Well so far, while I like some of the ideas behind the re-work:
Need energy; mine, build generator districts, build energy grids and also the edict option. Could three base 'options' be one too many?
On top of that there's now the market.
A small drain on a resource pool; easy to overcompensate.
Commercial districts, consumer goods and entertainment, surely there's going to be some of that on every world; do I need one on every or most worlds? Or should I guess a 'building' represents a major financial services sector, a major concentration of consumer goods production. So holotheatres; a presence or absence of 'entertainment' or a concentration equivalent to where?
Meanwhile the research options seem too random. How many techs that I don't need to I need to work through before I get the fleet capacity or power generation tech that I need. Could influence points be used perhaps to influence which techs come up as research options?
- Trade routes and patrols
- Forge worlds
- Pops as a resource
- Alloys, specialist industries
Need energy; mine, build generator districts, build energy grids and also the edict option. Could three base 'options' be one too many?
On top of that there's now the market.
A small drain on a resource pool; easy to overcompensate.
Commercial districts, consumer goods and entertainment, surely there's going to be some of that on every world; do I need one on every or most worlds? Or should I guess a 'building' represents a major financial services sector, a major concentration of consumer goods production. So holotheatres; a presence or absence of 'entertainment' or a concentration equivalent to where?
Meanwhile the research options seem too random. How many techs that I don't need to I need to work through before I get the fleet capacity or power generation tech that I need. Could influence points be used perhaps to influence which techs come up as research options?