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Devanor

Professional casual gamer
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Jun 24, 2017
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In my recent game, I found a sector with 3/1/1/1 food/energy/production/research and that would naturally make it a perfect food sector, except that it already had an energy exploitation and a landmark that gave +20 energy and +2 energy jobs

"Welp, I'll just take it down and rebuild it as food"

As I took it down however, I didn't get the option to choose a new exploitation or rebuild the old one. Is this a bug or intentional?
 
It's wad. All the big landmarks are tied to a specific, thematically determined, exploitation type. Their bonuses are generally big enough to more than compensate for any imperfections in the terrain/climate/exploitation type synergy.
 
It's wad. All the big landmarks are tied to a specific, thematically determined, exploitation type. Their bonuses are generally big enough to more than compensate for any imperfections in the terrain/climate/exploitation type synergy.

I can buy that you are supposed to keep these, but if that's the case you shouldn't be able to tear them down. Demolishing them and then being unable to build anything else in the sector can't be WAD
 
I'm head-canoning that those Landmarks are built on some sort of extra Feature that isn't covered by the normal terrain types. Like a Production Landmark is situated above a massive ore body.

For a sector that would normally be excellent for Food but is instead an Energy Landmark? Massive Hydro-electric plant. :)
(Obviously all these different situations would be too hard to give specific details about. But it does end up seeming counter-intuitive if you just assume that everything we can see is what is really there. Not that that means a lot when we are talking about a game...)
 
Sorry, attention fail. Yeah, you shouldn't be able to destroy landmark exploitations. Probably an oversight.
I was hoping it was the other way around, that you could change it. But then, why would it have a pre-built exploitation? I'm just so sad to see 3 unusable food and only 1 energy (the landmark is worth it but still)
But it does end up seeming counter-intuitive if you just assume that everything we can see is what is really there.
My point exactly, just made me wonder why it's showing other resources if they can't be used anyway
 
But then, why would it have a pre-built exploitation? I'm just so sad to see 3 unusable food and only 1 energy (the landmark is worth it but still)

Like I said, the landmarks and their exploitations are thematically linked, so an Imperial Mining Facility is naturally a production exploit for example and even comes with a special upgrade for it.

As for the pips, they're not end all be all though that's kind of a long winded discussion. I understand why it's easier for new players to look at the economic overlay but it's better to eventually familiarize yourself with specific sector features and how they work. I have a more detailed post about it here. As long as a landmark has at least terrain or climate (preferably terrain) associated with its exploitation type that's a very good deal.

The "third pip" on a sector is generally something like a river or lava but they provide flat resource bonuses regardless of exploitation type so you don't really ever lose them, you just need the appropriate tech to get the benefit. You'll still get 10 food from a river in an energy exploitation for example as long as you have Environmental Conditioning.
 
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