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HFY

The Only Cosmological Constant is Change
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May 15, 2016
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So, this is a bit of a Mea Culpa, but also a few bright spots.

- Baseline Bioship Void Dwellers is currently miserable. There's no way to a Habitat to generate enough food for pops alone, so you're using your Starbase Hydroponics buildings to compensate for that, and you have less than nothing left over for ships & station growth.

- Workers Cooperative with its Mutual Aid trade policy actually helps a heck of a lot. Even with food-eating pops, I was able to expand and only had to buy food from the internal market irregularly.

- Lithoid VD + Workers Coop is just plain nice. Haven't tried Phototropic / Radiotropic pops yet but that might be even better.


Why is it a Mea Culpa though? Because back in the beta, I was pretty obnoxiously loud about how Habitat hydroponics should not out-perform planet-based agriculture. That argument made sense to me because I didn't have the context for MEAT SHIPS (and MEAT STATIONS and etc.).

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Bio-Ship Habitats need better food production.

(Regular Habitats might also need better food production, but I haven't checked.)

========

Suggested Fix Ideas:

- Garden Zone for the Urban District (applicable to all Habitats) -- mostly Farmer jobs + some Entertainers and some Biologists. Environmentalists get bonus Ranger jobs maybe. Fewer jobs than normal for a Zone, but also lower housing reduction.

- Photosynthesis Organ specialization for the Generator District (applicable to only Bioship habitats, unlocks with Hydroponics) -- swap half the Technician jobs for Farmer jobs, district has Mineral upkeep (2x base) instead of Energy.



Thoughts?
 
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I also tried to make Habitats with bioships work and can say the same. It's really not good and it makes me sad because I love playing habitats....
 
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gonna be honest, taking a food intensive option like bio ships and combining it with a food starved origin such as void dwellers, the results were pretty obvious no?
 
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gonna be honest, taking a food intensive option like bio ships and combining it with a food starved origin such as void dwellers, the results were pretty obvious no?
Theoretically you should be able to pull it off with a few primitive civilizations, right? Conquer them and turn into farmers/livestock them for food...
 
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gonna be honest, taking a food intensive option like bio ships and combining it with a food starved origin such as void dwellers, the results were pretty obvious no?
Void dwellers wasn't really that difficult to procure food before since you had the hydroponics designation which changed clerks to farmers. Thats now gone and they rely exclusively on the building, which is pretty bad
 
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- Photosynthesis Organ specialization for the Generator District (applicable to only Bioship habitats, unlocks with Hydroponics) -- swap half the Technician jobs for Farmer jobs, district has Mineral upkeep (2x base) instead of Energy.

I really like the idea of a hybrid food/energy district specialization for habitat Generator Districts, but we'll probably not restrict it to just bioship habitats. The regular habitats can be flavored as using solar collectors to grow food.

It'll work better than the old Hydroponics Zone from the Beta, as it'd be deposit-limited and have split focus so it won't outdo planet based agriculture, but you could still make something like The Expanse's Ganymede Station.
 
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Starting with the space fauna civic would probably help with this, right? You could fill your vivarium with food-producing specimens. It would be kind of cool to have an empire that uses every part of the space whale to build their ships and space yurts.
 
This should do the trick


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gonna be honest, taking a food intensive option like bio ships and combining it with a food starved origin such as void dwellers, the results were pretty obvious no?
Void Dwellers wasn't a food starved origin. Nor should it be one.
 
- Photosynthesis Organ specialization for the Generator District (applicable to only Bioship habitats, unlocks with Hydroponics) -- swap half the Technician jobs for Farmer jobs, district has Mineral upkeep (2x base) instead of Energy.
I really like the idea of a hybrid food/energy district specialization for habitat Generator Districts, but we'll probably not restrict it to just bioship habitats. The regular habitats can be flavored as using solar collectors to grow food.

It'll work better than the old Hydroponics Zone from the Beta, as it'd be deposit-limited and have split focus so it won't outdo planet based agriculture, but you could still make something like The Expanse's Ganymede Station.
I like it, indeed a lot of the energy deposits in the game are just a question of "this sun is giving off a lot of sunlight". It also mirrors pretty nicely with how phototrophic pops replace half of their food upkeep with energy upkeep.

Phototrophic pops are just nice for void dwellers in general.