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drawar

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Jul 26, 2014
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The idea is simple and comes mainly from the Subterranean origin.
In the idea, it is underground cities and etc. Hence for example the “−75% Orbital Bombardment Damage”. But in fact, this is not the case, if the planet is conquered. It disappears. If a planet is conquered, it gains this bonus.

The idea would be that each planet would have a Planetary Architecture style.
Each empire would have a default type of architecture which is assigned to a planet when it is colonized, except in cases of incompatibility.

We could change the architecture of a planet via a decision or a dedicated option, but this would significantly reduce the stability of the planet during the works. The cost and duration would depend on the number of districts and buildings built on the planet, cost reduction bonuses and construction speed.


Land architecture :

This would be the default architecture for most empires.


Subterranean architecture :
It would be the default architecture for empires with Subterranean origin.
  • -75% Orbital Bombardment Damage
  • +10% Building and District Cost
  • -10% Planetary build speed
  • Mining Districts are uncapped
  • +30% Species Minimum Habitability
  • +20% Habitability with Cave Dweller trait
  • -20% Habitability without Cave Dweller trait
  • -10% Habitability with Phototrophic trait
  • Uses a unique city appearance outside habitable megastructures
Cave Dweller :
  • -10% Pop Housing Usage or +10-20 years Leader Lifespan
  • +15% Minerals from Jobs
  • -20% Biological Pop Growth Speed
  • +10% Empire Size from Pops

Aquatic architecture :
Default architecture with the Ocean Paradise origin or for a species with the Aquatic trait.
  • Requires a planet with a wet climate or Gaia or Ring World
  • +4 Agriculture District limit on wet planet adn Gaia
  • +10% Building and District Cost
  • -10% Planetary build speed
  • +10% Hapiness with Aquatic trait
  • +20% Habitability with Aquatic trait
  • -20% Habitability without Aquatic trait
  • Uses a unique city appearance outside habitable megastructures

Functional Architecture :
Unlock with Civic Functional Architecture
  • -5% happiness
  • -10% Building and District Cost
  • -10% Building and district upkeep
  • -20% Empire Size from districts
  • +1 housing from Urban district
  • +1 Building slots per Urban district

Celestial architecture :
Requires Anti-Gravity Engineering + Celestial Architecture Research
Or
Heavenly Paradise Origin
  • Requires a non-Ecumenopolis planet
  • City districts are replaced by a special Heavenly District
  • Industrial, Generator, Mining and Agriculture districts: -2 housings, +2 jobs.
  • +50% Orbital Bombardment Damage
  • +20% Trade Value
  • +20% Habitability with Flight or Celestial trait
  • -20% Habitability without Flight or Celestial trait
  • Uses a unique city appearance outside habitable megastructures
Heavenly district :
  • It is the equivalent of the Residential Arcology of the Ecumenopolis and benefits from the same improvements.
  • Cost : 1000 mineral and 50 rare crystal
  • upkeep cost of 1 Rare Crystal and 10 energy
  • Building Slot: +3
  • Adds 2 Energy Districts limit
  • +5% Habitability with Flight or Celestial trait

Heavenly Paradise Origin :
  • Requires an species with Flight trait
  • The species gains the trait: Celestial
  • Homeworld is a Tomb World
  • The planet starts with the Planetary features:
    • + 4 Ruined Heavenly Districts
    • Celestial Refuge
  • One Guaranteed habitable worlds is Shattered with a Habitat in ruins, an archaeological site allows you to unlock a special project to restore the habitat which will have a deposit of 2 rare crystals and unlock Rare Crystal Mining technology.
  • Other Guaranteed habitable worlds is Toxic World with anomaly. The anomaly (of difficulty 5 at least or more) allows you to unlock an archaeological site which allows you to discover that this world was a refinery world. A large-scale bombardment has released a huge amount of toxic substances used by the large refinery complexes giving rise to this Toxic world. Large amounts of rare crystals are still present, but harsh conditions make operations difficult. But the study of the remains of the refineries has made it possible to understand the manufacturing process. Adds a deposit of 1 rare crystal to the planet and unlocks Rare Crystal Manufacturing technology

Ruined Heavenly Districts :
  • Removal cost : 1000 energy
  • Removal Time : 360 Days
  • Effect : -4 disctricts
  • Rewards : +500 mineral and +25 rare crystal

Celestial refuge :
  • +50% Habitability with Flight or Celestial trait
  • Supports the upkeep cost of up to 3 Heavenly Districts

Flight trait :
  • Cost : 0
  • +10% Pop growth from immigration
  • -20% Resettlement Cost
  • +10% Army Damage
  • +20% Pop Housing Usage
Celestial trait :
  • Cost : 0
  • -50% Habitability without Celestial architecture on planet
  • +10% Unity with Celestial architecture
  • +25% Defense Army Damage with Celestial architecture