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The forge capital designation switches all industry to alloy production:
1743527022142.png


This makes it so that the Industrial zone, foundry zone and factory zone are all the same thing.
They also still say Metallurgist instead of Catalytic Technician like the forge capital does.

I'm assuming this works the same for artisans.
 
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The increased amount of specialists gained is very welcome.
A more balanced output of science and artisans is nice.

For a catalytic food start you do start with -50 to -60 food in a deficit. Is there any way the base amount of food could be increased?

1743527395412.png
 
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At game start you still get the criminal event when your amenities are negative. You don't really get a chance to fix that until 5 to 10 years in.
+15 crime and 100 criminal jobs at game start feels very rough to play with
 
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So, the game’s coming together but there’s still a few glaring issues

* How is the early game economy actually supposed to work? It feels incredibly difficult to generate resources of all kinds, with the general impression being going from one planet that produces everything to several planets that produce hardly anything.
* Pops will eagerly auto-migrate to open specialist positions, but they won’t to worker jobs. For an empire with resettlement enabled this is manageable but not so for something like the UNE.
* Leaders feel severely gimped with the new trait distribution yet the same traits as before. We need those buffs sooner rather than later, or a revert to the 3.14 traits system if that’s no longer planned.
 
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I am going to restate something that has come up multiple times.

on the surface UI, dump all unemployment into one number. Sum elite, specialist, and worker unemployment into one number. Move the civilians out of the unemployment category--because they clearly aren't unemployed--so that I don't have this itchy feeling I need to eliminate all civilian pops. Seriously please.

On the new change. Buildings being uncapped now is a problem again. Having only two zones, is really kind of annoying. It definitely seems to eliminate a lot of choices in the game. It might actually be the archive district though. I don't know.
The increased amount of specialists gained is very welcome.
A more balanced output of science and artisans is nice.

For a catalytic food start you do start with -50 to -60 food in a deficit. Is there any way the base amount of food could be increased?

View attachment 1275133
Did you let the month roll over? Also, I'm pretty sure no balance attempts on mecgacorps have been made. The first month your income is wrong. fortunately it calculates that before deducting from your stores.
At game start you still get the criminal event when your amenities are negative. You don't really get a chance to fix that until 5 to 10 years in.
+15 crime and 100 criminal jobs at game start feels very rough to play with
You start in an amenities deficit again. I just built a Holo-theater--warrior culture--but you can do any amenities building to prevent that.
 
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Did you let the month roll over? Also, I'm pretty sure no balance attempts on mecgacorps have been made. The first month your income is wrong. fortunately it calculates that before deducting from your stores.

This is on BASE
1743527990620.png


First month rollover
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Second month rollover
1743528146679.png


I kid you not, you start with -50 in the hole.
And this is AFTER putting the captial on Extraction for the +15% rural pops output.

1743528178095.png

You just can't sustain Catalystic Reprocessors at all.
 
You start in an amenities deficit again. I just built a Holo-theater--warrior culture--but you can do any amenities building to prevent that.
I have no where near enough minerals to do that on game start. Even when selling everything.
By the time my first food district is down (which is only 250 minerals) I've already gotten the event
 
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Problem with City Districts using Mixed Jobs from Zones:

Here is my Empire, 22-years into the game. As you can see, I am currently in a Consumer Goods Defecit -6 on both this planet and my empire, and my one Planet has plenty of Unemployed Pops. I have 5 City Districts built, with an Archive and Industrial Zone.

Screenshot 2025-04-01 112243.jpg


And here's is that exact same planet, after building a 6th City District, a year and a half later. I wanted a month after it was completed, to ensure everything was recalculated. I still have many Unemployed Pops, so all jobs are still being filled. And yet, I am still in a Consumer Goods Defecit of -4 for this planet and Empire.

Screenshot 2025-04-01 112427.jpg


Because a bunch of the Jobs that are created in the Mixed City Districts, I end up making nearly as many CG-using Jobs as I do CG-creating Jobs. only netting me an increase of +2. Meaning just to break even, I would need to build 2 more City Districts right away. If I did not have the Pops available to fill all those jobs, we would see the problem of Strata jumping occur, leading to losses in other resources.

Which leaves me the option of spamming Factories to fix this (aka the 3.14 "Problem" they want to fix with Zones), Changing the Industrial Zone to a Factory Zone and tanking my Alloys Production, or once again fiddling with my Market Trades for a Defecit that I cannot fix through building Districts.

How is this better?
 
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This is on BASE
View attachment 1275142

First month rollover
View attachment 1275143



Second month rollover
View attachment 1275144

I kid you not, you start with -50 in the hole.
And this is AFTER putting the captial on Extraction for the +15% rural pops output.

