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We'll discuss this internally.

It is our desire that habitats use their Research Districts as their source of Research, and that systems with numerous research deposits feel good for them.

We do recognize that getting their Research from a capped District is a limitation that planet-based civilizations do not face. For Void Dwellers, the debate will be whether or not the bonuses they receive in number of jobs are sufficient to be able to still have a Research economy that feels good.
How about making the researchers on habitat deposit districts cost less or no consumer goods, since they take advantage of the system deposit?

Have a custom deposit researcher job, but also leave the city specializations there, to have the normal jobs with normal upkeep.
 
存在有关游戏文本设置的问题。贝希摩斯帝国的最终结果是什么?这真的是一个开放式的结论吗?它似乎更像是被猎人毫不费力地追捕了,这相当令人困惑。
 
How about making the researchers on habitat deposit districts cost less or no consumer goods, since they take advantage of the system deposit?

Have a custom deposit researcher job, but also leave the city specializations there, to have the normal jobs with normal upkeep.
With you saying about them using system deposits and, by extension, being specialists in off-habitat logistics, it would also make sense to a degree to make the special research district ever also give trade jobs or make researchers provide trade. the idea being that the researchers are so used to getting resources from all over the system to run experiments that planetary deficits is not as impactfull to them.
 
The building that increases district cap doesn't work on habitats? It's +2, +4, +6 and +8 max districts by tier.
I don't recall it being an option when I was playing Void Dwellers. For minerals, there's always the option of at least building an arc furnace. Maybe I should give it a try with a Dyson swarm and see if it interacts in the same way. It still has the unfortunate drawback that you need to roll 2 rare techs, though, which I don't think is a good thing. You're also limited in the amount you can build, which is bad for wider empires. I didn't check in my last few Void Dweller runs.
 
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I don't recall it being an option when I was playing Void Dwellers. For minerals, there's always the option of at least building an arc furnace. Maybe I should give it a try with a Dyson swarm and see if it interacts in the same way. It still has the unfortunate drawback that you need to roll 2 rare techs, though, which I don't think is a good thing. You're also limited in the amount you can build, which is bad for wider empires. I didn't check in my last few Void Dweller runs.
An update on that, the dyson swarm doesn't affect districts and I wasn't able to build any buildings that increase districts on my last playthrough
 
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