Right, but your change to Amenities makes them so generic that they might as well be built-in, they might as well be provided by Districts by default, like Housing. And with you advocating to remove "Add +X jobs" buildings and leave Jobs with Districts, Housing also becomes fairly meangingless as well, as the only reason you'd run out of either is when you run into deep Unemployment anyway, which has its own way to affect Stability. And if you do run into that situation, how do you "over build" Amenities to compensate, espcially specific choices as they related to Origins and Civics? Having more-effective Enforcers isn't that helpful, when you build them at the same time as Entertainers and Medical Workers, in a lump. You took away all the choice and granularity, and have reduced the impact of a bunch of Origins and Civics, expecially stuff from the DLCs.Yes and no on the bargaining. What I've written there is basically the original design description, while factoring in the amenity changes and the capital zone switch from 3 and 3 to 6 and 2 (e: both of which are good iterations on the original design)
Here's a discussion from February about the exact problem static jobs could cause, and there are a ton of early posts, many from myself, about the importance of building variety for this to work (Yes, I can provide receipts for those too).
Where I'm bargaining is that every time I included a qualifier of "assuming they don't fall into these obvious pitfalls" I firmly believed they would not.
But here we are. And my bargaining is "OK so now we can try the thing your originally described that I really liked right? Right?"
Or you leave your "All-Amenities" idea as a building, turning the City District into a de facto Amenities District once planets fill with Pops.
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