Can you please explain why cities make robots break down? Or why biotropies fail to breed (and cannot be encouraged to)? Or why the obvious matrix reference is deadly but only in a city?
I don't think I said either of those things.
Robots don't have the same natural growth problems that bio-pops do. I haven't played individual robots enough to have a strong opinion about them yet. I do think Synth Ascension has an absurdly high assembly cap which mainly compensates the required growth scaling, and we might be able to reduce it if the scaling is removed, but otherwise I haven't said much about robots in the discussion about natural pop growth.
Bio Trophies are animals in captivity. You might remember that breeding animals in captivity has run into some issues in real life:
Should a zoo in a giant factory have the same captive breeding output as a free-range safari enclosure on a thriving nature preserve? Seems like the two situations aren't identical, but how different are they? I haven't really talked about that yet.
You're getting angry at me for things I didn't say. That's unjustified.
I love relentless industrialists, it's a very flavorful civic. Lots of thematic directions you can take with it, too. Did you know that you can prevent the tombworldification with a policy? Or that with a different one you can mitigate the pop growth penalty?
Well yes, that's why I preface the tombification with "if you make the correct choices". My point is that you can intentionally create a planet which is blatantly bad for your pops. This is not an accident, it's the design of the civic, and the player's own choices.
You made the claim that an Ecumenopolis is intentionally engineered therefore it should promote growth. This is a bad argument because we see an even more extreme case where an intentional engineering decision can do the opposite.
I also like Relentless Industrialists. That's how I know about the choices. But the point here is that you made a bad argument, and this is one counter-example.
Why are city planets the sole purvew of dystopias, apparently? Could there not be some kind of urbanism policy?
It would be cool to add a healthy Eco-menopolis which gives inferior industrial output but does promote growth.
There could be some kind of urbanism policy. But the planetary cities like Trantor or Coruscant don't grow their own food, and do import pops from fringe worlds. That's the central trope. People immigrate to the big cities for jobs. (Or are bought as slaves after winning a pod race.)
The core mechanics should have a focused, specialized industrial Ecumenopolis as one anchored endpoint. It should produce the most alloys, but need support from other colonies or other empires -- both importing resources, and migrating pops. There should be several different ways to mitigate that, but you can't have everything too easily. The most productive colony type should require the most external support to function.
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