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I think it's easy to write off a lot of the negative feedback that I and others are giving as simply being Negative Nancies who don't want change, and I hope the Developers are not doing that, but I honestly think this new system CAN be great. It's just not quite there yet and it's going to need more than stopgap measures like Urban Districts to make it enjoyable.
The problem is they haven't explained HOW this new system will be better, aside from vague notions about providing more options and customizability. And what we're seeing in front of us is a system that's giving us less options, and limitations that are hurting gameplay. How are Zones that give you +180 jobs and restrict your choices of buildings in slots giving us "more choice" than a building that provides +180 jobs and 3 general building slots where we can choose whatever we want? Right now the answer is "It will be better, trust us". And yet when a similar system was teased back in 2022, they ended up abandoning it because it didn't work.
I'd like to believe that what they're promising will show up, but right now I'm spending way more time micromanaging my planets and tinkering with trades than I did in 3.xx, and the explanations given are really vague. If they've actually thought this all through and know how the system will work, why not present that? Right now I've got the feeling they're stuck in a sunk-cost fallacy, I'd love to be wrong, but given how they originally planned for Amenities to come from a Zone, and how that doesn't make sense at all from a game-design perspective, I'm worried.
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Edit: to explain what I mean about Amenities. Amenities are the only resource that are neccessary for all planets, that cannot be imported from another place. All of a pops/planets needs in terms of energy, metals, food, CGs, alloys, motes, crystals, gasses, etc. can be imported from another colony. So if the only way to generate them is using a zone (or your two limited Govt building slots) then it neccessitates building an Amenities zone. The problem is Zones are supposed to be extra specializations for a planet, not for base survival needs.
In effect, you should either have a fixed "Amenities District" on each planet, similar to Energy/Metal/Food districts; or there should be Amenities jobs provided in each City district, at least enough to cover that districts needs, plus a bit extra for some unemployment. I don't think a great solution is adding another new district to all planets, so realistically you gotta make it a default job in city districts.
Then, the reason to have an Amenities Zone is for very rural worlds that focus on energy/mineral/food districts only, in effect it'll be like the "boomtowns" that develop in mining and agricultural areas. No big cities, so the few dense areas that show up focus on providing amenities to the rural folks that live nearby. And then for situations in between this, on planets that mix city and base resource districts, you can add Amenities buildings to the Govt Zone, or you allow Amenities+X buildings in other zones like the Gene Clinics.
And this is such a basic bit of gameplay design that the fact it wasn't considered from the beginning of this economy rework is part of what has me worried. "How do we do Amenities?" should have been brought up early in rethinking the building system this way, and it didn't get handled until they were already committed to the rework. Yikes.
If you disagree, that's fine, Could you explain why?