Solve Migration and Pop Growth by making districts for a specific species

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Spartakus

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Feb 22, 2018
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Just an idea that popped into my head.

Give the player more control over what species grows where by controlling for which species housing is build. I mean look at a Blorg. It would by it's nature have very different needs for it's home then a human. I'm not talking about tropical vs. continental vs. desert biome here, just the stuff we build and use to maintain our cities. The salt we're pouring on our streets during winter would potentionally kill them and they may have very differnt preferences to what's an acceptable room temperature.

So here's the idea: A colony ship provides housing for the species that build them and any district you build on the same planet provides housing for that species too. Whenever a new pop is created it belongs to a species that has free housing (or whatever the Initial species of the planet was if no free housing is available) Thus giving players direct control over their pop growth.

Building and maintaining districts for a species cost more the lower the habitability for that species is. Do I want a desertborn slave race on my arctic planet? Well, I can but those districts are expensive.

Xenophiles should be able to build districts that are open to everyone, but prefered by species with a matching habitability. (Possibly giving some bonus as well. Trade value for example)

Pops that spawn on a planet without appropriate housing (refugees, events, ...) won't grow and consume double amenities until there's room build for them.

Gene-modding a species will mod their districts as well and mixed species can live in either environment.


There are propably a bunch of problems I havn't thought of - many of them are UI related - but that's the basic idea. Your thoughts?
 
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