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It is not bad and appears to be HG's response to many players wanting "cities" in the game. There are some gauges that show the "health" of you settlement and you want to make decisions that move them all toward green. It is set up so a five year old could be successful making the required decisions.
Settlers can die when they go on missions or during sentinel attacks. I have never had any die so far after months so it is pretty random when citizens die.
As stated above is a very simple and shallow mini game.
Moral of the story, be very careful what you wish more, it might not work out the way you think.
like one of my settlements has four landing pads and two retail buildings... one retail building (the ones with the galactic sales terminal) would seem to be enough since you don't recoup any profit share from them but i didn't mind, really... with four settlement landing pads and two more within the settlement bounds from my nearby base, this settlement has a lot of fly-in traffic so two retail buildings kinda makes sense...
i agree that it is a bit of a mini-game... at least we do get something from it on a regular basis... whether the products we get are worthwhile is another question, though... but overall it gives another something to do instead of having only the few existing things that so many complain about getting/being boring over time ;)
i mean, gathering mould from Curious Deposits is fun for a while... until you are making your 50th base teleport loop to the base you're at to respawn the deposits... this while all the refiners have been running non-stop for the last hour with at least that long to go to finish refining the nanites... but sometimes one just needs some time so they can read/write messages here and in the reddit community
All building sites are predetermined, the only thing you control is the order things are build. When you have a choose between A & B, what is actually happening is you have a choose between building on site A or site B. No matter how many times you reject B it will always come back and will always be the same building.
Buildings themselves do not matter much, most just generate X amount of production, a few will effect happiness or population; the only thing happiness and population do is slightly increase production. Markets will have a trade terminal, but they do not sell anything that can not be obtained from a normal trade terminal. Landing pads will attract traders, but these are no different the ones you would find at a trade platform or space station.