The Industrial World designation (-10% upkeep for artisans and metallurgists) is just flat worse than Forge or Factory designations (shift districts to purely metallurgists/artisans and -20% upkeep to whichever it shifted to). Even in the "best" case scenario (A CG building and an Alloy building and no districts) it only breaks even, and that "best" case scenario is silly.
We cant just give it the same discount as the Forge and Factory designations because then there'd be a huge overlap between Factory and Industrial, since people always need more Alloys but CG requirements are mostly capped by pop demand.
My suggestion is to merge the Industrial designation with the Refinery world designation and replace the Industrial -10% Metallurgist/Artisan upkeep with +15% output.
There's basically two ways to buff the "generic" version of something without interfering with the "narrow" options:
Have the generic version give lower bonuses but have them apply to more jobs, like how Rural worlds stay competitive with the basic resource specialisations.
and/or
Have the bonus do something slightly different to the narrow specialisation.
The above would do both. Industrial Worlds would be most useful for CG & Alloy production when planets and pops are at a premium, while Forge and Factory Worlds would be most useful when minerals are at a premium or Alloy demand is vastly outstripping CG demand. If you do eventually fully transition to Forge and Factory worlds the Industrial designation would still remain useful for the same functions as the current Refinery designation. And finally you'd have some planets that work like the alloy/CG/SR equivalents to Rural worlds - a grab-bag combo of industrial districts, refineries, and natural SR sources all under one heading.
Bonus: Could probably expand the Ministry of Production building to apply to strategic resource refining without breaking the game in half.
We cant just give it the same discount as the Forge and Factory designations because then there'd be a huge overlap between Factory and Industrial, since people always need more Alloys but CG requirements are mostly capped by pop demand.
My suggestion is to merge the Industrial designation with the Refinery world designation and replace the Industrial -10% Metallurgist/Artisan upkeep with +15% output.
There's basically two ways to buff the "generic" version of something without interfering with the "narrow" options:
Have the generic version give lower bonuses but have them apply to more jobs, like how Rural worlds stay competitive with the basic resource specialisations.
and/or
Have the bonus do something slightly different to the narrow specialisation.
The above would do both. Industrial Worlds would be most useful for CG & Alloy production when planets and pops are at a premium, while Forge and Factory Worlds would be most useful when minerals are at a premium or Alloy demand is vastly outstripping CG demand. If you do eventually fully transition to Forge and Factory worlds the Industrial designation would still remain useful for the same functions as the current Refinery designation. And finally you'd have some planets that work like the alloy/CG/SR equivalents to Rural worlds - a grab-bag combo of industrial districts, refineries, and natural SR sources all under one heading.
Bonus: Could probably expand the Ministry of Production building to apply to strategic resource refining without breaking the game in half.
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