I've noticed a couple oddities, and I don't know if they are 'as intended' or something else.
First I had the 'Scum and villainy' event despite having no crime. Which is kind of weird, not going to lie. It could because of early unemployment. But given how hard it is to eliminate unemployment these days, this seems like a problem. You will notice I forgot to take the screen shot with the pop-up, but I do have the relieving modifier.
Given this is a year into the game, it feels really weird to deal with sense I've barely had time to solve the unemployment. Plus, the way pop growth works, I'll never actually solve it. I suspect the event hasn't been undated yet, but I'd like to see this changed to better reflect the new numbers.
With unemployment--and assuming pop-demotion/growth is working as intended--I really need this to stop being stomped into my eyes. So my suggestion is to pool all unemployment across worker, specialist, and elite strata into one number and then only put the 'fix unemployment' notification before the player if the number is over 1k. Or perhaps 15% of filled jobs. or something along those lines. right now, it's rather frustrating to know I'll never be able to clear those unemployment notifications from the outliner/planet.
Of course, tool tips can give you a breakdown of the different types of unemployment as can the economy screen. But it's not really needed on the Surface screen.
next: A year in I remembered to change my focus to development--because that is generally my focus over and above exploration--and I noticed my focus list.
The only ones that can be completed are survey a system and colonize a planet. That's, problematic for new players. Especially if the current unity production rates are intended. 100 unity is a lot, and really shouldn't be squandered on rerolling.
Hire a commander is doable technically, but dangerous with the rate of unity production and so should be delayed at least a few years from game start. Declare a rival can't be done until you meet someone. And the same for diplomacy ones.
The next one is just a bug, but kind of weird, nevertheless. I've got 101/100 workforce in titian hunter jobs. this persisted after closing some jobs and opening them again. which is kind of weird. I'm just basic humans with a better portrait, so it's not like I'm getting bonus workforce ether. plus, there is 101 pops in the jobs according to the interface, so I've got nothing.
In addition, playing as the recommended UNE, I can’t resettle my pops, so my colonies aren’t growing and people aren’t leaving my capital even when unemployed.
I'm pretty sure only civilians auto-migrage. not Unemployed individuals. So if you are building enough to eliminate your civilians, you want get migration.
I also think--but can't quite work out the numbers--that there is a cap of some kind on the amount of migration per month. I don't know if it's per pop group, per destination/origine pair. or something else. but it's clearly limited in some fashion. this prevents everything moving instantly. I do think this limit is probably too small, as I can't track it very well, except that low pop planets are clearly filling faster than their pop growth would allow. To a point which slows down again.
It seems like every good effect of zones can be replicated by just giving buildings a type, adding a maximum per type (IE max 3 mining buildings), and adding district types so jobs can all scale off districts while modified by buildings.
From what I've heard the Devs say, I'd expect the zones to have more effects moving forward. but no idea if this is true, just a guess.
The main problem I see with this idea is that Zones give you a way to both make these categories, and easily communicate this to players who don't read tooltips while your idea doesn't. Also, your suggestion doesn't allow the same building in multiple zones--automation being the example here--to the same level of clarity nor at the same level of ease to program.
I'm not sure the current implementation of Zones is good, but I do like the idea of more restricted buildings--and no building spam--so can't claim it's the problem for right now.