Building structures around districts is an immersive design choice, but limiting the number of building slots to just three doesn't make sense. Why three? And don't tell me it's because the UI can't fit more — if that's the case, then you should be redesigning the UI, not stubbornly sticking to the number three.
Wake up! Your design is stuck! You're obsessing over this number three! It's unfair to other numbers — only three gets this special treatment.
Design decisions should be based on logic and immersion, not on how much content the UI can accommodate.
Right now, it feels absurd that a sci-fi game’s creativity is being constrained by UI limitations.
While it’s reasonable for each district to have its own building slots, it shouldn't be limited to just three.
Is three some kind of sacred number? Why insist on it?
Developers should redesign the UI so that building slots in each district unlock based on its level of development.
For example, if a power generation district reaches level five, it should unlock five building slots for constructing power-related structures, allowing players to build five power plants. Similarly, if a city district reaches level seven, it would grant seven building slots. Players could then allocate these slots according to their needs.
For instance, they could assign one slot to the industrial district and the remaining six to the research district. Alternatively, they might choose to allocate all seven slots to the industrial district and construct no buildings in the research district.
The planet’s carrying capacity would determine the overall limit for the total number of buildings and districts. This design would be far more flexible and intuitive.
Wake up! Your design is stuck! You're obsessing over this number three! It's unfair to other numbers — only three gets this special treatment.
Design decisions should be based on logic and immersion, not on how much content the UI can accommodate.
Right now, it feels absurd that a sci-fi game’s creativity is being constrained by UI limitations.
While it’s reasonable for each district to have its own building slots, it shouldn't be limited to just three.
Is three some kind of sacred number? Why insist on it?
Developers should redesign the UI so that building slots in each district unlock based on its level of development.
For example, if a power generation district reaches level five, it should unlock five building slots for constructing power-related structures, allowing players to build five power plants. Similarly, if a city district reaches level seven, it would grant seven building slots. Players could then allocate these slots according to their needs.
For instance, they could assign one slot to the industrial district and the remaining six to the research district. Alternatively, they might choose to allocate all seven slots to the industrial district and construct no buildings in the research district.
The planet’s carrying capacity would determine the overall limit for the total number of buildings and districts. This design would be far more flexible and intuitive.

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