As we carve out new systems, it’s good to take some time to go back and refine earlier ones. At this point, our UI has been built out enough that even artists like myself can make additions and improvements; with Nicholas and Dan busy working on Fun New Stuff, I’m taking time to start poking at the offices that allow you to control your colony’s operation!
When Chapels were originally implemented, they were a one and done happiness-increaser for your colony (and sometimes a cultist-quasher). However, the pub, added later, more or less fills the same role – and more interestingly, as far as I’m concerned. (Though it needs some love, too.) Breaking out the chapel into its own unique role seemed like an appropriate first task, and an opportunity to bring some new choices into the game.