New Room Construction
The base has room slots that can be populated by new rooms, and it unlocks new room slots as it levels. When a room type is unlocked, it’s added at the bottom of the construction priority list.
If a room slot is available, and the base can afford the construction cost, the room is created at level 0, with a level 1 upgrade project populated. Once the level 1 upgrade is complete, the room’s basic functions are enabled.
Note that there can only be one room per type.
I intend the base to start with a few rooms (possibly just the base core, we’ll see), and provide the player with the opportunity to influence base build order.
Parallel Room Upgrades
Instead of being limited to one or two simultaneous room upgrades, construction can be now parallel on all rooms.
Note that upgrades-in-progress don't disable the primary function of the room.
Room Upgrade Costs
These can now change per level, not just in quantity, but in type. I’m thinking later levels will require more complex resources.
Max Base Members
This is now determined largely by the level of the Residential room (though the base core will probably provide a small amount).
Harvest Projects
Each harvest node in a grow room (such as Hydroponics) populates a project after X turns. When the harvest project is complete, the harvest population timer restarts. Room level reduces the turns required to populate a harvest.
Room Action Presentation
All room actions now display under objects spotted within the zone, with their own names and descriptions. The base shop, for instance, can now be found under the System Pylon, as can the leveling dialog. (This makes the base consistent with how actions are presented in the world.)
Also, zones now have a ground target where the searching action can be found (if applicable). AoE abilities can also be targeted on ground, even if no targets are spotted.

