Districts:
- The new district system is inflexible. You are limited to only 2 "specializations" maximum.
- The buildings have become even more a jack of all trades. They give jobs, they adjust productivity, they do everything. Why the need for "specializations" at all? Buildings in theory can do what "specializations" do and more.
The concept of unemployment doesn't work. The straturn degression is not meaningful and important enough. New pops could easily be born as Civilians.
Amenities do not work as intended. The production numbers are ridicilous.
Trade is no brainer to get as well.
Unity from factions is so abundant that you can forget about it.
Rare Resources are not rare anymore and are produced alongside Alloys and Consumer Goods in plentitude.
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Production is on steroids, there is really nothing to care about, there are no tradeoffs. Everything is abundant.
Basically, planet development is simplified and the only thing to care about is housing. And if you are overpopulated the population will soon stop growing.
There are only 2 different meaningful development directions remained that compete with each other for City Districts:
- Research.
- Industry (Consumer Goods, Alloys, Rare Resources).
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The new system doesn't work well for Ecumenopolises. It feels superficial and cheesy.
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In my opinion, a better solution would be to have different district types to provide jobs (Mining, Commerce, Research, Artisan and so on district types). Districts should be added via the [+] button, so only existing districts are shown in the UI. It will be flexible, logical and provide a better framework for meaningful choices.
Buildings should exist separately from districts to provide special effects.
- The new district system is inflexible. You are limited to only 2 "specializations" maximum.
- The buildings have become even more a jack of all trades. They give jobs, they adjust productivity, they do everything. Why the need for "specializations" at all? Buildings in theory can do what "specializations" do and more.
The concept of unemployment doesn't work. The straturn degression is not meaningful and important enough. New pops could easily be born as Civilians.
Amenities do not work as intended. The production numbers are ridicilous.
Trade is no brainer to get as well.
Unity from factions is so abundant that you can forget about it.
Rare Resources are not rare anymore and are produced alongside Alloys and Consumer Goods in plentitude.
----
Production is on steroids, there is really nothing to care about, there are no tradeoffs. Everything is abundant.
Basically, planet development is simplified and the only thing to care about is housing. And if you are overpopulated the population will soon stop growing.
There are only 2 different meaningful development directions remained that compete with each other for City Districts:
- Research.
- Industry (Consumer Goods, Alloys, Rare Resources).
----
The new system doesn't work well for Ecumenopolises. It feels superficial and cheesy.
----
In my opinion, a better solution would be to have different district types to provide jobs (Mining, Commerce, Research, Artisan and so on district types). Districts should be added via the [+] button, so only existing districts are shown in the UI. It will be flexible, logical and provide a better framework for meaningful choices.
Buildings should exist separately from districts to provide special effects.
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