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Sorry, was being a bit facetious. It'd probably be a mining zone swap that lets you gather paperclips from this oh so convenient "deposit" of them you just "found", similar to how the civic adds CG deposits to planetary bodies.
Oh, a mining district zone? Yeah, that'd be interesting! Could be called something like Commodity Deposit, and cost consumer goods to build.
 
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But what would those do? What different jobs would those zones create?
Just from the top of my head:

Arena Zone: Duelists (Amenities, Unity, Fleet Capacity)
Hunting Grounds: Hunters (Food, a little bit of Unity and Amenities)
National Park: Rangers
Red Light District: Entertainers (Amenities, Unity, Pop-Growth Speed)
Temple Zone: Priests (and High Priests for Exalted Priesthood)
Loot Market: Raiders (Trade (ideally less during peace and more while at war), Fleet Capacity)

Not every zone needs to add completely new things. Having atmospheric replacements for the generic zones would already be cool.
 
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Arena Zones for warrior cultures.

Hunting Grounds as an alternative food district zone for empires with the Wilderness origin.

National Park zone for the environmentalist civic.

Red Light District zone for Pleasureseekers.

Temple zones as a variation of unity zones for all spiritualist empires with a stronger version for Exalted Priesthood

Loot Market zone as a trade zone equivalent for Barbaric Despoilers.
in general, I would like special buildings from Civics and Origins, which were previously very ineffective and occupied the building slot simply by base, in fact, to own a Civic gave some passive change in base zones, always gave certain works and gave this special building greater efficiency as such. This only concerns special buildings that affect the issue of zones.
 
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Arena Zone: Duelists (Amenities, Unity, Fleet Capacity)
Red Light District: Entertainers (Amenities, Unity, Pop-Growth Speed)
I think one problem with dedicated amenities zones is that you will practically never need so many amenities as to dedicate a zone to it; might be part of the Amenities Zone was removed between some of the patches.
 
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I think one problem with dedicated amenities zones is that you will practically never need so many amenities as to dedicate a zone to it; might be part of the Amenities Zone was removed between some of the patches.
Generally, yes. I had a corporate hedonism meme build that relied on having ridiculous amounts of entertainers though, which is why I said I want at least one viable way to spam them like the ecu leisure arcologies to remain.
 
I think one problem with dedicated amenities zones is that you will practically never need so many amenities as to dedicate a zone to it; might be part of the Amenities Zone was removed between some of the patches.

Very true for regular amenity zones, but I feel like for the civics that specifically alter entertainers to produce a tertiary ressource, it can work through increasing their secondary and tertiary ressource output while decreasing amenities per job.
 
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