View attachment 1275146
You just can't sustain Catalystic Reprocessors at all.
ouch. Yeah, seems like they broke that one then.
I have no where near enough minerals to do that on game start. Even when selling everything.
By the time my first food district is down (which is only 250 minerals) I've already gotten the event
Well, A simple barbarian despoiler with no trade buildings or zones was able to buy the 400 or so needed materials within a couple months. Maybe a year tops. So, I don't know. Maybe you got really unlucky with the chances or something. Hurts though.
 
Which leaves me the option of spamming Factories to fix this (aka the 3.14 "Problem" they want to fix with Zones), Changing the Industrial Zone to a Factory Zone and tanking my Alloys Production, or once again fiddling with my Market Trades for a Defecit that I cannot fix through building Districts.

How is this better?
You've built 3 CG consuming buildings and 0 producing.
Medical centre: 160 (1.6)
Admin Office: 400 (4)
Physics/Engineer/Biology lab: 200(2)

Total drain is 7.6 CG.
If you don't build any buildings in the zone you'll stay positive on CG without any issue.

It seems fair to me that when you create more jobs that drain your CG that you will also have to create more jobs that produce CG.

You can easily switch the zone to be a Foundry zone to have the Alloys scale and let the CG be static with 3 buildings for 600 jobs.

1743531409776.png


Alternatively you can let the zone be a factory zone so it scales with districts, and then fill the slots with static foundries.


The control over what the zone scaling provides and costs is greater then what you could do with buildings in the live version.
I would like to see more zones have a different upkeep then CG though.
 
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It seems fair to me that when you create more jobs that drain your CG that you will also have to create more jobs that produce CG.

Right, but the point is that I cannot just create more net CGs jobs by building districts, the way you could in 3.14. Either I have to spam buildings, which is a "problem" this Zones system was supposed to fix, or I have to swap Zones to more specific ones, and tank a different resource instead. Right now you're telling me that having an Archive zone with a single Unity and Research building, an Industrial Zone with no buildings, and a single Pop-Growth building in the Govt Zone is building way too much, almost 25 years into the game. So the answer is for me to only build Districts and basically no buildings until I get multiple colonies up and running? How is this more fun?!

The Zones system is now something we have to work around and fight, rather than work with. Having to constantly construct buildings, destroy buildings, swap zones to different types, and tweak my trades in order to find the right mix that stays positive isn't my idea of fun. If I wanted to take a planet focussed on CGs and swap it to Research, all I gotta do is change the zones for a few minerals, and within Days it's completely changed to a new industry type easy. But if I just want it to make more CGs, I'm tearing things out or smapping buildings. Why is it easier to completely change what an entire planet produces, than it is to get more CGs built?

Yesterday I swapped back to 3.14 after a few weeks of only playing the open beta, and it was much more enjoyable.
 
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Fooling around with Void Dwellers.

... something tells me they're not quite done yet.

Screenshot 2025-04-01 at 12.45.23 PM.png



150 jobs per bottom-row District is better than 100 but ...

Screenshot 2025-04-01 at 12.45.52 PM.png


... Research only gets 135?

I guess that's to mirror how Research Zone only gives 90 jobs?

Screenshot 2025-04-01 at 12.46.00 PM.png


Not a great value as-is though.

- 2x Zone is more UNCAPPED jobs than you could get from a capped bottom-row District.

Being capped is a detriment. The bottom-row Districts which compete with Zones must be more than twice as good as a single Zone to compensate for their cap.

The current Districts are not great. Uncapped Habitat Hydroponics Zones kill capped Agriculture. Uncapped Research Zones kill capped Habitat Research Districts.

Right now the bottom-row Districts give +50% jobs compared to Zone jobs, which is better than previous where they were just plain worse in all ways, but +50% is not sufficient -- capped bottom-row Districts must be more than twice as good as what Zones can do.

Also, regarding that Research District, the output looks a bit low -- is this the intended result for 4 Districts providing 180 x3 Jobs?

Screenshot 2025-04-01 at 1.50.22 PM.png



Overall I see movement in the right direction, but not far enough to make the game work.


========

I'd suggest 240 jobs per bottom-row District (including Research), and 90 jobs in all Zones.

Double Zone gives 180 jobs, which is still less than 240.

There should be Zones which complement each other (without doubling up), so a Habitat with a capped Research District can build something to support it, and so colonies with one Research Zone have to make a choice about their 2nd Zone.
 
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I really like the addition of three more generic building slots, but personally I prefer three zones over two, since it allows for more customization. Maybe a good compromise would be to go back to three zones and have them add only two specific slots?

Right now the planetary deficits feel a bit too harsh and should be dialed down.
 
