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Regarding logistics:
For planets it should be generated as is, by trader etc.
For ships it should be generated instead for soldiers. It makes sense that the supplies are sent to the fleets I have in the heart of enemy territory by the military in the form of armored convoys instead of by individual traders.

It would also make Soldiers more useful and allow for a distinction between pacifist and militarist nations. Currently it makes not much sense that a peaceful nation can have better military logistics than a militaristic one. By making this change militaristic nations can be distinguished better from your pacifist trader next door.

Keep in mind that I am not saying that soldiers should generate trade, only logistics. In the current system is not possible, but if logistics and trade are separated and logistics divided in 2, civilian and military. Then traders can produce civilian logistics (for planets) and soldiers military logistics (for ships). It could also be useful to just name logistics to the one from soldiers and call something different to the one from traders to be clearer.

EDIT: I just don't understand the hate for the soldier job... the only one job related to warfare (key in most of Stellaris) and people don't want to see it improved...
 
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It's obvious that the update won't be ready for May, but to reduce the hard blow I recommend improving the planet interface to make it as intuitive as possible for new players and thus be able to have bug reports more quickly once it's released, in addition to not scaring them with the new economy.
 
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Problem with Zones using Mixed Jobs:
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.
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.
You absolutely do need the mixed planet output for when you only have one or very few planets.
 
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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.
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.

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.
 
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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.
You're absolutley correct, I've changed that.
 
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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.
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.
 
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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.
This suggestion is excellent, and, frankly, I think it is the answer to the whole zones system.
This allows:
  • Customizing planet specialization (and paves the way for special origin/civic/planet districts)
  • Selectively increasing the production of a specific resource (the major issue of the current system)
  • Buildings to become production efficiency boosters rather job providers
Questions that still remain:
  • Does this provide enough building slots for special purpose buildings (pop assembly, planetary shield, etc...)?
  • What is the best way to provide jobs only needed in small numbers, so not worth dedicating a whole zone to (Enforcers, Amenities,...)?
  • Do duplicate zones have a purpose? If you just want alloys do you just build a Forge zone and not develop any others, or do you always want all zones developed?
The answer to all three of those may just be that an Urban zone provides 3-6 more building slots and has no affect on district types.

Anyway, I mostly wrote this just to give your idea some recognition, because it is very well thought out.

Cheers
 
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I'm so curious for the release. From playing the beta so much trying to play as i normally would feels so different. I really need to pay attention to the timelines portion because by the time i check it all the techs i could have unlocked are already learned and i hardly get past the 2nd tier on some of them. Overall I am very excited to play and see what all changes come once it is fully released and ready for launch.
 
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)?
 
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)?
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.
 
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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)?

If there's a deliberate shortage in your empire, someone has to pay for it -- and it's your empire, so the one who has to pay is you.

Think of Trade Value as a "balance of trade". If every world has excess, then you can trade that excess away to other markets (which magically exist even when you have no outside contacts yet). If one world has excess and another world has a shortfall, you offset the shortfall with the value provided by the excess, and that nets out to your remaining balance of trade.
 
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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.
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.

Just tossing ideas out. Not sure the current implementation of trade feels right to me.
 
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Having played a few hours of this version of the Beta, I have to say I'm pretty happy with the expanded building slots for City Districts. I think the reduction to 2 Zones was a good choice, 3 made the Planet View feel cluttered. Its much cleaner now. I feel like I have good freedom to design my planets, though in reality I have marginally less than live since the 6 slots from Zones will be restricted. I don't think that's really a big deal, it offers plenty of freedom to differentiate planets. Also having the build queue open by default is so much nicer. Buildings need to be upgradeable. It makes no sense for that not to be the case now that we have all this free population floating around.
I would rethink tooltips for City District upgrades that say things like "this city." Planets have cities spread haphazardly all across the surface, their not Ecumenpoli. Something like "cities on this world" might be better to show players that its not literally expanding one huge world spanning city with its two zones. Rather a feel that these are primarily the kinds of zones that cities on this world are developing.
 
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Not sure the current implementation of trade feels right to me.

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.
 
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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?
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.
 
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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.
 
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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.
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.

Notably I have had difficulty building enough energy infrastructure in recent builds. Even at max employment, it's been tough keeping positive energy. And yes, I have been using Dyson Swarms.
 
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.
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.