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Yeah, they don't seem to exist anymore. Not sure why.

Weirder yet, there's still an all-resources designation for homeworlds. So if they removed it on purpose, the job is only half done.
 
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I'd like it if Rural was the only default basic resource designation.

Others might open up if you have the right origin / civic / AP or what not -- e.g. Mining Guilds would give a Mining World designation that benefits Miners and gives +% TV, and Agricultural Idyll might give something which trades off Food for Amenities from Farmers or gives Food upkeep to all jobs for a minor reduction in other upkeep.


@SirBlackAxe -- I say this in part because the current automation can't handle specialized rural worlds at all. It sets Generator World automatically and then doesn't change it in response to my development efforts, even if I have 9 mining districts and zero generator districts.

Specialist / Urban districts are handled correctly right now. If I make a Civilian Goods specialization, the automatic designation changes to match.

But for rural districts, the code does not care what I build. So for the sake of AI and automation -- which seems to build rural districts of the "wrong" type when it sees an opportunity -- I'd prefer simplicity, which means changing the default to Rural so the automation and AI are not wrong so often.

This would improve my experience as a player, and might make the AIs better as opponents.
 
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I'd like it if Rural was the only default basic resource designation.

Others might open up if you have the right origin / civic / AP or what not -- e.g. Mining Guilds would give a Mining World designation that benefits Miners and gives +% TV, and Agricultural Idyll might give something which trades off Food for Amenities from Farmers or gives Food upkeep to all jobs for a minor reduction in other upkeep.
I don't think this makes much sense.

If you want to reduce the benefits of specialisation, just remove/reduce the effects of designations.
 
I'd like it if Rural was the only default basic resource designation.

Others might open up if you have the right origin / civic / AP or what not -- e.g. Mining Guilds would give a Mining World designation that benefits Miners and gives +% TV, and Agricultural Idyll might give something which trades off Food for Amenities from Farmers or gives Food upkeep to all jobs for a minor reduction in other upkeep.


@SirBlackAxe -- I say this in part because the current automation can't handle specialized rural worlds at all. It sets Generator World automatically and then doesn't change it in response to my development efforts, even if I have 9 mining districts and zero generator districts.

Specialist / Urban districts are handled correctly right now. If I make a Civilian Goods specialization, the automatic designation changes to match.

But for rural districts, the code does not care what I build. So for the sake of AI and automation -- which seems to build rural districts of the "wrong" type when it sees an opportunity -- I'd prefer simplicity, which means changing the default to Rural so the automation and AI are not wrong so often.

This would improve my experience as a player, and might make the AIs better as opponents.
Defaulting to rural for automatic designation selection and AI empires would be fine, but I'd still want to be able to manually set a more specific basic resource designation when I want a planet to only build say mining districts. Or having better UI controls to tell a planet what to build regardless of the current designation would work. Even without automation being able to change planet icons so I know I'm planning them for energy/mining/food is useful, though.

I've mostly been playing wilderness lately and don't trust automation with my biomass however, so I'm not really sure what state automation is in for 4.0. Even in 3.14 I didn't really use auto designation selection though, I pretty much always set it manually once I decided what a planet was going to be for.
 
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Defaulting to rural for automatic designation selection and AI empires would be fine, but I'd still want to be able to manually set a more specific basic resource designation when I want a planet to only build say mining districts. Or having better UI controls to tell a planet what to build regardless of the current designation would work. Even without automation being able to change planet icons so I know I'm planning them for energy/mining/food is useful, though.

I've mostly been playing wilderness lately and don't trust automation with my biomass however, so I'm not really sure what state automation is in for 4.0. Even in 3.14 I didn't really use auto designation selection though, I pretty much always set it manually once I decided what a planet was going to be for.

There should be more control over automatic build choices OTHER than just Designation.

For example, if I want a Factory specialization with local Mining support, I want to try to meet or exceed a specific quantity of minerals which is indirectly related to the designation.

Or if I have a Research Habitat which can't use all its districts for its specialization, I might have a secondary specialization for that colony (based on species traits maybe) which isn't even indirectly related to the Designation.
 
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