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Also, I'd like to note that at least currently, the pop groups quickly get unreadable in the economy menu. Especially if you have more than 1 species in your empire.

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Yeah, I think multiplying pops by 100 was a bad idea, especially from a UI standpoint. Now every planet has a near-constant unemployment icon, and both on the Surface and Economy tabs, pop numbers get lost in the UI.
 
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Here's a thought I had for keeping zones while avoiding the issue of jobs you don't want generated by the Urban Zones when you only want, for example, more researchers or metallurgists, and not both.

Remove specializations from zones and make buildings use up district cap. For example, instead of building an industrial zone and a research zone, I would build the research, alloys, and consumer goods buildings. Each one would use up one district cap and provide jobs and housing. If I want more researchers, I click an upgrade button on the research building, which adds more housing and research jobs, and uses district capacity, but doesn't add more alloys and consumer goods jobs. Zones could otherwise stay as is (i.e., gated behind tech and provide building slots).
At no point should buildings be the most important part of building your planets. This would be worse than the current live version because it would also remove districts from being impornt.
I am seeing auto-migration.

I had a Lithoid Void Dweller who made two friends and used them to settle two different climates -- and almost immediately I saw a number of Lithoid VD pops appear on both planets.
I've seen some auto-migration, but it seems insanely slow if it's supposed to be the main way new colonies grow as suggested in the original dev diaries.
Am I not supposed to build directly over a resource?
I believe that they act as mining stations but not research. If you have a bunch of research districts available, I think it's working as it is supposed to. Otherwise probably not.
 
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Are you OK? Do you need me to call a medical worker? I hear they've been improved or possibly made worse.
Lol. I don't know what happened. I think that I duplicated the tab on the browser when that was already written and as I was replying to others and such, it got posted at the first line or something. That is what I am thinking, I am not actually sure what caused it xD
 
I've seen some auto-migration, but it seems insanely slow if it's supposed to be the main way new colonies grow as suggested in the original dev diaries.
In my tests, it seems migration is at best as big as growth.

Add Robot pops which can't migrate, and you see the number going up even with migration. Right now it is so stupidly low, I can't tell if it is working at all:

Having some decent pop group information would help, but I am unsure if we will actually get that one:
 
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They are re-balanced by making them actually do something. In the previous versions of the beta they had no effects. At least none that I saw.
Well, that wouldn't be a rebalance per se, more like adding missing functionality. I doubt this is what they meant. Considering that now they work differently, I think it was more about them not behaving on a certain way. What I do not understand is if they got buffed or nerfed. For instance, mine reduced pop upkeep by 5% which is... nothing, pretty bad. They also gave some amenities and thats it, no pop growth nor hab increase, or the description is wrong, which could also be the case. If the change is just that, then they are even worse than before, which is to say a lot.
 
Pop groups that have faction membership are not gaining happiness bonuses from faction approval. Faction unity does not appear to be scaled down to account for the increase of pop numbers.
 

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At no point should buildings be the most important part of building your planets. This would be worse than the current live version because it would also remove districts from being impornt.
Buildings vs. districts is just an arbitrary representation of infrastructure. The game used to only use buildings as infrastructure. I'm not sure how what I suggested removes districts from being important. I suggested that you could upgrade buildings to get more of a particular job and each time you do it would use up 1 district cap and provide housing and jobs for the specific building type. That's more granular than the current system without throwing away zones, which the devs seem unlikely to do. Districts would still be just as important as before but you would click a building to upgrade instead of the district button. It's not radically different.
 
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Pop groups that have faction membership are not gaining happiness bonuses from faction approval. Faction unity does not appear to be scaled down to account for the increase of pop numbers.
Faction association is FUBAR right now. So I am very relieved the happiness part is not working.

Having a 17% Happiness Faction being registered with 99% support is bad enough. I don't need them also wrecking stability and causing crime:
 
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Honestly as one other has stated, the Colony UI is horrendous and I literally am so annoyed about how bad it is it detracts from my ability to play. On the economy tab I have pops broken out by faction but only on that tab does the game think their is a faction. there is no faction when checking the Factions screen and there is no associated faction when checking the Management screen.

Plus again, on the Economy screen - another user showed how cluttered it gets with many specie, there is ZERO and I mean ABSOLUTELY ZERO reason to show us the portraits for who is assigned a the job because within the categories of workers and specialist we cannot move people between jobs. I can certainly use strata in some empires to keep specie as worker but I cannot decide what worker they are. In other words don't show me items I cannot act on. If I could drag and drop them between jobs to force them to work the job I want that would be great.




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There is just no excuse for the "Surface Screen" which is poorly labeled, that should be Management and the next tab should be Surface given how the second tab is where the blockers are. Lets look at Surface; BTW someone posted a great replacement for this mess in the forum - take a look; so I have some unemployment, is it 22 or 100? it doesn't seem to let me know from there.

Oh, well, I will plow through this game for a few decades. Guess I should be happy with that I am not buying the DLC as you will not commit to Mac and I already have too much invested in PDX games to commit more until you do.
 

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just because you can have 10000 pops with no performance impact doesn’t mean you should, we don’t need MMO numbers of +135000 amnenities from a single building

just divide everything back a huge amount, 1 pop = 10 work force for instance, as the UI struggles with more then 4 digits in many places
 
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just because you can have 10000 pops with no performance impact doesn’t mean you should, we don’t need MMO numbers of +135000 amnenities from a single building

just divide everything back a huge amount, 1 pop = 10 work force for instance, as the UI struggles with more then 4 digits in many places
That would be like cancelling the update...
 
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Well, can't really get that far with only 1 planet as it stands, but do have some notes.