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Planets now have six building slots by default and two zones that can be used to specialize their urban districts.
A genuine question - why bother with two zones? Why not one? I fail to see any need for mixed planets at all with current system. Not to mention you need specific tech to even have an ability to build the second zone. Generally you have around 10 planets overall, and in this 10 there might be a ring world (meaning you now don't need any planets producing food) or an ecu, where all your alloys and CGs goes (in form of a relic world or strait ecu). This gives you 1 planet per resource plus few to double specific resource of your choosing.
 
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A genuine question - why bother with two zones? Why not one? I fail to see any need for mixed planets at all with current system. Not to mention you need specific tech to even have an ability to build the second zone. Generally you have around 10 planets overall, and in this 10 there might be a ring world (meaning you now don't need any planets producing food) or an ecu, where all your alloys and CGs goes (in form of a relic world or strait ecu). This gives you 1 planet per resource plus few to double specific resource of your choosing.
Why bother having Zones attached to City Districts at all? Instead, just allow there to be one or two "Custom District" areas on the planet, the way they added Industrial Districts in 3.14. You start off with City Districts, Energy/Mineral/Food Districts, and a generic set of "Space Age Industry" Districts. Then you can choose one or two additional types of districts on the planet, perhaps based off planetary features, techs, and have some available from game beginning.

But tying those choice to shared City Districts is creating a whole bunch of unintended consequences and hassle, which is why they keep walking back the impact and amount of Districts. It's not doing what they expected, so they water it down more and more.
 
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No one else has mentioned it but the new background pictures for the districts look real nice and enhance the UI. Makes the whole thing look less cluttered
 
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Why both having Zones attached to City Districts at all? Instead, just allow there to be one or two "Custom District" areas on the planet, the way they added Industrial Districts in 3.14. You start off with City Districts, Energy/Mineral/Food Districts, and a generic set of "Space Age Industry" Districts. Then you can choose one or two additional types of districts on the planet, perhaps based off planetary features, techs, and have some available from game beginning.

But tying those choice to shared City Districts is creating a whole bunch of unintended consequences and hassle, which is why they keep walking back the impact and amount of Districts. It's not doing what they expected, so they water it down more and more.
No, this isn't possible. Having more districts isn't possible. I cannot say why, but I'm 100% certain it isn't possible. Zones must stay, they offer benefits. Again, can't say what exactly zones bring to the game, but they absolutely do. Hundred percent necessary addition to the game. Vital, one might say. The one system game was lacking for years.
 
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Planets now start with six building slots in their Urban District, with two Zones available to customize its output. Your homeworld will generally begin with an Industrial (Alloys + Consumer Goods) and an Archives (Unity + Research) Zone at game start. These changes have not been replicated to gestalts or special planets or starts yet.
I originally thought this was a good idea, but it's kind of feels like a loss. It's not a terrible change, but without that third zone my planets are coming out a lot less interesting. Oddly, I still don't feel like those building slots are all that useful yet, and as such I tend to sit here with 4 unused slots and nothing I want in there. Of course, that will change as you get deeper into the game. But only really if you have some building you want on every planet.

More so, if I have to choose between building a building and building a city, I'm always going to choose the city. So I'm not certain why we still have unlimited buildings. Its far more interesting if the buildings do something to their jobs. Having a few jobs from a building is useful, but being able to build four buildings rather than four cities seems unnecessary.

I haven't had the time to play into the end game, but I don't imagine most of my planets will ever be fool because it doesn't seem necessary.
 
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I'd really love the ability to pick my starting leaders. Getting dozens of scientists with nothing but trash traits feels bad.
What do you mean? As far as I ama ware the starting leaders are still working as it is in 3.14, did I miss something?
About the traits part, yeah, well get used to it because unless they desist with the changes they are planing for leaders it will be much worse once RNG starts to screw us all... Have been saying since the announcement day that leaders changes are a bad idea, and I still think so.
 
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Ok, I have tried it for about one hour and a half (with cheats in console to not wait much and try more stuff). As for the actual feedback (needless to say that it is much better than before, but still some issues/doubts):
1. Growth per pop groups makes little sense to me in the management tab. Once you have many species in a planet that tab might as well not exist as it has so many things there that you can't know whats happening. For instance:
1743535270612.png

That is just 2 species. As I have more, I won't be able to have any idea about what is going on as I am not going to scroll for 2 minutes to see (and forget the first entries while at that). Instead it should show per species, not pop groups. This is right now the old species tab that people complained a lot of. We don't need this info. Just each species growth.
2. Small UI detail, clicking on the header of a strata does not collapse/expand it, only clickng in the arrow:
1743535424685.png

