Science point sinks (Late game use for Science points, SP consuming buildings)
Some buildings could use science points to work. This could give use to them in late game. The list of SP-consuming buildings:
- School. Consumes books and SP. Makes maturation longer, But the beavers who finished the school get permanent productivity bonus. Maybe some advanced jobs could require educated beaves only.
- Hospital. Gradually increases the beaver lifespan.
- Publisher. Enchances the quality of books. A beaver gets more knowledge from 1 book and the book also satisfies some random need other than knowledge.
- Constructor lab. Enchanses industrial building speed. Randomly unlocks upgrades for them.
- Agriculture lab.
- Builder lab. - Reduces building costs. Boosts housing comfort. Gives a possibility to build elite housing.
- Tabletop games workshop (makes games of wood and paper). Games satisfy social needs.
Comments: 16
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09 Oct, '21
R Mergedhave science points to be use to boost some biding by like 2% for an late game objective or something so that silence point still have a uses besides unlocking things and/or can they upgrade buildings
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18 Dec, '21
Kam MergedWasnt sure which thread to add this to, so merge as needed! Just spitballing ideas for endgame buildings that could run on science points:
Museum/Library– Fulfills a combination of the Knowledge, Awe, and/or Fun needs of visiting beavers.
Schools– Child Beavers attend classes, fulfilling fun, social, and/or knowledge needs.
Printing Press Change/Upgrade– Uses science for each book printed. Upgraded version could add a new type of book? Novel, textbook, encyclopedia, etc.
Apothecary– Uses science & other resources to create elixirs. Could increase an individual beaver's speed or efficiency? Different recipes for different effects?
??? – A building that increases the efficiency of power usage in wall-to-wall attached buildings.
imo most issues re: excess science points will be mitigated as more unlockable buildings are added in updates, but I also just like keeping my army of inventors and observatories around and wanna get more use out of them during the endgame! -
30 Dec, '21
Chris MergedTo bridge the gap between this and the medicine suggestions - hospitals can treat illnesses, but since diseases are constantly evolving, their effectiveness decreases over time. A regular investment of science is needed to keep them up to date
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05 Jan, '22
benthevaporeon Mergeda common late game issue for city builder games is that the tech buildings and points become useless after the tech tree is finished,
one way around this would be to have some late game structures that need science points to be built each time, not just to unlock, the points would be spent when the construction finishes, and it would not go past 75% unless the points were Available
story wise it could be said that these buildings needed more planning or information to build each time or something -
05 Jan, '22
Gin Fuyou Admin Merged"late game buildings use science points" (suggested by benthevaporeon on 2022-01-05), including upvotes (1) and comments (0), was merged into this suggestion.
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11 Jan, '22
palidine40 MergedI love this idea, maybe late game buildings that run on other rare resources. Like a theater building that entertained with dynamite (fireworks), brewery/bar running on berries and maple syrup and treated wood, an escape room that runs off of metal and planks.
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25 Jan, '22
Gin Fuyou Admin"Use of Science Points in late game - SP consuming features." (suggested by R on 2021-10-09), including upvotes (4) and comments (2), was merged into this suggestion.
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25 Jan, '22
Gin Fuyou Admin"Endgame Buildings that run on Science Points" (suggested by Kam on 2021-12-18), including upvotes (4) and comments (2), was merged into this suggestion.
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05 Feb, '22
andyWhat if you could use science points to upgrade technology or stats instead of using them in buildings. GMO would increase crops resistance to drought, medicine would increase beavers overall lifespan, Steroids would increase a beavers carrying capacity, condensation would increase beavers thirst resistance etc.
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26 Apr, '22
Hawkeight MergedThis might've been already brought to your attention but maybe not, so;
I've noticed that once all buildings have been unlocked, there's no reason to keep all the Inventors' Huts and Observatory as they become obsolete, so I thought you could make it that books require knowledge to be made.
So to be clear, the making of books costs paper and knowledge points. -
27 Apr, '22
Gin Fuyou Admin"Knowledge + Paper = Books" (suggested by Hawkeight on 2022-04-26), including upvotes (1) and comments (0), was merged into this suggestion.
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11 May, '22
TotoroX92 MergedOnce you have researched all the available technologies you reach a point where there is no further use for your science buildings. Having something that you can keep spending those science points on infinitely means that the game has no definite end point, you just keep trying to find ways to further optimize your use of the map to get more science.
I have two possibilities in mind.
1) Fireworks Display - also consumes explosives and maybe food (for the different colors!). The beavers launch a fireworks display which grants a temporary buff. Perhaps it grants a small boost to every satisfaction metric, letting you inch closer to the ever elusive perfect 25 wellness score.
2) Efficiency/Production Research - an infinitely researchable buff to production structures. Each level costs twice as much as the previous but grants a small boost to how quickly products are made from production structures, or a slight decrease in power consumption, etc. -
12 May, '22
Gin Fuyou Admin"Endgame: Infinite Science consumption" (suggested by TotoroX92 on 2022-05-11), including upvotes (1) and comments (0), was merged into this suggestion.
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18 Dec, '22
MiraI think whatever excess science is used for, there could be one generic sink (a resource that provides a minuscule stacking bonus for every order of magnitude more you collect (1k gives +0.1%, 10k gives +0.2%).
Maybe a library - infinite storage capacity, only takes TEXTbooks (alternate book recipe, same ingredients plus an amount of science
equivalent to a number cruncher's daily production). Maybe each library can globally increase one chosen stat, limit one library per district.
As well as one faction sink:
-Iron Teeth, probably an alternative to the mine, or an unlockable 'recipe' for the mine. Use science to delve deeper for a resource that improves bot efficiency. Maybe better bots?
-Folktail; science, pine sap, cattails, and... Something (dirt?). Creates a resource that can be applied to buildings to make them flood proof? Or, each application (exponential cost increase) allows a building to operate +1 tile underwater without being flooded. -
12 May, '23
Rick Martel MergedThe current science point earning and spending seems arbitrary and contrived.
Most games I have played, I just build four inventors at the beginning, set them to be low priority workplaces, and then just ignore them. Later in the game, when everything was unlocked, I demolished them. Yawn....
Would much rather see some sort of natural progression: training trade/craft guilds and scholars that lead to proper schools and universities. Work at guild/scholar level could unlock simple items like wheels, wood working tools, writing. Schools could unlock printing presses and in turn books, then universities. Advanced items like floodgates, windmills, etc could require mechanical or civil engineering at university.
Also, what's up with a society that can build bots, but not wheels or water pipes? -
20 May, '23
Gin Fuyou Admin"Make science more meaningful" (suggested by Rick Martel on 2023-05-12), including upvotes (1) and comments (0), was merged into this suggestion.