Demotions and promotions seem to work as intended and constant unemployment is no longer a problem. Also didn't have any issues with pops refusing to work any jobs so these all seem to be fixed.

Gene clinics still don't produce any medical worker jobs and I don't know how I feel about having to have 2 buildings to get the extra pop growth. The building slots for these types of buildings are already extremely limited, so this would make it almost mandatory to build an urban zone on each planet.
Autochathon monument says it makes civilians produce unity but this doesn't seem to be the case. No sure if this was changed and tooltip hasn't been corrected or if the building is broke.

With new colonies uncolonizing, I don't think this version is realistically playable without some heavy shenannigans.
Thats why its not released yet and instead being heavily tested.
 
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That would be like cancelling the update...
I like the change, but uh... no, it wouldn't.

This update cannot be summed up "they multiplied pops by 100." If it could, and it had this many problems, that would be vastly more reason to just cancel it.

That's a very, very minor part of the update that exists to make pop growth more granular. For that reason, I like it. Removing the multiplication would have absolutely no effect except for reducing granularity, which isn't even a tenth of the update.
 
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Buildings vs. districts is just an arbitrary representation of infrastructure. The game used to only use buildings as infrastructure. I'm not sure how what I suggested removes districts from being important. I suggested that you could upgrade buildings to get more of a particular job and each time you do it would use up 1 district cap and provide housing and jobs for the specific building type.
My whole problem is how it plays. I don't like it when the things doing most of the work is a building, when it should be entier citie or industral complexis. Buildings should honestly be to small to be worried about, except that makes planetary management boring. So having the buildings there but the least important part when choosing. you build the building, but then the important part is how many cities/mines/farms/power plants you have. not how many research labs or food processing plants or whatever.
Districts would still be just as important as before but you would click a building to upgrade instead of the district button. It's not radically different.
This is why it would be upgrading the buildings. that's where the button and interaction is. I don't really care about the mechanical component; I care about the vibes when using it. And in this, it would be no different from upgrading a building. It's just for some reason the upgraded building reduces the entire district cap. at the end of the day it would be no different from spamming 20 research labs to make a research planet. its a bad way to build a space empire.
just because you can have 10000 pops with no performance impact doesn’t mean you should, we don’t need MMO numbers of +135000 amnenities from a single building

just divide everything back a huge amount, 1 pop = 10 work force for instance, as the UI struggles with more then 4 digits in many places
This would take away a lot of the positives of the new system for me. While you could do this without mechanical changes--deciplaces for gradual growth--it would be ugly as sin, and make the planets feel small again. Which at least for me, is the biggest advantage of 4.0. I feel like I'm building planets, not single cities.

Admitidly the new zone-building-district thing helps there as well. But I personally believe the larger pop numbers is the bigger contributor.

Also, this sounds like a reason to improve the UI, not change the numbers. Which I'm all behind UI changes.
 
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By the way, I noticed Physics Labs, etc, affect all Researcher jobs from the district. Shouldn't they only affect the jobs from the zone they were built in, and be zone-unique rather than planet-unique?

That way you can dedicate one zone to Physicist jobs, and another zone to Engineer jobs.
 
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My whole problem is how it plays. I don't like it when the things doing most of the work is a building, when it should be entier citie or industral complexis. Buildings should honestly be to small to be worried about, except that makes planetary management boring. So having the buildings there but the least important part when choosing. you build the building, but then the important part is how many cities/mines/farms/power plants you have. not how many research labs or food processing plants or whatever.

I think this is more of a minor semantic issue than a gameplay issue. I don't really see the research labs as just a small building somewhere with a lab. I think it's more akin to a large university. Consider how sprawling universities can be today and how much infrastructure and housing are required for students and staff, and scale that up to a sci-fi/fantasy context. "Buildings" cost as much or more than districts, after all.

This is why it would be upgrading the buildings. that's where the button and interaction is. I don't really care about the mechanical component; I care about the vibes when using it. And in this, it would be no different from upgrading a building. It's just for some reason the upgraded building reduces the entire district cap. at the end of the day it would be no different from spamming 20 research labs to make a research planet. its a bad way to build a space empire.

To each their own but I don't see how it is more enjoyable or immersive to click the "upgrade city district" button a bunch of times compared with upgrading a lab, for example. Either way you are "spamming" something to get what you want, one is just more convoluted.

I like the basic idea of the new system, but I think the three parts of it try to do too many things:

* districts provide housing and jobs, and a limit to how much you can build
* buildings provide both jobs and job modifiers, and sometimes housing and amenities
* zones provide building slots and determine what jobs are produced by districts and limit the types of buildings that can be built in them

It's not immediately obvious which thing is doing what and why it's the facet of infrastructure that gets to do its particular thing. I don't think this will be a fun or intuitive system for new players, returning players, or those not following the dev diaries and beta. I think it would be much more streamlined if those three components were more focused in scope:

* district capacity is the limit on how much you can build on a planet, that's it
* "buildings" and building upgrades are the actual infrastructure, providing jobs/modifers and housing, using district cap
* zones provide building slots and are tech and admin locked as they are now.

To be clear, I don't want to keep building spam from 3.14, but rather build something like a lab once as in the beta, and then upgrade it as needed instead of spamming districts.
 
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Playing as the Fanatic Egalitarian UNE, 20 years in my egalitarian faction has somehow despawned and been replaced by a spiritualist faction. The big problem is this gives all my egalitarian leaders 0 election weight even if they have a councilor subclass. This removes all of my councilors with a subclass from the running, forcing me to elect my lvl 3 minister of defense when I don't really want to hire another admiral.
 
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