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Post Colony Boosters
Items that are built/equipped on a CA kit to increase the size maximum size of a colony's stockpile. Ranges from t9-t20, can only have one on a planet.

Tier 2 versions which also requires own CA kit and allows for purchase/sale of different items or provides special bonuses, e.g: space whisky, ICs, Fembots, Junkyard Scrapnotes, increases Trobbles production, (smaller) stockpile bonus, increases maximum colony suitability level, negates kumari alien device effect, halves prices and triples consumption, creates and equips an "event" every 48h (player uses to randomly debuff/buff colony for a week).

Tier 3: Creates an AI base equivalent on the planet which consumes some random commods and produces others; some produce specialty goods for colonies, most just trade with other AI bases. Idk how easy it'd be to implement- could settle for just force equipping factories that make colony commods.

I think this would achieve a few goals:
More colony interaction,
incentives to use higher tech colony kits without them being necessary,
Mock "AI bases" add some uniqueness to each colony and are contestable in the same way regular AI bases are, so not guaranteed profits,
makes large planets somewhat able to utilize their base slots for colony prowess.

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Mon Dec 04, 2017 4:02 pm
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Post Re: Colony Boosters
What do you mean by the "colony's stockpile?"

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Mon Dec 04, 2017 5:29 pm
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Post Re: Colony Boosters
The hidden inventories colonies have. Increases with colony population and CA skill. By increasing that you'd proportionally raise colony income.

Edit: Just to point out that simply increasing max population would make colonies take too long to mature and I think lower peasant prices, making cyborg ICs way more profitable.

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Mon Dec 04, 2017 5:53 pm
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Team: Axis Industries
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Post Re: Colony Boosters
Would be nice if you could have a scale for interaction and and profitability, where in general just like EXE, the highest tech bases provide the greatest profitability per slot used by the base.

It really looks odd that the main profitability factor is this tiny Tech 1 base that does literally nothing but sit there as part of the character's used slots. Doesn't even have the trade bay equipped; just has to exist, and you at least triple (we're talking about trying to min-max a colony) the maximum potential income of said colony.

A colony that would have at maxed out terraforming be 70% (and before being dumpstered by Kumari) wouldn't be able to get to 7b pop within two weeks. Try something more like two months. It would also only make half a CA30 colony's income and be very vulnerable to population loss from Sas Outposts spawning.


Mon Dec 04, 2017 9:13 pm
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