Thank God. Excellent change.Planets now have six building slots by default and two zones that can be used to specialize their urban districts.
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Thank God. Excellent change.Planets now have six building slots by default and two zones that can be used to specialize their urban districts.
This is not a problem with mixed job zones, it's a problem with the mixed zone city district.Problem with Zones using Mixed Jobs:
You absolutely do need the mixed planet output for when you only have one or very few planets.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.
With all respect it doesn't work. In my opinion, with multiple District types (Research, Mining, Artisan, Commerce and so on Districts) you will achieve what you want in a more flexible and intuitive way.The intent of the two customization Zones are to let you turn your City District into the type of District that you want for that planet, whether it's an Industrial District (Industry + Industry, or Factory + Foundry), Research, Unity, Trade, or some weird combination of them.
They also let us restrict buildings to those slots if we want, or allow special Zones based on planetary features, civics, or other player choices.
You're absolutley correct, I've changed that.This is not a problem with mixed job zones, it's a problem with the mixed zone city district.
Having the archive zone at all is at least an improvement over only having separate unity and research zones.
You absolutely do need the mixed planet output for when you only have one or very few planets.
Dang, if only the current economic system allowed us to do that. /sYou absolutely do need the mixed planet output for when you only have one or very few planets.
Unfortunately for us, it seems the dev team have decided to ignore the nay-sayers and plow on. Whether it's their choice, or the pressure of deadlines, or whatever it is, our feedback is not wanted.You could have Buildings separately (as in 3.14) for special effects, but the District concept feels like the right thing to constitute the backbone of planetary develompent.
This suggestion is excellent, and, frankly, I think it is the answer to the whole zones system.View attachment 1275080
Custom Zones then create custom districts, instead of modifying the very mixed city-districts. Then we can make buildings be mostly Job Output * 1.x, or Upkeep * (1-x) again. Right now buildings that just add +X jobs are a temporary measure until Pops build, and then they get replaced. I don't find constantly building and replacing buildings more fun than the old system where I just built more buildings.
It's a way to simulate shipping costs. If you don't make it on your planet, you gotta pay to import it, which costs Trade.I am quite thick.
Can someone explain why planetary deficits cost trade? Shouldn't they generate trade because you're creating markets with deliberate shortages, thereby requiring trade to resolve the issue? As in, you're creating trade. If every planet is self sufficient, why is there more trade? Am I dumb (yes)?
Can someone explain why planetary deficits cost trade? Shouldn't they generate trade because you're creating markets with deliberate shortages, thereby requiring trade to resolve the issue? As in, you're creating trade. If every planet is self sufficient, why is there more trade? Am I dumb (yes)?
Wouldn't it be better for shortages to generate trade, but the cost be added to the deficit itself, instead of penalising trade? For example, if you are short 50 Consumer goods, the actual cost to your production is say 58 consumer goods, but the deficit generates trade value. This way, you get the fun game of balancing trade and deficits. Well, fun for some people.It's a way to simulate shipping costs. If you don't make it on your planet, you gotta pay to import it, which costs Trade.
Not sure the current implementation of trade feels right to me.
I'd probably go with University, myself. Scientific research happens at universities, but so does philosophy and the production of social networks of cultural elites.I don't know that it's the best name, myself. But I was scratching my head the last day or so trying to come up with something better, and I can't really think of one.
Quaternary Zone from the fact that Unity and Research are what we would call "Quaternary Industries" is accurate, but about as poetic as a hammer to the face. Academic Zone leans too far towards Research and Science. Capitol Zone leans too far into the Unity/Govt side.
Maybe Development Zone? I get the criticism, but what's a better substitute?
Sure, and if that is the case, does navy in excess of the cap reduce Trade or energy credits? Feels like it should reduce Trade then.I think you're just misinterpreting what the trade ressource is supposed to represent, in part because the name choice is not entirely fitting. Trade is not literal trade but a mix of your empire's money reserves and logistical costs. The state earns money/"trade" through jobs and spends said money on the market and to stem the logistical costs needed to support planets with goods they don't produce and fleets on the move. Simply calling it money would have probably been the more fitting solution.
I haven't gotten there in this build, but my guess based on what happened before it's you end up with your Gov't Zone filled with the Amenities buildings anyways. But now you don't get the Zone benefit from city districts, so it's highly limiting the ability to create city-only planets.I haven't gotten to super high populations yet so I have a question for those who have. Is there a point where you NEED an entertainment/amenities district? In the first beta release it seemed like yes because more buildings were restricted to specific zones, but that was loosened and it was easier to place a holo-theatre, so at least you didn't have your first district already decided. But do you eventually need one for every big planet?
The reason I'm concerned is that if we are now down to two chosen districts, then needing one for amenities would mean only one chosen district in actuality.