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Mike Louis

Major
79 Badges
Aug 25, 2001
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With the introduction of zones in the upcoming patch, I was brainstorming a way in which Districts and Zones can work while keeping things simple for the player. Districts should provide jobs while the zones provide building slots from which buildings provide mostly bonuses to the job outputs.


Urban Districts

City District (provides housing and government jobs)

  • Housing Zone (luxury residences, paradise domes and other housing buildings go here)
  • Government Zone (capital buildings, administrative offices, temples, unity and other government buildings go here)
    • Note: in my proposal, Government Zones buildings will also continue to provide jobs due to the way civics work.
Research and Medical District (provides research, medical and assembler jobs)
  • Research Zone (research, medical and robot assembly buildings go here)
Commercial District (provides clerk and trader jobs)
  • Commercial Zone (commercial, resource silos and trade buildings go here)
Industrial District (provides industrial jobs)
  • Industrial Zone (alloy foundries and civilian industrial buildings go here)
Recreational District (provides entertainer jobs)
  • Recreational Zone (holo-theaters and other amenity buildings go here)
Police and Military District (provides enforcer, soldier and civil defense jobs)
  • Police and Military Zone (law enforcement, military buildings and civil defense buildings go here)
Rural Districts

Agricultural District (provides farmer other food gathering jobs)

  • Agricultural Zone (hydroponic farms, food processing facilities and other food gathering buildings go here)
Mining District (provides miner and refiner jobs)
  • Mining Zone (mining related buildings go here)
  • Refinery Zone (strategic resource related refinery buildings go here)
Generator District (provides technician jobs)
  • Generator Zone (energy buildings go here)

I believe that zones should be static, with the City and Mining Districts having two zones each while the other districts have only one zone. With the zones being static in my proposal, there’s no need to lock zones behind techs. Zones should have five building slots in vanilla (with each zone having five slots, buildings no longer have to compete against each other over building slots). Yes the planetary UI screen will need both vertical and horizontal scrollbars, but with Stellaris being a sandbox game, it’s better to give the player the tools they need to tell the story of their empire as they play the game rather than to just cater to a niche play style at the expense of the rest of the player base.
 
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