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indalecio248

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Aug 4, 2013
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They're barred currently, as that would allow them to take Arcology Project, which would be thematically opposite of what they're all about. That last part is fine. However, Anti-gravity Engineering also allows for Habitation Modules on Orbital Rings, which are one of the more useful modules. These increase the districts and building slots on a planet, and I don't think it would be off-brand for an Agrarian Idyll society to have one. Maybe it could also have a slightly different effect for Agrarian Idyll builds, but I'm not sure what would be appropriate here.

EDIT:
In other words, less Coruscant and more Tomorrowland.
 
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Why not just ban them taking the arcology project, instead of banning them to get anti grav tech?

Yeah, that would be way better.

Agrarian Idyll does get a unique tech called Agrarian Utopias which gives +1 housing to Agriculture districts, but it hardly makes up for the loss of habitation modules.

I will say the Agrarian Idyll builds can be pretty effective. In my current game, I got the Baol precursurs, so with the Baol tree, and Bio-reactors, my farmers are producing energy, food, consumer goods, and exotic gases.
 
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I'd love it if we had some actual ecological architecture in the Arcology Project AP.

In addition to the current Ecumenopolis (which is awesome and I want to keep for non-Agri Idyll empires), there should be ways to make integrated industrial colonies where your pops don't need to destroy every scrap of native life on the planet's surface.
 
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What I often thought was a little weird was that on relic worlds, you'll have Generator and Mining Zones, and planetary features like 'Abandoned Mining Tunnels', 'Ancient Reactor Pits' and 'Immense Solar Array', showing that the previous civilization clearly still had at the very least Energy production and Mineral extraction going on in their Ecumenopolis, but somehow this is something we somehow can't duplicate.

Though its not brought up, it shouldn't be too much of a stretch to even have Agriculture districts with shiny vertical greenhouse that stretch into the sky.
 
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What I often thought was a little weird was that on relic worlds, you'll have Generator and Mining Zones, and planetary features like 'Abandoned Mining Tunnels', 'Ancient Reactor Pits' and 'Immense Solar Array', showing that the previous civilization clearly still had at the very least Energy production and Mineral extraction going on in their Ecumenopolis, but somehow this is something we somehow can duplicate.

Though its not brought up, it shouldn't be too much of a stretch to even have Agriculture districts with shiny vertical greenhouse that stretch into the sky.
The idea could be that on a regular Ecumenopolis all the reactors and what not are necessary to power and maintain everything, and you can only harness them on a Relic World on account of not having a planet-sized city to keep alive.
 
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The idea could be that on a regular Ecumenopolis all the reactors and what not are necessary to power and maintain everything, and you can only harness them on a Relic World on account of not having a planet-sized city to keep alive.

Doesn't explain the mining districts though.

On a meta level, you already have energy transferred from off-planet to power the whole ecumenopolis, so you wouldn't necessarily need onsite solar panels.
 
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I'd still like the habitation modules, but maybe if you're using Agrarian Idyll or similar, maybe that would unlock techs that would give extra jobs to Generator or Mining Districts, and extra housing as well. Not quite Machine World levels of efficiency, where each generator or mining district provides 4 technician and miner jobs respectively, but perhaps 3 jobs per either generator or mining district.
 
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I'd love it if we had some actual ecological architecture in the Arcology Project AP.

In addition to the current Ecumenopolis (which is awesome and I want to keep for non-Agri Idyll empires), there should be ways to make integrated industrial colonies where your pops don't need to destroy every scrap of native life on the planet's surface.
Yeeesss, my agenda for more ecology in our arcologies (which is like... the entire point behind that concept) is not without allies!

Atm the most potent way to play agrarian idyll I've found is to not have the perk until after you've built an ecumenopolis (which remains unaffected by the civic)
 
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I'd love it if we had some actual ecological architecture in the Arcology Project AP.

In addition to the current Ecumenopolis (which is awesome and I want to keep for non-Agri Idyll empires), there should be ways to make integrated industrial colonies where your pops don't need to destroy every scrap of native life on the planet's surface.
Honestly, could you bootstrap the planet designation system to this, but just make it so that they cannot be changed, except for a one-time project that would switch out the Industrial Sectors with Agriculture Sectors or Energy Sectors, or, if you have all three techs for synthesizing the basic 3 strategic resources, Refinery Sectors?
 