3. I still don't understand pop growth in 4.0. I have seen my necrophages growth normally even though my prepatent species is rapid breeders. Either it is broken or something weird is happening. I also blame the issue mentioned at 1 that makes estimating stuff incredibly difficult.
4. I am unable to decide which pops grow/don't grow per planet. In this vary same build it is a major issue mechanic and RP wise. This build is about my Necrophages not being able to reproduce but instead being billions of them in stasis, only awakened by 'ascending' other species. With the new 'all pops grow' mechanic my Necros grow, ruining my entire RP, but also mechanically because I gave them Exotic Metabolism and their uncontrolled growth is sinking my economy. Previously you picked which pop to grow on each planet and knew the exact amount of people you had everywhere of the other species. For instance on my colony I only had a few pops in ruler jobs, since they didnt grew and there was not Chamber on the planet, I always had the exact same amount. Now my main pops grow everywhere, ruining my carefully planned RP and build around them being the elite and very few. This also affects slavery hard. As an example, imagine getting some nerve stapled or serviles pops and not being able to control their population per planet. You either stop growth everywhere (you dont want that, as you want them in worker planets) or you deal with the fact that some of them might end growing in places you dont want them to. This are just examples, I can think of several more. At the very least for authoritarian nations this should not be the case.
5. I dont see an option to 'decline' pops anywhere. Previously, as some (but certainly not all) might know, you could force decline an species on a per planet basis without needing to Purge the entire species, you just set them to slave and went to the decline frame and chose them. They started to decline in that planet. I do not see this option anywhere. I am assuming that it was forgotten and still not added (perhaps not even planed) But if it is not added, then it will be one more thing gone with 4.0 (we are already losing on a lot, even if a lot of people dont even notice yet)
6. I have 0 idea how pop assembly is working. Maybe related to 1, but I can't find with my clone vats are doing, nor who are they cloning, and I can't chose who I am cloning. So I am guessing that it is just adding to pow growth. If so, this is horrible. Previously one of the best things you could do with clone vats was to 'steal' templates from other nations. And even if you didn't do this, you would be able to pick which pops where to be assembled. This is not charity, I don't want everybody to access the vats when this is a Gubernamental building I built for whatever purposes I had (like printing soldier pops for gene armies or whatever). While Vats are probably changing with Biogenesis, I see no place to pick the assembled pops, so I still see this problem.
7. The Modify Template for gene mod is to thin and forces lots of scrolling (just as pop groups do in the planet management tab)
8. Like others have said, hovering over a pop in the Economy tab is weird, the output listed does not relate to the job and makes grasping thins difficult or even impossible depending on the job.
9. Move the Planetary features summary to the Surface tab, as we have it now. This part:
1743536372163.png

The reason is the same as the building queue, we need to see at a glance while Tabing over the planets what is where. Previously you just hovered over that place while tabing and you knew what you had on each world. Important to note that I am not saying to remove/move the planetary features box, only the summary.
10. Overall, I think that most stuff in the Management tab should be in the surface tab. A common loop of planetary management in 3.14 is like this:
  • Tab over planet
  • Check for issues, such as crime or unemployment
  • Build what needs to be built
  • Check if there are features, decide what to specialize based on this and district count, also consider special buildings that depend on features (such as betharian power plants)
  • Ascend if desired
  • Consider editing the sector if needed (now also on another tab)
  • Tab to next planet.
This was all done in the same tab, no need to go to the second tab to see the features then come back to build the building and waste time, clicks and patience. Now it needs to be done.
The issue now is that some things (buildings and zones) are on the first tab, while others are on management. While it makes some sense it is tedious and bad when you have many planets and people have complained fo planet management before, so imagine now...
instead I would advice to replace the Ascension part with things to manage the planet population and decisions. For instance, it is a great place to show a list of the decisions active and their remaining time. As well as being also a great place to put the "Assembly" frame. Right now it is a huge box for some info that does not need so much space.

Overall I think that the current planetary UI is vastly superior to the new one. My reasoning is simple: it provides the exact same information while using less space and tabs, without 'tiring' my or 'spamming' useless data and requiring less interactions to do my job as the player. Currently this UI fights the player and hinders his work by forcing him to travel through several tabs for no real value. I should only go to the tabs when it is actually needed, like in 3.14. If I need to do something pop related I go to the pop tab, if its armies to the army tab, for actual planetary management everything is there in the same window, making my life easier and my wasted time lesser. I honestly believe that the new UI (while pleasant for some) is a downgrade that bombards us with unnecessary info and gets in the way.
11. I hate the leaders changes. I have explained why several times and even made a post in the forums with more details about why it is a bad idea mechanics and 'feeling' wise.

And before someone comes and says that we had one DD for the planet UI. You are right, and I mentioned this issues there, yet we still have them. So I will mention them again with the hope that something is done about them. Hopefully, it is not things being intended (except leaders, which are and hate them nonetheless) this way but rather not finished yet. IF you are a dev, and it is intended then at least come here and tell me that you are aware but won't do anything about (for whatever reason) so I can just shut up and go cry in my dark corner. But until then I will assume that you (the devs) are not aware and keep saying it EVERY SINGLE TIME with the hope that it gets improved.
 
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