To me it feels unintentional, but it's been left alone for a while now and impacts a lot of different things.
On an ecunemopolis for example, each district built in the city district produces 600 jobs (300 per specialization). If you build a heavy industry specialization and a civilian industry specialization, that's 300 of each job.
If you take that civilian industry specialization and move it down to a specialized arcology though, it's still only producing 300 jobs for the same price of an entire district. Everyone knows you can build a single district here and spam 600 job buildings, but using these slots like that doesn't really feel intended.
This is easy to ignore for specializations buildable in the city district, but it gets really noticeable with extraction districts.
For example, ring worlds used to provide 10 jobs per district. Now, they provide 500 per specialization. So if you build two research specializations in the city district, it's effectively the same. If you want a ring world producing food though, you can't build those agricultural districts in the city district. You can only build them in the urban segments, where it's still only producing 500 jobs. That's half of the previous equivalent.
Normal worlds produce 300 jobs per extraction district. Hive and machine worlds provide 300 jobs per specialization, so using one for extraction districts effectively makes them equivalent to normal worlds, but with uncapped districts. So at first glance, this looks right. Nanite worlds though only provide 100 jobs per specialization, which means they're only providing a third of the jobs of a normal world.
So are nanite and ring worlds just an acceptable casualty here? Or is something not working correctly?
On an ecunemopolis for example, each district built in the city district produces 600 jobs (300 per specialization). If you build a heavy industry specialization and a civilian industry specialization, that's 300 of each job.
If you take that civilian industry specialization and move it down to a specialized arcology though, it's still only producing 300 jobs for the same price of an entire district. Everyone knows you can build a single district here and spam 600 job buildings, but using these slots like that doesn't really feel intended.
This is easy to ignore for specializations buildable in the city district, but it gets really noticeable with extraction districts.
For example, ring worlds used to provide 10 jobs per district. Now, they provide 500 per specialization. So if you build two research specializations in the city district, it's effectively the same. If you want a ring world producing food though, you can't build those agricultural districts in the city district. You can only build them in the urban segments, where it's still only producing 500 jobs. That's half of the previous equivalent.
Normal worlds produce 300 jobs per extraction district. Hive and machine worlds provide 300 jobs per specialization, so using one for extraction districts effectively makes them equivalent to normal worlds, but with uncapped districts. So at first glance, this looks right. Nanite worlds though only provide 100 jobs per specialization, which means they're only providing a third of the jobs of a normal world.
So are nanite and ring worlds just an acceptable casualty here? Or is something not working correctly?
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