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Archael90

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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.
 

TheTam

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AI is amazing in its current form
It It eliminates the need for city districts, which are the worst. You can get all the raw ressources and use that to build alloys and megastructures.
No need for coruscant
 

Archael90

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[...]It It eliminates the need for city districts, which are the worst.[...]
I... cant agree with you. Despite of the fact, that on most planets there is less resource district tiles, than planet size, that force you to build city districts.
You still have to improve your housing if you want to fill your jobs.
And, clerks produce trade value.
Also, raw resources are not so valusble, alloys are valuable, and without ecu you have to have rare resources, which means more minerals, and building spaces.
Im not saing that Agragian Idyll is unplayable, but i believe it is weak, or op, it depends if you take it at the start of the game, or as a third civic.
 

TheTam

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My last playthrough was AI/IP and I had no problems whatsoever.
With all districts on ressources I had plenty of housing and amenities. Excess city districts for housing are enough on many planets. The clerks from city districts are not very good, only the housing is. Trade value goes up with commerce buildings, which you can spam starting late mid-game.

Also dont underestimate the need for minerals starting mid-game and food when pop amount starts to grow. You need those minerals for your alloy production chain!

I had habitats for my motes/gases/crystal factories, so on my planets there was enough space. My complete ringworld had something like 35 generator / 15 farm districts full with alloy forges and trade job buildings.
Believe me, going tall with AI is pretty amazing and easily doable
 

The Boz

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Agrarian is a really good civic (although strange that you can add it or remove it after start). Downright broken if you get First League precursors.
 

Sequence7

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Don't start with AI, grab it as the third pick after you've unlocked the ecumenopolis. Then you can remove all the city districts from your other planets and focus on producing raw resources to power the ecumenopolis.

It requires you to think ahead and plan for the economic shift, but it makes for a very strong mid/end game.
 

Archael90

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Agragian Idyll is (in my opinion) fun civic, but not competetive to others, or op, depending on when you choose it, eitherway, i think it have to be changed in some way.
Yes, buildings can provide everything, but buildings needs raw resources, and more important - building slots, while districs, and arcologies do not.
Choosing AI at the start prevent you from creating ecumenopolis, which means you have to have a lot more planets to produce simmilar resources as normal empires that can make ecu, bcs you have to have lot more buildings - alloys, cg, more rare resources etc.
Choosing AI as third civic while having ability to make ecu, or gaining someones ecumenopolis, or first league, means that you have all benefits from other empires, and lot of raw resources.
And if i can say something - i dont know why (i believe it is bcs of terraforming, bcs since 2.2 im playing only life seeded xD) i never had lot of mining districts on planets, 5 was max (except starting planet), rest of minerals came from mining stations, so i dont think that my +2k income in lategame was bcs of AI xD
 

Archael90

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Does this sweet dissagrees means, that you all love to abuse game mechanics having both - ecumenopoly with agragian idyll? ^.^"
 

Evaris

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Personally, I'd say no to Agrarian Idyll getting a further nerf to city district housing, but I do think it should be a game-start only, near-unremovable civic, to prevent ecumonopolis abuse. (but still having the chosen one means of getting out of your starting civics as with other "hard" civic choices, ofc, because sometimes you just need your god-emperor to conquer the xeno.)

But, with the above limitations, perhaps we could get "Agrarian Arcologies" as a replacement district for farming districts - this would provide +5 housing and +2 farmer jobs, themed along the small-scale arcologies as suggested by Issac Arthur, which would produce surpluses of food from each one, and house ~5000 people were they to be built IRL. This would be a greater thematic shift, although it would render cities pointless - though that would largely be the point, as playing with Agrarian I find myself short on housing much of the time...

Otherwise, without that sort of thing, I'd perhaps suggest instead a 10% stability bonus with the civic as compensation for the civic lock. Less interesting, in my opinion, but fits thematically.
 

Evaris

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Well, honestly it's not just about ecumonopoli, but that Agrarian Idyll seems like it should be that sort of unique civic like IP and it's ilk, in terms of it having gameplay altering effects to begin with. But unlike the other gameplay altering civics, it's not start-locked, and it's somewhat weaker.

I, personally, would just like it more in-line with the others, and being a start-locked civic would then open it up to being a more advantagious pick. (and promote pacifics builds in general. We need more pacifist civics, imo.)