Make some buildings dependent on well being

2 votes

For faction specific builds and high efficiency buildings, perhaps along with the science requirement, make it so they can only be built above a certain wellbeing level?

Like if you're stuck at nutrition 1, you can't build level 2 warehouses.
It would be interesting if that incentivises well being, and as you're expanding the dip in overall well being due to the colony would change game play in the short term.

Under consideration Gameplay Suggestion Suggested by: Grant Upvoted: 08 Oct, '21 Comments: 0

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