If you have the space (wide), it is the most basic default way to shoot yourself in the foot. Though the incentive is very strong for the tallest empires.This is the game where building one district of each bottom-row type allows me to fill up the nine unlocked building slots with 3x 200 / 400 / 600 job buildings, right?
The version of the game where heavily mixed "Urban minus 3" colonies means I never need a basic resource colony?
It feels liked mixed colonies are the most basic default optimization.
Rural districts only have 200 job buildings (unless you're going Agrarian Idyll or Subterranean).
This is the game with designations that reward only one job, finite orbital ring slots, research/resource support districts that scale (weakly) quadratically (but only for one job at a time), and (relatively) expensive support buildings that become more efficient the more jobs they support (though this last is a very weak incentive toward specialization except in extreme cases like building only one district, as strategics are now cheap).
For that first rural district:
- Building 1 booster and 2 job buildings costs 8.33x as many minerals (2500 vs. 300), with 7x as much upkeep (1+3*2 vs. 1) and gives 2.33x as many jobs as just adding a new district on another planet. This is a strong incentive if you are going tall, but a strong anti-incentive if you are going wide.
- That is: 3.5x as many minerals per job, and 3x as much upkeep per job.
- Once the second tier of booster is unlocked, it costs ~14x as much, with ~11x as much upkeep, for the same jobs, counting a strategic as roughly 2 energy.
For wide (or even just not-tall), this is a strong disincentive.
With automation, the disincentive is weaker, though, as you pay 1+2+10+2=14 energy for 250 automated jobs, instead of 10 energy for 150 by building another district elsewhere. With the upgraded booster, it becomes 1+~6+10+2=19 energy for 250, instead of 10 for 150. And then orbital rings come along and make it shooting yourself in the foot again.
There also are incentives the other way: planetary ascension reducing sprawl (encouraging density at any cost), logistic upkeep incentivizing local production more strongly than losing the designation hurts it, and a bunch of other smaller mechanics (like Egg Laying, amenities from side jobs, etc.) that may be situational.
But they more encourage "mixed colonies" as in e.g. a combo mining/forge world, or (for machines) a combo generator/research or generator/unity world). They do less to encourage making exactly one district of every type.
Stellaris has lots of competing systems with opposite incentives, so that you can choose which ones you lean into, and so that different empires interact with them in different ways.
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