The idea has been floated around many times across the years: fuel refining should be moved under chemistry. This is because fuel refining has only one attached building, REF; and reasonably qualifies as a form of chemistry.
An additional proposal would include changing the company HQ buff for “no faction”/“outer region” players to be 6% chemistry, 4% resource extraction; since refining would be under chemistry. (this matches with Moria’s 6% construction and Hortus’ 6% agriculture.) This would allow chemistry to match with the other regions’ 6%.
I’m curious as to how popular the idea is in the forums; it has seemed to be popular amongst everyone I’ve asked thus far. I’m also curious on how feasible it is to implement the first place.
I’m actually partial to the idea of moving some chemistry buildings to “refining” (AML, TMP, EEP). chemistry already includes so many recipes and touches every other industry
I like the idea of it being CHEM. I think most people agree with the sentiment and those who disagree think it should be RE (which wouldn’t be a bad change either). Imo we should not thin out the chem group by moving buildings out.
There are 9 professions. Splitting them between 5 factions is difficult, without some overlap.
Recipe count is almost irrelevant, there are few recipes for agriculture and resource extraction. What matters more is GDP. The vast majority of chemistry GDP goes to CHP\POL\LAB.
I don’t like AML\TNP\EEP merging into fuel refining. Nothing about that is “fuel”.
Newer player here, but just out of curiosity, what do you think would happen if some buildings gained boosts from multiple COGC, with different potency? Like a REF would gain the standard 25% bonus from a Refining COGC, but what if it got, like, 12.5% bonus from chemistry? I think several buildings feel like they straddle lines between fields.
I also think that giving buildings primary and secondary fields may make some vertical integration easier, but would make the more specific ones even more desirable. Balancing that would be tricky though… Maybe buildings with a primary and secondary field sum up to 25%? Like 10% one thing, 15% another? Then buildings with only one specialty gets a full 25%?
That would also make experts even more complicated of a calculation.
Examples of things that straddle lines vary, but I feel like some of the manufacturing, construction, metallurgy, and electronics buildings could go several different ways.
Finally, this checks out in the real world, because many IRL manufacturers do fabrication, metallurgy, electronics, etc all under the same roof.
I would like to see it together with these buildings, and/or it could get energy buildings added to it once energy comes to the game. or it could simply get more fuel diversity like SF/FF that is cheaper but less energy dense (one unit of fuel needs more volume/weight) or more expensive but more energy dense (less volume/weight).