The Civic Forgotten, and inadvertently destroyed.

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Hiscabibbel

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So how long has it been since you played an agrarian Idyll empire? Well, evidently it's been awhile for the devs too, because now with the new building system where you unlock building slots by building city districts, your agrarian idyll empire, that is the civic whose entire premise revolves around not building city districts... Has to build city districts, functionally invalidating the premise of the civic. This along with a tertiary buff to it: since industrial districts now exist, arcology project has suddenly become indirectly less good because a pseudo-alternative exists, which makes gaia world terraforming more pickable by comparison even though gaia worlds have received no direct change- something agrarian idyll empires love to do with their credits in the mid-late game, before they start building ring worlds.

TLDR: Make agrarian Idyll have farming districts unlock building slots so that it does what it is supposed to.
 

Hiscabibbel

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While I'm here, there is an obscure issue I'd like to ask be fixed: when someone gets the brain slugs (everybody loves brain slugs) and they are syncretic evolution, necrophage, or just have multiple species in their empire, there is no check to make sure that the slugs don't go on to a species that for any reason can't generate leaders. I was awfully disappointed when I had my slugs go on my syncretic species who couldn't generate specialist pops so all they did was slow pop growth and provide no benefit. Anyway would be great to make them only go on the founder species so that things like this don't happen.
 

HFY

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While I'm here, there is an obscure issue I'd like to ask be fixed: when someone gets the brain slugs (everybody loves brain slugs) and they are syncretic evolution, necrophage, or just have multiple species in their empire, there is no check to make sure that the slugs don't go on to a species that for any reason can't generate leaders. I was awfully disappointed when I had my slugs go on my syncretic species who couldn't generate specialist pops so all they did was slow pop growth and provide no benefit. Anyway would be great to make them only go on the founder species so that things like this don't happen.
This should be a separate thread, or perhaps a bug report.

Slugged Serviles sounds like unintended behavior.
 
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I do agree with the suggestion, but it's always helpful to pick a thread name that tells people what this suggestion is about.
All information your thread title gives is "something about a civic which has not got an update to functionality". That is too vague and unhelpful.
 
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The Founder

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Maybe 1 Building slot per 2 Rural Districts. 1 per seems excessive.

At the same time, you rarely build rural districts at all in 3.0
You can usually feed a entire empire with nothing but the food you get from Station Hydriponics. So even such a bonus would not get you around building cities realy.

Agrarian Idyll should maybe be reworked to get bonuses from unused district slots (indicating that stuff is left mostly unspoiled).
 
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ezno

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since you need 30 food per clonetank building food districts is highly necessary
Yeah, but it's for a specific build, and I think that the civic should be more generic and doesn't very incite you to take bio ascention+clones
 
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GOLANX

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Yeah, but it's for a specific build, and I think that the civic should be more generic and doesn't very incite you to take bio ascention+clones
What if they got bioreactors? Machine empires get them to eat up any food they might have, even though it's a bad proposition for them, because Agrarian Idyll requires you to have a lot of farmers turning food into energy would be a good use for the excess food production.
 
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What if they got bioreactors? Machine empires get them to eat up any food they might have, even though it's a bad proposition for them, because Agrarian Idyll requires you to have a lot of farmers turning food into energy would be a good use for the excess food production.
why noooot, but it's not how I see argarian Idyll, not farmers which just burn their food for credits, but honsly just more housing (with tech) and some building slots with rural districts would be fine for me
 
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HFY

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What if they got bioreactors? Machine empires get them to eat up any food they might have, even though it's a bad proposition for them, because Agrarian Idyll requires you to have a lot of farmers turning food into energy would be a good use for the excess food production.
Honestly everyone should get access to bio reactors, and bio reactors should be made more interesting & scalable, but to me that's a different topic -- bio reactors compete with Generator Districts, not City Districts.
 

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why noooot, but it's not how I see argarian Idyll, not farmers which just burn their food for credits, but honsly just more housing (with tech) and some building slots with rural districts would be fine for me
This is more about utility, farmers generate amenities so you need more of them which results in more food than you can use. I also think techs and traditions should give them +housing from rural districts and not city districts and would have each rural district provide 1/2 of a building slot.
Honestly everyone should get access to bio reactors, and bio reactors should be made more interesting & scalable, but to me that's a different topic -- bio reactors compete with Generator Districts, not City Districts.
I do think bio reactors should be available to all empire types but agrarian idyl had a more prescient need. I'm not sure if I'd go so far as bioreactor Districts unless there was some greater system on the sources of power (solar, Fossil Fuel minerals, biofuel). I also think Genocidals like DEs should require Bioreactors to turn pops into energy, but yeah that's a seperate discussion.
 

