It's been a week since the open beta started and I keep seeing comments such as "oh this new district-zone-building system will be great when devs implement it and fix the balance". Will this system work well? I doubt it very much. I'm not talking about obvious bugs like broken demotion, unfinished interface or missing building effects because they will certainly be fixed. I'm talking about idea of zones.
The problem beta-testers found is that maintaining a healthy economy is difficult - your economy is not fully under your control. You can easily enter death spiral when you build any zone as it makes massive shift in the workforce, leading to overproduction of one resource and underproduction of another.
However, I believe that this is actually not a problem. The system works exactly as intended according to developer's design: you can choose only three zones in your city district and you can NOT choose to build them independently of each other. You aren't supposed to alter the ratios of jobs on the planet. You aren't supposed to (and you actually can't) produce everything on a single planet. You're supposed to specialise planets even if you only have one very big planet like a Life-seeded origin or a ringworld or an ecumenopolis.
Due to this developers had to create a workaround - your homeworld starts with an early industrial zone, which produces every advanced resource. And in the latest beta patch they added new industrial zone that produces alloys and consumer goods. This goes against the design choice of having different zones for different jobs.
What i don't understand is why can't we combine small zones to get job proportion we need?
It's funny that this is how basic resource zones currently work. You CAN choose how much energy/food/minerals you want to produce. You can build an energy zone separate from a mining zone, and if you build farms you get only food, not food+amenities+unity+energy. You can have 10:6:2 proportion of miners, technicians and farmers, but you can only have 1:1:1 or 2:1 proportion of any specialist jobs.
In my humble opinion the developers could rework zones to act as a compromise between the old and new system:
Additional QoL - planet interface should only show zones with a size greater than 0.
The problem beta-testers found is that maintaining a healthy economy is difficult - your economy is not fully under your control. You can easily enter death spiral when you build any zone as it makes massive shift in the workforce, leading to overproduction of one resource and underproduction of another.
However, I believe that this is actually not a problem. The system works exactly as intended according to developer's design: you can choose only three zones in your city district and you can NOT choose to build them independently of each other. You aren't supposed to alter the ratios of jobs on the planet. You aren't supposed to (and you actually can't) produce everything on a single planet. You're supposed to specialise planets even if you only have one very big planet like a Life-seeded origin or a ringworld or an ecumenopolis.
Due to this developers had to create a workaround - your homeworld starts with an early industrial zone, which produces every advanced resource. And in the latest beta patch they added new industrial zone that produces alloys and consumer goods. This goes against the design choice of having different zones for different jobs.
What i don't understand is why can't we combine small zones to get job proportion we need?
It's funny that this is how basic resource zones currently work. You CAN choose how much energy/food/minerals you want to produce. You can build an energy zone separate from a mining zone, and if you build farms you get only food, not food+amenities+unity+energy. You can have 10:6:2 proportion of miners, technicians and farmers, but you can only have 1:1:1 or 2:1 proportion of any specialist jobs.
In my humble opinion the developers could rework zones to act as a compromise between the old and new system:
- zones replace districts completely - they are built directly on the planet, capped by planetary features and planet size
- each zone provides fixed number of jobs of one main type, scaled by its size
- each zone can have multiple buildings
- buildings modify zones or jobs, but don't provide them
- building costs and upkeep are proportional to the size of the zone and cost of expanding zone increases for each building within it
- unique buildings should either modify capital zone (embassy) or become distinct zones (planetary shield)
Additional QoL - planet interface should only show zones with a size greater than 0.
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