Honestly, could you bootstrap the planet designation system to this, but just make it so that they cannot be changed, except for a one-time project that would switch out the Industrial Sectors with Agriculture Sectors or Energy Sectors, or, if you have all three techs for synthesizing the basic 3 strategic resources, Refinery Sectors?

Not sure I understand. So basically we'd have an Ecu with resource districts? And also have Refinery districts, provided you have all 3 strategic resource techs?
 
I guess I am just not clear as to what "ecological architecture" entails for an ecu without basically changing it from the Alloys/Consumer Goods producer to the basic resource producer. Like, I feel there could be a niche for that in tall playthroughs?
 
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I guess I am just not clear as to what "ecological architecture" entails for an ecu without basically changing it from the Alloys/Consumer Goods producer to the basic resource producer. Like, I feel there could be a niche for that in tall playthroughs?
Something that I think could work is just allowing normal planets to employ arcology districts, and make ecumenopolises' "erasure of nature" actually mean something for the planet instead of just being a very functional planet (as in, make ecus lose something useful in return for their sheer industrial capacity)

I wish to add to this that when I make an ecumenopolis, I end up using only a small portion of the available district slots because the arcologies are so efficient I just don't need to fill the planet to the brim with them... resulting in a thematic confusion (like the whole point of ecus is choking the planet with urban sprawl, yet I end up with what could very well be tons of room for nature in them, unlike a normal planet where I'd need all the districts occupied)
 
I guess I am just not clear as to what "ecological architecture" entails for an ecu without basically changing it

The idea would be that Arcology Project allows you to build both Ecus and Eco-Arc planets.

Agricultural Idylls would not have access to Ecus; Relentless Industrialists would not have access to Eco-Arc planets.

Maybe also add other new colony types, maybe also add other restrictions for other civics or origins, but that's the basic idea in a nutshell.
 
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I like the idea of ecological architecture ecumenopoli as much as anyone else, but I'm not sure they thematically suit Agrarian Idyll. They're very much focused on the rural, arcadian style of agriculture ("This agrarian society has, to a large extent, managed to avoid large-scale urbanization."). It would probably be best added to it's own civic, or mixed into a different civic.

(Perhaps either Planetscapers or Mastery of Nature could unlock it? They have a theme around artificially cultivated nature, after all.)
 
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Going to back to Anti-Gravity Engineering, what would a high-tech agrarian society would do about Industries? They still need consumer goods and alloys, right, but factories and forges tend to be ugly and polluting, so why not move them to space? So I imagine a few techs like...

Zero-G Forges
Zero-G Factories

I imagine these techs would have a rare chance to proc if you don't have something like Agrarian Idyll, Environmentalist, Beastmasters, etc. Somewhat like its rare for a Materialist empire to stumble across Psionic Theory, but it is possible.

Option 1

These are modules that fit on an Orbital Ring, they provide factory and forge jobs to the planet below, but are specialized for that and provide more jobs than a normal Industrial district would. A normal Industrial district would provide 1 factory and 1 forge job. These instead would provide 2 or 3. This would be modified by planetary designation, so on a Forge world, they would provide double the number of forge jobs, while not providing any factory jobs, and on Factory worlds, it would do the opposite.

Option 2

Modules or buildings on starbases. These would provide a large but flat amount of consumer goods or alloys, similar to either the current 'Solar Panel Network' or 'Hydroponics Bay'.

For either option, the efficiency could be increased via repeatables.

And I still want Anti-Gravity Engineering. :p

Thoughts?
 
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I like to think that any civilization that has made it that far into space age has learned not to dump pollutants into the environment itself with their factories... except the relentless industrialists, of course. But still, space-based factories and stuff do make sense. Maybe in orbital habitats?
 
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I like to think that any civilization that has made it that far into space age has learned not to dump pollutants into the environment itself with their factories... except the relentless industrialists, of course. But still, space-based factories and stuff do make sense. Maybe in orbital habitats?

Well industries are probably still an eyesore if they aren't necessarily polluting, or the pollution is being mitigated somehow.
 
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