Cubit, you and YerAnd (at first at least) seem to think this is a post entirely about balance issues with the PD, when its more about what position the building fills in the current meta. The domes definitely require fixing, from the tool tip not telling the proper amount it is making, to the lack of double power consumption when boosted, to showing increased value when frozen, the domes are plenty buggy even without balance or gameplay changes.
But that's not really the point of this post.
The dome is just a boring building. Build it, and watch your debt shrink. Thats it. If someone else builds one, build one yourself and watch them make more money than you.
How is that fun and interactive gameplay? I just know the game developers can come up with something more. I was hoping this thread would become a place for people to propose ideas on how to make the building more interactive, while potentially adding more counterplay.
YerAnd had a good idea that mimicked my own, add a resource onto the pleasure dome besides power. Add a life support cost that grows as the building makes more money. Heck, have the pleasure dome make more money if you offer life support to the people who go there. For example, make a new pleasure dome tab at the top of the screen, like the other special buildings, that when opened up allows the player to choose food, water, or potentially other resources to "give" at a constant rate to the customers of the dome.
Example: Pleasure dome makes $200 a second normally. But, if a player opens the pleasure dome's tab and clicks on a small "food" toggle option, then they pay 1 food per second to increase the return on the pleasure dome to $300 a second. If they click the "water" toggle option then they lose 1 water per second, yet the return on the pleasure dome is increased to $400 a second. Players who take advantage of low food and water costs can make their pleasure dome even more profitable, but if a player does not pay attention and food or water becomes too expensive then they can make as much.
This applies market pressure and changes how it interacts with the game. Then, for example, once virtual reality is researched, double the money pleasure domes make, but add a continuous electronics cost too. Or replace the life support cost with the electronics cost. Combine these features with the day night cycle, or some other idea and you suddenly have a fun, interactive building that can provide just as much, if not more money to a player, yet do it in a much more rewarding and competitive way.