Automation: lower the science cost
Idea: Automation is beautiful, pity if players don’t actually get to play it most of the game.
Firstly, most automations don’t actually provide survival benefits, 95% of their function either can be replaced by micromanagement and a checklist, or is purely cosmetic. (Contamination sensors are sort of unique, but they still aren’t necessary for survival.)
Therefore players are forced to research them very late in hard mode, where death is real threat if you spend science points unwisely. In early game they must be saved for storage, industry and landscaping. Next priorities are well-being and transportation for better efficiency. By the time I have extra science to waste, I feel like 50-70% of playtime has already passed.
I propose that the cost for all automation should be 50 sp or even close to 0. This saves a ton of players’ time doing boring work, encourages people to actually use the feature, rewards smart gameplay and barely affects balance. (Advanced automations are already barred behind metal, treated planks or extract anyways.)
note: If there are worries about overloading new players, there can be an additional cost for unlocking them first-time in game.
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16 Jun
WhiteRooHighlighted comment
It is also noteable that the more useful nodes cost metal and threated planks. Which means you have to finish the entire production chain in order to even build them.