I guess the thought was to make it easier to have larger stockpiles of say food and energy without as much of the spoilage penalty. This is distinctly different from pirate protection, which I am against (because it's a single event and not a major gameplay element). The idea of plot upgrades still sounds interesting, but it sounds like they were pretty complicated before.
I have thought about my idea more, and it does have its share of issues. For instance, if the idea is to protect a commodity by upgrading the plots that produce it, then what about commodities you buy? In my idea, I guess they would still be prone to spoilage.
Anyway, it sounds like the idea was play tested and didn't work out. I would still be interested in trying a single player game of that prototype at some point though. (if anyone still has it)
