Buffs needed:-
1. Arcology is really bad only 32 caps and 60 comforts. Which is not great at all. *Arcology cap should be increased to 40 and can be upgraded to 50 after a tech.
2. Omega Telescope is good but when it is built we mostly researched all techs already. It will be great if it unlocks another part of the research tree(new late-game techs).
3. Officers are sort of useless in the current playthrough. A game rule or something can be added where at night time there is a chance of small crime in the dome if security station is not present(Even stats are high) [GAME RULE 3]
Game rule ideas:-
1. Rebellious(new Rule): The threshold bar to become a renegade is lowered. i.e. Colonists will become renegade easily unlike Rebel Yell where 30% of the colonists in the dome becomes renegade.
2. Only Hope(new Rule): some extra supply pods will be given and there will be a time limit within which import from the earth will be possible after that never. Basically the mod will act as the earth is destroyed after some sols and no import/export/tourist is possible.
3. Shadows(new Rule): If a security station is not present in the dome then there is a small chance of simple crime at night.
4. Low immunity(new Rule): High chance of having a Hypochondriac flaw. Injury is common. Radiation sickness is doubled.
5. Zombies(new Rule): Graveyard is available. Chances that zombies will spawn from graveyard and Officers can be used to protect other colonists. (OR SOMETHING LIKE THIS)
Buildings:-
1. Central Rehab(spire): Renegades are cured and locked safely. Require Officers to functions.
2. Rehab(building): Same as Central Rehab but less cap.
Other:-
1. Radiation sickness(new Flaw): Loses health each day and work performance is lowered. Will be cured when visiting medical buildings but takes some time to heal. Colonists working outside are more prone to this flaw.
2. Radiation wave(new Event): Like other disasters can happen many times but chances are pretty less than other disasters. Can be triggered by Expedition. Some colonists will gain Radiation sickness flaw.
Techs:-
[All these techs are available after completing Omega Telescope and the tech cost is really high, maybe higher than wonders]
1. Service drones: Unlocked after researching Service drones Tech. Takes place of colonists in service jobs(except medic). Like Service bots but drones and require maintenance. Robotics
2. Pseudo Mines: Allows us to build Rare Metals Extractor and Metals Extractor around Mahole Mine(like Solar Panel around Artifiucifal Sun). The Extractors provides significantly less metal/rare metals. Engineering
3. Nature: Unlocks outside parks/ parks with lakes which acts similar to an inside park and also boosts tourists when visiting them. Terraforming is also necessary. Terraforming
4. Trains: Unlocks train which acts as shuttles but require stations and faster than shuttle and high capacity but rails can only be built on a flat surface. Physics
5. Psychology: Sanatorium can cure Idiot, Loner and Whiner but takes a longer time than other flaws(about 3 times longer). Social
6. Biodiversity: Hypochondriac maybe(only 5% chance) cured when visiting medical building. Healing rate of Radiation sickness is doubled and gaining this flaw is reduced. Biotech
1. Arcology is really bad only 32 caps and 60 comforts. Which is not great at all. *Arcology cap should be increased to 40 and can be upgraded to 50 after a tech.
2. Omega Telescope is good but when it is built we mostly researched all techs already. It will be great if it unlocks another part of the research tree(new late-game techs).
3. Officers are sort of useless in the current playthrough. A game rule or something can be added where at night time there is a chance of small crime in the dome if security station is not present(Even stats are high) [GAME RULE 3]
Game rule ideas:-
1. Rebellious(new Rule): The threshold bar to become a renegade is lowered. i.e. Colonists will become renegade easily unlike Rebel Yell where 30% of the colonists in the dome becomes renegade.
2. Only Hope(new Rule): some extra supply pods will be given and there will be a time limit within which import from the earth will be possible after that never. Basically the mod will act as the earth is destroyed after some sols and no import/export/tourist is possible.
3. Shadows(new Rule): If a security station is not present in the dome then there is a small chance of simple crime at night.
4. Low immunity(new Rule): High chance of having a Hypochondriac flaw. Injury is common. Radiation sickness is doubled.
5. Zombies(new Rule): Graveyard is available. Chances that zombies will spawn from graveyard and Officers can be used to protect other colonists. (OR SOMETHING LIKE THIS)
Buildings:-
1. Central Rehab(spire): Renegades are cured and locked safely. Require Officers to functions.
2. Rehab(building): Same as Central Rehab but less cap.
Other:-
1. Radiation sickness(new Flaw): Loses health each day and work performance is lowered. Will be cured when visiting medical buildings but takes some time to heal. Colonists working outside are more prone to this flaw.
2. Radiation wave(new Event): Like other disasters can happen many times but chances are pretty less than other disasters. Can be triggered by Expedition. Some colonists will gain Radiation sickness flaw.
Techs:-
[All these techs are available after completing Omega Telescope and the tech cost is really high, maybe higher than wonders]
1. Service drones: Unlocked after researching Service drones Tech. Takes place of colonists in service jobs(except medic). Like Service bots but drones and require maintenance. Robotics
2. Pseudo Mines: Allows us to build Rare Metals Extractor and Metals Extractor around Mahole Mine(like Solar Panel around Artifiucifal Sun). The Extractors provides significantly less metal/rare metals. Engineering
3. Nature: Unlocks outside parks/ parks with lakes which acts similar to an inside park and also boosts tourists when visiting them. Terraforming is also necessary. Terraforming
4. Trains: Unlocks train which acts as shuttles but require stations and faster than shuttle and high capacity but rails can only be built on a flat surface. Physics
5. Psychology: Sanatorium can cure Idiot, Loner and Whiner but takes a longer time than other flaws(about 3 times longer). Social
6. Biodiversity: Hypochondriac maybe(only 5% chance) cured when visiting medical building. Healing rate of Radiation sickness is doubled and gaining this flaw is reduced. Biotech
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