Fabricator Zone, a generic zone incapable of actual production
6 Raw Material upgrades allowing the Fabricator Zone to be switched to behave like a Product Zone for products associated with the Raw Materials (i.e. the upgrade allows switching to , and )
An upgrade per special good, allowing the Fabricator Zone to be switched to that special good
Switching a Fabricator Zone costs a full , and the zone can not produce anything during that turn
The technology to unlock a Fabricator Zone costs ~24000(= 8amortizing factor * 3000cost of zone)
with cost of zone determined as 5 switches per 52 turns → 5000 tax - 2000 tax for normal zone construction
Each Raw Material upgrade is a special project costing 1000 + 1000 of that Raw Material
Each Special Good upgrade is a special project costing 2500 , with a prerequisite technology of ~6000
Fleet upkeep reducer for those with a single active fleet
The fleet has only half the upkeep, but can only be put in Defensive
Population Leasing
This would allow the temporary relocation of population to boost foreign economies and population growth
High cost, medium yield
Hyperspace lane upkeep reduction
flat fee reduction of 200 per
tech: 13600
project: 1375 + 1250
Upkeep calculation for high-end technologies not 52 , but increased to 156 (or even higher)