Like how Hydroponic Farms create Farmer jobs. Right now you can't properly have mining and energy planets because there's not enough relevant buildings to fill all slots.
I personally like how your ability to get minerals is constrained by your ability to find places where there are minerals to be mined. It's logical and it sets up worthwhile incentives within the game. It means it feels genuinely rewarding when you find a planet with 16 mineral deposits on it, too.
On the other hand, it leaves you at the mercy of the RNG. Homeworlds are generally pretty good, but someone who finds 2 or 3 planets with great districts has a massive advantage over someone who finds 2 or 3 planets with 6 or so each of e/m/f. Arguably a greater disparity than anything else randomized in the game, except starting in a corner behind a xenophobic fallen empire.
It also sort of defies reasoning that huge asteroid belts and barren worlds can produce 2 minerals, sometimes, while even a single pop on any world can produce 4 minerals on a bad day and 8+ on a good one.
It'd be better with habitable planets at greater default, but then welcome lag on even small galaxies.
And if you're not playing a war-focused empire you can potentially be stuck with 3-4 mediocre planets all game, because habitats can't build resource buildings anymore either.
On the other hand, it leaves you at the mercy of the RNG. Homeworlds are generally pretty good, but someone who finds 2 or 3 planets with great districts has a massive advantage over someone who finds 2 or 3 planets with 6 or so each of e/m/f. Arguably a greater disparity than anything else randomized in the game, except starting in a corner behind a xenophobic fallen empire.
It also sort of defies reasoning that huge asteroid belts and barren worlds can produce 2 minerals, sometimes, while even a single pop on any world can produce 4 minerals on a bad day and 8+ on a good one.
It'd be better with habitable planets at greater default, but then welcome lag on even small galaxies.
I kind of like the mineral bottleneck re jobs/districts, but a tech that gave mining stations extra minerals would make sense, and I don't think we have that, do we?
I thought there were several techs which increase mining station output by 10%.
I thought there were several techs which increase mining station output by 10%.
10% is kinda lame but it's better than nothing!There are repeatable techs for exactly that. At least 4-5 if memory serves.
The thing is that minerals and energy (as well as food) are supposed to be on parity: you can see this through their megastructures being on the same output level and cost, as well as the initial market value being 1:1, or even the marauder tribute. However, the reality is there's a ton of energy floating around and a lot less minerals (in addition to a surplus of food).Mineral cap is exactly that. Most likely put in place to prevent late game snowballing. Backhole mine is already extremely powerful in late game. It supercharges late game empires. IMO that is enough. No need to add a building that will remove the check on late game snowballing and ruin late game balance.