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I do think bio reactors should be available to all empire types but agrarian idyl had a more prescient need. I'm not sure if I'd go so far as bioreactor Districts unless there was some greater system on the sources of power (solar, Fossil Fuel minerals, biofuel). I also think Genocidals like DEs should require Bioreactors to turn pops into energy, but yeah that's a seperate discussion.
I've never heard anyone suggest bioreactor districts, that seems ... unintuitive.

What I was talking about is how the OP of this thread sees a conflict between Agrarian Idyll and the 3.0 demand for City districts (to unlock building slots), where previous versions would have allowed Agrarian Idyll planets to increase population and thereby unlock building slots without any City districts.

A bioreactor building would not help with building slots -- in fact it would eat one. That's why I said bioreactor was not the answer to the topic of this thread, though I do agree that every empire should have access to bioreactors, and they should be buffed.
 
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I've never heard anyone suggest bioreactor districts, that seems ... unintuitive.

What I was talking about is how the OP of this thread sees a conflict between Agrarian Idyll and the 3.0 demand for City districts (to unlock building slots), where previous versions would have allowed Agrarian Idyll planets to increase population and thereby unlock building slots without any City districts.

A bioreactor building would not help with building slots -- in fact it would eat one. That's why I said bioreactor was not the answer to the topic of this thread, though I do agree that every empire should have access to bioreactors, and they should be buffed.
Mb I read that wrong, my original post was meant as the solution to excess food production due to agrarian Idyl's need of greater numbers of farmers you can see I was replying to the idea of food being used for cloning not applying to all builds. As I said earlier I think each rural district should add a 1/2 building slot which should be so easy that a novice modder could add it in 30 mins.
 

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Maybe 1 Building slot per 2 Rural Districts. 1 per seems excessive.

At the same time, you rarely build rural districts at all in 3.0
You can usually feed a entire empire with nothing but the food you get from Station Hydriponics. So even such a bonus would not get you around building cities realy.

Agrarian Idyll should maybe be reworked to get bonuses from unused district slots (indicating that stuff is left mostly unspoiled).
The issue with using unused districts that concept is more ecological preservation and agrarian, as agrarian specifically refers to a farming way of life (hence why ag districts in Ag Idyl get 4 housing while the others get 3.
 

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This is more about utility, farmers generate amenities so you need more of them which results in more food than you can use.
Farmers procude 2 Amneities, same as Clerks.
So I need farmers for the Amneities as much as I need Clerks for the amneities.
It is a nice bonus for every farmer I already have. Not a reason to have more farmers.

The issue with using unused districts that concept is more ecological preservation and agrarian, as agrarian specifically refers to a farming way of life (hence why ag districts in Ag Idyl get 4 housing while the others get 3.
You got the housing figure wrong:
2 Housing for normal Empires
+1 for Agrarian Idyll Civic
+1 for a tech only Agrarian Idyll Civic gets/can use

I agree it is not a ideal solution. But the only alternative is to force more Farmers to be used overall - say by disallowing space Hydroponics and the Food processing plant. Basically they like the Agrarian Lifestyloe so much, they can not imagine to make it too efficient and thus the food become wasted.
But that would be a massive tax in form of workpower nobody else has to suffer.
 

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Lots of interesting ideas. To clarify, I do see a conflict between the idea of agrarian idyll and having to build city districts for building slots in the new patch. My goal in agrarian idyll empires is to have no city districts at all- as I said. Clerks are mediocre anyway.

Part of why I think this civic aught to have some additional power is in that it precludes you from getting arcologies, since anti-gravity engineering cannot appear as a researchable tech while you have this civic, (though iirc the civic unique tech converts to anti-gravity engineering if you remove it via reform government). Granted, ring worlds are now more comparable as they now have industrial segments, but they're always going to lose in alloy and consumer good production to arcologies, and that's not to mention that with the new changes to pop relocation they are much more difficult to quickly populate, so they take much longer to get online than an arcology ~50-100 years depending if you can and will buy pops from the galactic market.

Anywho, just hoping that one of my favorite civics goes untarnished by building slot changes. I would be taking it pretty much every game were I not still hunting for the raiders of the lost galatron and humble pie achievements, which require unrestricted war policies.
 
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