Luxury resources seem to be a bit underwhelming in Endless Space 2. You don't use them much except for pacifying your population when they're unhappy and to build system developments. I think it'll be great if there are much more uses with them. Here are some proposed examples; feel free to leave your own.
Applying a short boost to one of your system.
- Here's a neat example. If I have tons of luxury resources but I haven't got the tech for system development yet, it would be nice if I can pop open my luxury resource and not have to wait around for 20 turns or so. The boost should be short and not too strong so that system developments won't be ignored. For example, I could use 25 Transvine and push my approval of a system by 10 or so, bumping it up so that my approval ratings will go from content to happy. To make sure that it'll continue to be fair, it should be a tech that needs to be unlocked.
Can be used to remove negative anomalies early in the game.
- Negative anomalies are just annoyances until the tech for removing them is unlocked (which is pretty late in the game). I think it would be nice if you can research a tech which allows you to use luxury resources to remove negative anomalies earlier in the game. Note You can still remove anomalies without using luxury resources as long as you unlock the tech for doing so. .Different luxury resources are required to remove different anomalies. For example, "metallic waters" can only be removed by Jadonyx (we can say that a compound in Jadonyx purifies the water) or long season can only be removed by Super Suds (we can say that super suds can be made into fertiliser that help plants and animals resist the winter). This will keep up with the lore of the game and encourage trade of luxury resources.
Can be used to boost up positive or neutral anomalies.
- Here's the opposite of what I said earlier. This part was pretty fun to thought of. :) Now this should be a tech much later in the game (tier 3/4) but it can be very useful. When unlocking the tech, you can use "distribute" or build buildings that will boost up positive anomalies. When "distributing" the effects last for a limited period of time and uses up luxury resources depending on how many pops are there. By constructing buildings, you use a fix amount of luxury resources but the efforts are permanent. Now here are some examples I thought of:
* Psychoactive Air + Eden Incense: Improves approval and adds industry per pop - Distributed - "Combined effects of these two externalities causes affected subjects to believe that "boring" and "tiring" to be fun and exciting."
* Hadopelagic Life + Redsang: Adds dust per planets, adds +dust per pop on oceanic planets - Built - "Unfortunate sea-creatures and Redsang are used to create mouth-watering delicacies that are irresistible to most while being quite costly to create.
* Single Moon + Super Suds: Adds +dust per pop - Built - "Upon being planted on a moon colony, it was found out that Super Suds grew quite abnormally and almost surreal-like in low-gravitational environments. Clever entrepreneurs caught up to the idea and created "green-house museums" which guillable visitors can visit in exchange for massive amount of currency."
EDIT: Now a person suggested that the first idea was a bit overpowered and it'll make the other ideas redundant. I forgot to add in that there is a timer after you use a quick boost of a luxury resource. Lets say that the boost last for 10 turns, once it's over, you'll need to wait a additional 10 (or any other number) turns before you can it again. That'll probably balance things out.
These are the ideas that I thought of, feel free to share in your own opinions.
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ridesdragons
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