The goal is to make the game more fun, flexible, without taking away the grind and mechanics of the early/mid game economy.
Current utilization of Power Stations on high level plots:
- have some high level power stations (lvl 9) for the power
- fill EVERY free space up with power stations (just for the efficiency bonus)
Problems with the current system:
- very very annoying restructuring of plots (it is an absolute pain in the a**)
- imagine buying a plot and fully restructuring it (you won't buy the plot in the first place)
- it is NOT possible to fully restructure your plots (without losing you full time job) - especially in a Megacity (maybe also single plots) due to lags that have to do with power/path calculation (so it would be good to at least reduce the amount of buildings we have to move aka less power stations)
- it just does not look good
SOLUTION (idea):
Let EMPTY SPACE near level 9 power stations have the same effect on efficiency as power stations!
To be more precise: A level 9 power station should work exactly the same way BUT additionally have a zone of influence around it where a single square gives 1/4 the efficiency bonus of a power station. (since a power station is 2x2 = 4 squares in size). The zone of the level 9 Power Station can be the same size like it is now. (Overlapping of level 9 zones can be dealt with easily - just let the bonus of the free space count only once).
Benefits: A LOT:
- it makes restructuring plots possible and fun! (it does NOT take a way the grind and dynamics of early / midgame!)
- reaching level 9 power stations aka endgame forms a new and exciting stage of the game --> it makes space for NEW buildings (training-gyms/plant-farms/illuvial-recruiting etc. and many more ideas!!!
- plots look much better
Please let me know what you guys think of that idea, or if you think that a modification of that idea could be good.