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.