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It's not a problem, it's just a realistic representation of what being able to straight-up build new workers does for a society, as opposed to waiting for people to bump uglies.
What I referred to as a problem is pop assembly jobs being available as a flat number per colony. How is it realistic that dropping 10 pops on another planet lets them build and operate another robot factory, and yet having another 10 pops on the same planet does not?

It was manageable when organic growth had the same problem, but there will be an obvious mismatch in 4.0.

So Lifeseeded Origin (my favorite) is dead now? This is what I feared the most.
In my experience, it's more playable for a while, since you have the same early pop growth as Empires that can colonize multiple planets.

At some point you do still want to aquire pops that can colonize other planets, as currently.
 
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I think the facts is that you never really wanted to limit yourself to "tall" or "wide" but just average , the game (before beta) pushed for you to reach a balance of productivity/research-unity inflation and then start to vassalize to switch completely to specialist tier jobs while sucking the basic resources from other empires.

The beta is still to young for me to come to a conclusion, for now, IT FEELS different in your capacity to improve your production with enough efficiency to balance out your inflation, so just keep growing doesn't seems to have malus at all. At the same time, investing your alloys in something that is not map panting, still feel somewhat rewarding and offer a "tall" growth, but you still need to go towards vassalization to complete your growth.

In the beta or before i don't think simply going "tall" without vassals was ever a "competitive" action, as such you can always go tall,it is just not going to be efficient, like always was.
 
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So Lifeseeded Origin (my favorite) is dead now? This is what I feared the most.
the MAX building slots, prior to 4.0, was 12. Planet "size" just gave you more districts, which then could allow you to build 10 to 15 food, mining, energy, city, or industrial districts if that particular planet had the "slots" to do so. this allowed you to really specialize some planets for those resources. But you had to pick and choose your buildings wisely. Have NOT played enough of 4.0 to give a good assessment, except to note that the new set up seems to allow even MORE planet specialization if you have the tech.