This update and the one before update the camps and the related mechanics in order to better push back against the idea of growth for the sake of growth. In this one, I added:
- Degrowth options and occupations
- Buildings and improvements that add quiet and ones that add pollution.
- Project restructure to use the quest system.
- Expanded end-game menu
- Rework to the fabric economy and to factory mechanics.
- Spreading pollution and quiet.
- Rework to the foragers and inspirations to integrate the new quest system.
- Multipurpose city tiles and the ability for cities to absorb camps.
I also put in explicit colonies to generate eXploitation currencies. You can even convert the camps of dominated players to colonies for your own factories now. They pollute heavily though and regularly push for freedom. Remember to consider if the production is worth the unhappiness they cause.
There are a lot of rough edges at the moment. The pollution limits are too aggressive, the late game is too difficult, some explanations are out of date, the tech tree is overstuffed and there are a lot of parameters that could use some tweaking. I'll take some time to smooth them out and then put in the final major update; a rework of the combat systems.