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habituallyred
Feb 6, 2015
Stars in Shadow did a great job with having different planetary niches for different species. Playing as sentient dolphins you pretty much had to import terrestrial species to exploit the surface areas of planets.

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habituallyred
Feb 6, 2015

Baronjutter posted:

If you could somehow work out a society that collapsed because they became so obsessed about castration that governments of the planet needed to expand more and more of their civil servants to keep track of who deserves to be castrated or not to the point of societal collapse...

http://spacespy.thecomicseries.com/comics/27

EFB, but check it out anyway. At least until they get out of the invisible zone.

habituallyred fucked around with this message at 09:31 on Oct 29, 2018

habituallyred
Feb 6, 2015
So any mods for a yellow briefcase yet? I want to know when my planets are jobs=pops instead of just when jobs<pops.

habituallyred
Feb 6, 2015

OwlFancier posted:

You use copper wires for lots of things and, critically, you have to deal with transporting them. That's why that step exists. It hands you multiple inputs and outputs and challenges you to connect them all together with belts, that being the core of the game. You quickly run up against a maze puzzle where you want to run each product to multiple locations without hitting other belts.

There is no mechanic associated with consumer goods other than that they take the exact same space and pops to make that beakers do. Similarly amenities are not meaningfully distinct from happiness and housing and are produced very much the same way.

What are your thoughts on the policy that lets you turn trade value into consumer goods? In theory you could just focus on building a whole bunch of trade posts and fulfill all of your consumer good needs that way.

habituallyred
Feb 6, 2015
Okay so this has probably already been discussed but:

Paying rare resources to upkeep a building that "just" provides more jobs doesn't feel good.

So why not make the upgraded building provide a job that consumes one unit of rare resource for the output of the entire base building?

Feel free to link me to the six mods that already implement this.
Variations probably include: type of resource maps to research type, one rare researcher alone, rare consumer+base allotment of workers, etc.

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