ecumenopolis is an amazing support for the economy of every empire, adding consumer goods, and producing alloys in amazing quantities.
Perhaps adding an idyll ability to build an ecumenopolis would be too op ... but it can be done. Ecumenopolis from the first league's chain is available to everyone. In addition, you can also take over someone else's ecumenopolis, or choose an agragian idyll civic once you get the right ascension perk, and that is op.
Without this, this civic is simply weak, but with it, it is op.
I think, agragian idyll civic should be changed, although a bit, and here I give my proposal, which is neither perfect nor unique and I suspect that there will be more votes for no than yes, but I would like to ask for a constructive discussion about change itself, not necessarily (but also) about this particular change.
so
Maybe in points, it will be more transparent:
0. Agragian idyll should provide -2, rather than -1 housing in city districts.
1. Civic available only as a starter but can be removed during the game.
2. Agragian Idyll prevents the creation and USE of ecumenopolis, in such a way that any arcology gives this empire only hausing, without any jobs.
2. a) Instead, you will be able to announce the planet as uninhabitable, so that populations will not appear there, instead they will start emigrating, and when the planet gets depopulated, it will be possible to set a mining station above it, extracting alloys (like 1-5 / month)
3. Unique technologies.
3. a) as before adding housing to the agricultural district.
3. b) but also the technology allowing production of alloys in mining districts, like base 2 minerals and 1 alloy, instead of 4 base minerals
3. c) and unity in the generators' districts, in the amount of 0.5 per technician?
4. If you remove agrarian idyll civic during the game, you would also lose these technologies (of course).
Consumer goods would still have to be produced in buildings, which would entail costs in strategic resources, and the amount of alloys would not be extremely large, especially as there is not much mining districts. However, such a change would make the agricultural empire competetive against others and not be doomed to failure from the very beginning.