The challenges:
TLDR
Planet size is 16 to 30 districts only, 0 buildings.
1 urban district unlocks 2 buildings (no clerks, no housing).
No limits to urban districts.
New district type .... launch pad.
1 launch pad = 2 orbital building slots.
Introduce orbital infrastructure.
No limit on district allocation, player can decide on balance of rural v urban v orbital.
LONG WINDED PROPOSAL
Districts represent the space on the planet, and some of those regions lend themselves to farming, mining or energy production. This makes sense. Where it falls apart for me is urban districts and buildings.
It would have made sense if Urban districts produced *nothing*, except to lay the infrastructure for urban development. I.e, converting a district to 'Urban Development' would open up 2 building slots. You would start each planet with one urban slot developed, with the first building slot being your capital, and the second slot being housing.
Each planet district you converted to Urban, would give you 2 more building slots. To get to 16 building slots, you would have to allocate 8 districts to urban. However, since urban districts themselves produce nothing, this means you would have to use some of those building slots for housing and entertainment, rather than getting free clerks and housing.
Therefore, I would not limit the building space at all. I would adjust the planet size to allow for this. So planet sizes in the range 16 to 30 probably. This way, your building slots would be subtracted directly from your planet size at a rate of 2 buildings per district, and you would have more freedom to specialise your planets.
Do you want all 30 districts as urban (60 building slots), be my guest. There's your ecu. It developed naturally by urban spread.
Do you want all 30 (-housing etc) for mining and farming. Be my guest.
As for planet specialization modifiers, theyvcan kick in naturally. If 50% of your planet is mining districts, you get a mining bonus (and malus to other resources). If 50% of your planet is agriculture you get an agriculture bonus (and malus to other resources). Similar could apply to alloys, CG or research. This would represent legislation and/or policy that would reflect the needs of the dominant industry on the planet.
ORBITAL INFRASTRUCTURE
And if you really want your mind blown, I would introduce orbital infrastructure. How? Allocate 1 district to a 'starbase', and you gain 2 orbital.slotss for specialist orbital industry (black site, trade docks, solar panels, weather monitoring, orbital broadcast centre, police surveillance satellites, ornital refineries, zero g industrial complex, zero g entertainment complex, housing, whatever).
Or do something like ....
1 district = landing pad, 2 orbital slots
2 districts = starbase, 5 orbital slots
3 districts = elevator, 8 orbital slots
Depending in how you developed your planets (and with appropriate graphical additions) you would have planets with orbital infrastructure (satellites, elevator, multiple elevators, industrial ring). We would finally have planets that looked like they belong to an inter stellar empire.
The numbers used are purely for illustration purpose. Balancing may be required. This is a concept only, and you are free to use it in whole or in part or adapt it as deemed suitable.
EXAMPLE PLANET
Given a size 24 planet, you may develop it like this.
8 urban districts, gives 16 building slots.
4 launch pads, gives 8 orbital slots.
12 rural districts (energy, farming, mining).
When you research starbases or space elevators, you might decide to replace the 4 launchpad with 2 starbases (10 orbital slots), or 1 elevator (8 orbital slots).
I would tend to use orbital slots for buildings that provide global modifiers (replacing the current set iof planetary uniques, and probably repalcing some decisions with a satellite).
- There is no clear distinction between districts, buildings, urban, rural.
- There is no orbital infrastructure (except for head canon)
- All planets get 16 building slots regardless of planet size.
- There is no direct correlation between buildings and urban, um, like where are the buildings really?
TLDR
Planet size is 16 to 30 districts only, 0 buildings.
1 urban district unlocks 2 buildings (no clerks, no housing).
No limits to urban districts.
New district type .... launch pad.
1 launch pad = 2 orbital building slots.
Introduce orbital infrastructure.
No limit on district allocation, player can decide on balance of rural v urban v orbital.
LONG WINDED PROPOSAL
Districts represent the space on the planet, and some of those regions lend themselves to farming, mining or energy production. This makes sense. Where it falls apart for me is urban districts and buildings.
It would have made sense if Urban districts produced *nothing*, except to lay the infrastructure for urban development. I.e, converting a district to 'Urban Development' would open up 2 building slots. You would start each planet with one urban slot developed, with the first building slot being your capital, and the second slot being housing.
Each planet district you converted to Urban, would give you 2 more building slots. To get to 16 building slots, you would have to allocate 8 districts to urban. However, since urban districts themselves produce nothing, this means you would have to use some of those building slots for housing and entertainment, rather than getting free clerks and housing.
Therefore, I would not limit the building space at all. I would adjust the planet size to allow for this. So planet sizes in the range 16 to 30 probably. This way, your building slots would be subtracted directly from your planet size at a rate of 2 buildings per district, and you would have more freedom to specialise your planets.
Do you want all 30 districts as urban (60 building slots), be my guest. There's your ecu. It developed naturally by urban spread.
Do you want all 30 (-housing etc) for mining and farming. Be my guest.
As for planet specialization modifiers, theyvcan kick in naturally. If 50% of your planet is mining districts, you get a mining bonus (and malus to other resources). If 50% of your planet is agriculture you get an agriculture bonus (and malus to other resources). Similar could apply to alloys, CG or research. This would represent legislation and/or policy that would reflect the needs of the dominant industry on the planet.
ORBITAL INFRASTRUCTURE
And if you really want your mind blown, I would introduce orbital infrastructure. How? Allocate 1 district to a 'starbase', and you gain 2 orbital.slotss for specialist orbital industry (black site, trade docks, solar panels, weather monitoring, orbital broadcast centre, police surveillance satellites, ornital refineries, zero g industrial complex, zero g entertainment complex, housing, whatever).
Or do something like ....
1 district = landing pad, 2 orbital slots
2 districts = starbase, 5 orbital slots
3 districts = elevator, 8 orbital slots
Depending in how you developed your planets (and with appropriate graphical additions) you would have planets with orbital infrastructure (satellites, elevator, multiple elevators, industrial ring). We would finally have planets that looked like they belong to an inter stellar empire.
The numbers used are purely for illustration purpose. Balancing may be required. This is a concept only, and you are free to use it in whole or in part or adapt it as deemed suitable.
EXAMPLE PLANET
Given a size 24 planet, you may develop it like this.
8 urban districts, gives 16 building slots.
4 launch pads, gives 8 orbital slots.
12 rural districts (energy, farming, mining).
When you research starbases or space elevators, you might decide to replace the 4 launchpad with 2 starbases (10 orbital slots), or 1 elevator (8 orbital slots).
I would tend to use orbital slots for buildings that provide global modifiers (replacing the current set iof planetary uniques, and probably repalcing some decisions with a satellite).
Last edited:
- 5
- 1