Suggestion: Title.
Reasons:
01. Mineral-Mines on colonies would actually be used ( builded ). I mean due to the ( current ) abundance of mineral-deposits in space, there's hardly any situation in which anyone would actually use ( build ) any mineral-mines on colonies.
02. That's a buid-in-scaling in regards to the slider for the number of habitable worlds. A low or high number of habitable worlds -> colonies wouldn't matter and couldn't screw anything up anymore. If someone wants to produce more alloys ( or consumer goods or volatile motes / exotic gases / rare crytals ) on colonies, more mineral-mines have to be used ( builded ) on them as well since with this suggestion in mind, colonies would be the only sources for minerals.
03. In reference to point 01 and 02: Compared to the other districts, mineral-mines would become competitive in general: EC-Districts are competitive, because ECs are not only used as resources, but as money-units as well. Food-Districts are competitive, because food is already an example for something that's already exclusively produced on colonies. City-Districts are competitive, because ( unless you want to waste building-slots for housing ) they're basically the providers for the housing for the POPs that work in the buildings so that they're tied to any building(s) ( with the tied benefit(s) ) you can think of.
04. This frees up choices ( in regards to buildings ) on colonies. I mean alloys are still the king, but since there would be a much higher and steady income from space-deposits, there's actually more freedom to build anything else on colonies than buildings for alloys.
05. Star-Systems ( with or without colonies ) become more valuable in general due to the transformation of ( cheap ) mineral-deposits into ( more valuable ) alloy-ones.
Reasons:
01. Mineral-Mines on colonies would actually be used ( builded ). I mean due to the ( current ) abundance of mineral-deposits in space, there's hardly any situation in which anyone would actually use ( build ) any mineral-mines on colonies.
02. That's a buid-in-scaling in regards to the slider for the number of habitable worlds. A low or high number of habitable worlds -> colonies wouldn't matter and couldn't screw anything up anymore. If someone wants to produce more alloys ( or consumer goods or volatile motes / exotic gases / rare crytals ) on colonies, more mineral-mines have to be used ( builded ) on them as well since with this suggestion in mind, colonies would be the only sources for minerals.
03. In reference to point 01 and 02: Compared to the other districts, mineral-mines would become competitive in general: EC-Districts are competitive, because ECs are not only used as resources, but as money-units as well. Food-Districts are competitive, because food is already an example for something that's already exclusively produced on colonies. City-Districts are competitive, because ( unless you want to waste building-slots for housing ) they're basically the providers for the housing for the POPs that work in the buildings so that they're tied to any building(s) ( with the tied benefit(s) ) you can think of.
04. This frees up choices ( in regards to buildings ) on colonies. I mean alloys are still the king, but since there would be a much higher and steady income from space-deposits, there's actually more freedom to build anything else on colonies than buildings for alloys.
05. Star-Systems ( with or without colonies ) become more valuable in general due to the transformation of ( cheap ) mineral-deposits into ( more valuable ) alloy-ones.
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