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GuyInTheSky

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What do you think of a system where you can get rare techs that allow you to use tile blockers instead as special resource squares?

Active Volcano- A rare tech allows you build Magma Processing Plant on this tile. It gives +4 energy and minerals

Toxic Kelp- Tidal Harness and Bioreactor. +4 food and energy

Dangerous Wildlife, Dense Jungle, Noxious Swamp, Toxic Kelp, Wandering Forest Reserves, Xeno Preserve - Xeno-Zoological Center. +4 Societal research. Materialist only.

Dense Jungle, Noxious Swamp, Wandering Forest reserves, Xeno Preserve- Xeno Lumber Site. Provides the resource Exotic Lumber that gives Happiness. Can trade this resource.

Mountain Range, Active Volcano- Sacred Mountain. Provides Unity and Influence. One per planet. Spiritualist only.

Mountain Range, Massive Glacier, Dense Jungle, Quicksand Basin, Xeno Preserve, Ancient Ruins, Wandering Forest Reserves- Xeno-Eco Tourism Site. Provides empire wide Happiness and Unity. One of each type only. Xenophiles only.

Deep Sinkhole- Subcrust Borehole Mine- Provides +20 minerals. One per planet as more than one may destabilize it. Risk of it becoming an Active Volcano.

Bomb Crater, Bombarded Land, Radioactive Wasteland- Bomb Testing Site. Provides +3 Engineering and Physics research. Non pacifists only.

Sprawling Slums- Slums Conscription Center. 50% cheaper and faster built armies. One per world. Militarist only.

Industrial Wasteland, City Ruins- Giga-Recycler. Recycles the entire landscape. +10 minerals, but it will eventually go away once there is nothing left to process.

Radioactive Wasteland, Bomb Crater, Bombarded Land- War Memorial Site. Provides Unity.

I think this could be a more interesting way of dealing with the problem of tile blockers. Again, these are all supposed to be rare techs.
 

BlackUmbrellas

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I think making more use of the unremovable tile blockers that provide adjacency bonuses would be good, yeah. Maybe not using the existing ones- I think new ones would be better for this, so that there will always be a few you can't remove on some planets.
 

LordMagus

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Even if they're irremovable tile blockers (at least for a while) that provide some adjacency bonus, I still get rid of them.
 

General Retreat

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Has someone been playing AlphaMod? :p

This is a good system though. It makes planets more individual and distinct and encourages tailoring infrastructure to the land instead of blanket paving the entire surface with a uniform template.
 

LordMagus

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Has someone been playing AlphaMod? :p

This is a good system though. It makes planets more individual and distinct and encourages tailoring infrastructure to the land instead of blanket paving the entire surface with a uniform template.

I know I have, but I still get rid of the tile blockers. I'm playing with more planet modifiers, so there's reason enough to super specialise the planets notwithstanding the tile blockers.