Artificial Cavern System
Limitations: Planet is not habitable. Not a gas giant. Not a water planet.
Requires: x Industry slots. ~1 year of building. (thinking either 4 or 6 slots)
Cost: 250K credits * (size of pop -2)^2. - 250K to excavate a size 3. ~20M to excavate a size 10.
Effects:
- Adds planetary modifier "Habitable Caverns" with -(current rating/6)% hazard modifer
- Reduces population growth by x% due to limited space (-50%, maybe greater)
- Reduces accessibilty by -10% due to congested entryways
- Increases ground defence rating by +50%
OR
Another skill tree to add some maint. reduction on higher hazard worlds. That way the player can choose that path if they want/need to.
Environmental Hazard Management
Class: Industry
Level 1: -15% maintenance costs on planets with a hazard rating of 150-175
Level 2: -25% maintenance costs on planets with a hazard rating of 200-250
Level 3: -35% maintenance costs on planets with a hazard rating of 275+
I have this weird complusion to create massive comfy metropoli every time population management is a thing in a game.
Eh. They're probably not terribly well balanced anyway.