Evening, Admirals. Please excuse my saltiness; I've had better nights bug-squashing in this dang game.
Thrall worlds are both useless and broken all at once. They don't boost pop growth, and they ban gene clinics and any way of boosting pop growth you could otherwise employ, they ban all means of creating amenities short of a f...ing sky-dome and those ain't common, and in general need a full rework. I literally don't know what overseer dwellings even do, but it doesn't seem to be anything useful, there's only one way to increase housing (essentially the primitive dwellings building, again, short of a sky-dome) and they're not useful for anything except basic resource production.
Newsflash: the ONLY thing we want out of these puppies is pop growth. So unban the dang gene clinics and equivalents. If anything, they should be able to have unlimited numbers of them; a world just covered in gene clinics, seeing as this is the world's primary purpose for being. Also, unban normal housing buildings if we don't want to be pricks to our indentured labour and make them live in mud huts, expand the in-game tooltip for overseer dwellings so we don't need the wiki to know what they do, and find some way of meaningfully implementing them as pop-growth powerhouses; I certainly remember them not being utterly useless. Either let us pave them with gene clinics or have their pop growth be based on current numbers like budding, ON TOP OF the base pop growth we'd get normally, so they don't suck fat eggs. While you're at it maybe some unique buildings that matter and have flavour besides recycling the mud huts? Maybe a few buildings that instill a trait onto pops each, so we can tailor our pops to a purpose (agrarian training centres, mining training camps, reactor operation academies, you could do this for all traits but I think these three and maybe strong, nerve stapled, and maybe a couple of others would be enough) using mechanics akin to the assimilation system? This would add a way to bypass the trait point limit which would make the pros cream their pants in addition to being flavourful and unique. Even if you just had a Nerve Stapling Centre to avoid abuse (enslaving, assimilating, freeing) then that would be a nice addition. Maybe adding the Proles trait would be okay too; that kills their usefullness for other stuff. A building for adding Docile Livestock. One for delicious. Have whole situation-log questlines for unlocking them. Have science projects to develop these things, that can only be unlocked through having a thrall world, or taking engineered evolution and shortcutting it. Make them *useful and unique.* I want to be hard-pressed to decide what buildings to place and what effects will be determined by those placements. Right now it's just more mud huts. On that note...
There's no real reason to ban cities except to make us use the crappy mud huts building. I want you take a deep breath, step back mentally, and ask yourself: is that a worthwhile and useful trade? 'Coz I personally think not. Just use cities and normal housing, or at least, *allow* cities and normal housing, and make the mud huts upkeep-free so there's theoretically some incentive to use them over the luxurious modern structures (and incapable of automation, should you use that suggestion). I also have precisely zero reasons available as to why there can't be industrial districts. I know, I know, they have to be unique. So, MAKE THEM UNIQUE. Make slave-centric buildings for them that aren't useless.
If anyone has suggestions for buildings, questlines, traits, properties or literally anything else useful to add to thrall-worlds I respectfully invite you to submit them in this thread. Because I don't see why anyone would make them... if I'm missing something by all means take this golden opportunity to call me a colossal d...head and tell me what they're good for. 'Coz right now I legit don't get it [scratches beard absently]
Thrall worlds are both useless and broken all at once. They don't boost pop growth, and they ban gene clinics and any way of boosting pop growth you could otherwise employ, they ban all means of creating amenities short of a f...ing sky-dome and those ain't common, and in general need a full rework. I literally don't know what overseer dwellings even do, but it doesn't seem to be anything useful, there's only one way to increase housing (essentially the primitive dwellings building, again, short of a sky-dome) and they're not useful for anything except basic resource production.
Newsflash: the ONLY thing we want out of these puppies is pop growth. So unban the dang gene clinics and equivalents. If anything, they should be able to have unlimited numbers of them; a world just covered in gene clinics, seeing as this is the world's primary purpose for being. Also, unban normal housing buildings if we don't want to be pricks to our indentured labour and make them live in mud huts, expand the in-game tooltip for overseer dwellings so we don't need the wiki to know what they do, and find some way of meaningfully implementing them as pop-growth powerhouses; I certainly remember them not being utterly useless. Either let us pave them with gene clinics or have their pop growth be based on current numbers like budding, ON TOP OF the base pop growth we'd get normally, so they don't suck fat eggs. While you're at it maybe some unique buildings that matter and have flavour besides recycling the mud huts? Maybe a few buildings that instill a trait onto pops each, so we can tailor our pops to a purpose (agrarian training centres, mining training camps, reactor operation academies, you could do this for all traits but I think these three and maybe strong, nerve stapled, and maybe a couple of others would be enough) using mechanics akin to the assimilation system? This would add a way to bypass the trait point limit which would make the pros cream their pants in addition to being flavourful and unique. Even if you just had a Nerve Stapling Centre to avoid abuse (enslaving, assimilating, freeing) then that would be a nice addition. Maybe adding the Proles trait would be okay too; that kills their usefullness for other stuff. A building for adding Docile Livestock. One for delicious. Have whole situation-log questlines for unlocking them. Have science projects to develop these things, that can only be unlocked through having a thrall world, or taking engineered evolution and shortcutting it. Make them *useful and unique.* I want to be hard-pressed to decide what buildings to place and what effects will be determined by those placements. Right now it's just more mud huts. On that note...
There's no real reason to ban cities except to make us use the crappy mud huts building. I want you take a deep breath, step back mentally, and ask yourself: is that a worthwhile and useful trade? 'Coz I personally think not. Just use cities and normal housing, or at least, *allow* cities and normal housing, and make the mud huts upkeep-free so there's theoretically some incentive to use them over the luxurious modern structures (and incapable of automation, should you use that suggestion). I also have precisely zero reasons available as to why there can't be industrial districts. I know, I know, they have to be unique. So, MAKE THEM UNIQUE. Make slave-centric buildings for them that aren't useless.
If anyone has suggestions for buildings, questlines, traits, properties or literally anything else useful to add to thrall-worlds I respectfully invite you to submit them in this thread. Because I don't see why anyone would make them... if I'm missing something by all means take this golden opportunity to call me a colossal d...head and tell me what they're good for. 'Coz right now I legit don't get it [scratches beard absently]
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