Just plumbing the depths and seeing what sticks. I like the recipe route too and will refer back to my previous thoughts about false affordance, and say that you and Thos’s conversation on the topic was very enlightening. I agree with Thos that the proposal should be broadened out into a general feature request with a focus in the remaining thread on finding more places where false affordance arises to lend credence. And I agree with you that the incentives push for availability not hoarding and that things should (I’m with Thos on the non-deterministic thing) work out the way you describe.
But to digress, porque no las dos?
When you lay out all the logic for what the buff buildings are designed to do, it can look pretty sprawling, but once it’s condensed into the building itself I think it’d look a lot cleaner.
I agree the demo’ing and rebuilding it is equivalent, what if it can’t be demo’d? That way building it is a commitment until it’s expired.
Another thing I’ve been mulling around, what if it’s just two lines of buildings, Buff Buildings 1-X however many tiers there are. Then the active recipe takes in what building it’s buffing and what higher tier resources it needs. And the pop based Buff Buildings Negotiator mentioned for those same tiers with the same recipe solution.
Use flavor text to sell the suspension of disbelief for its oddities.
Limiting the modifier to 1 is just to illustrate how it benefits the starters over the kingpins, place the cap at whatever seems reasonable for a starting farmers curve. The use case I envision is if I plan to diversify away from what ever building it’s buffing for a while. If I’m at the max FRMs that make sense for me, I can immediately start building up to pivot to my next goal, or I can sidetrack into a buff building, delay my goal, and then once it’s done, speed towards my goal and reap some additional benefit in the time I have left by pivoting the buff buildings recipe to my recently completed thing. Ideally the curve works out to be lower than the non-buff curve, but also less linear near the end, catching up and surpassing. This way those resources get to be used in a new way.
Building Example:
BUILDING: EFFICIENCY MONITORING STATION 1 (BUI:EM1)
EM1 EFFICIENCY MONITORING STATION
A disposable facility capable to augmenting the output of a chosen building. Cannot be repaired or demolished, Condition degrades very quickly.
Workforces - Pioneers 50, Settlers 30
Expertise - –
Area Cost - 50 (More less?)
Building Cost - 2-BSE, 2-BBH, 1-BDE, 50-MCG, etc.
Products - FRM-A, X-SOI, X-PFE => FRM-A +X% Current Recipe Output (Xh Ym)
(And on down the list for these recipes)