Cyan Aether

Cyan Aether

Joined Member # 3031216
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again, it's all about implementation. If you make the maintenance high enough it would offset the tax gained. another idea is to change the growth rate for it or the morale / pop so it is more severe than for planets. It'd be a good way to add influence in a dead zone.

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I don't know if it's appropriate here or not, but why not. While not directly economics, I'd like to see a building that reduces the effect of population on morale. Call it archology. Why it's appropriate: the reason for the pop cap was that people were abusing the game and putting 100 billion people on a rock and milking them for coin. The archology concept allows you to have more people on a planet comfortably, but makes you pay for it. It takes away a building space and it

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there doesn't necessarily have to be a counter measure, just a limitation. for one, it might not be a cloak, but something that limits sensor range. You can only see it at 1/4 range (makes sense and can be "countered" by good sensor tech) make it bulky compared to the hull (especially the larger you get). Pick 2: weapons, defenses, cloak make it costly, especially for maintenance. all of these will make cloaking better for either hit and run or for spying

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[B]population:[/B] building: archology reduces affects of population on morale costs a building space as well as upkeep. [B]espionage:[/B] have each new spy be worth a standard amount each placed spy costs an amount of espionage per week based on loyalty and happiness of local population (incentive to keep high happiness) have displacement of spies be based on spy cost have spy cap that you can raise with tech displacement of a spy wil

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