Another simple enough idea, make System Developments use up Luxury Resources passively based on Population after being completed, to reflect the idea of the resource becoming a part of the local culture instead of a vague building material. Also allow System Development effects to be deactivated and an Approval malus applied per Pop when the Populations passive consumption cannot be met, much like Laws.
This would prevent the massive over-accumulation of Luxury Resources which are currently a problem, limit the completion of System Developments to make them more difficult and meaningful, and add a realistic aspect to Luxury use which can then be keyed off of in Economic warfare and conflict. It would be akin to the British addiction to Tea or the American addiction to Coffee, and how a shortage of a countries favored Luxury resources can ruin their economy as workers become cranky and miserable without their morning drug of choice.
This could accompanied as well by a new illustration for when Luxury Resources go into "bankruptcy" or "shortage," with an image of a household rummaging around for something that has run out, and a particularly cranky and tired individual realizing they've run out. Perhaps a Sophon holding a container of nondescript spice or beverage powder upside down and eyeing it with displeasure, while another member of the household rummages furiously through the pantry or fridge for more. Shortages remove the benefits of a Luxury from developed systems, and eventually break the System Developments using the luxury after some time, "selling off" those developments in a manner akin to the sale of Improvements during Bankruptcy and providing the player the chance to create a new Development recipe with a different resource, to avoid being forever deadlocked by a lack for resources.
This idea is meant to be taken as part of a set with my Raiding Invasions, Economic Colonialism, Economic Quadrant Privateers, and Comparative Economic Victory ideas to improve the state of Economic gameplay in ES2 currently.
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Eridanus
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A loser visualizes the penalties of failure - a winner visualizes the rewards of success.
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God-Aristocrat Heroes: www.games2gether.com/endless-space-2/ideas/1105-academy-influence
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Brave Sophon
nothing to see here
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Brave Sophon
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