Agreed. The ship prefix should also be included on the same screen (since it is also related to species/homeworld name).
Would be nice to change that in game too, like in the same window where we can change our empire name.
- 3
Agreed. The ship prefix should also be included on the same screen (since it is also related to species/homeworld name).
The medical workers gave amenities which did indeed make sense but this is entertainer job efficiency. Unless I've missed that medical worker jobs now count as entertainer that's a bonus that doesn't make sense and doesn't work unless the planet has entertainers. Which it won't because entertainers come from the amenities zone (as far as I'm aware, I've not found other ways to make them) and there's so much competition for zones that it's unlikely you'll build one on most planets.
"Entertainers" are the primary source of amenities. Increasing them is the simple way to maintain this bonus, until they get around to thinking of something better.The gen clinic provides amenities by increasing health, not by allowing movies to be more entertaining.
So, you'd never have more than 30% crime because every time things get above that, new enforcers are made and you can force pops into those jobs. So you can ignore crime, which is why I said:
Criminals do not do productive work.I don't understand. How is this connected to auto-spawning enforcer jobs every time you get a little crime? How is this related to creating a new entertainer job every time your amenities?
"Entertainers" are the primary source of amenities. Increasing them is the simple way to maintain this bonus, until they get around to thinking of something better.
Had is the operative word. Looks like they don't want to add micro-jobs like this via buildings.We already had something better. Medical workers gave amenities and pop growth.
They haven't even talked about a release date yet.I remain extremely concerned about the very limited development time remaining
Had is the operative word. Looks like they don't want to add micro-jobs like this via buildings.
If it isn't worth having on "per City Distict" scale, it isn't worth making a job.
They haven't even talked about a release date yet.
How can there be "limited development time" already?
All the immigration, habitability, and resettlement bug aside. Dose the "civilian" job really helpful? We usually build anything to throw basic resource production literally into the space just to fill more tech, unity, and alloy jobs. And leave the clerks job open mostly because the basic resource or ( advanced ) building queue can't catch up. Pops hanging around with low efficient job is the last thing gonna happen.
OK please please please add a zone that does both alloys and cgs using 2/3rds of ur capitals zones for them means u have no choice in what to build at the start of the game limiting player options and builds.
It honestly reminds me a lot of the old system u had where the cgs and alloy building dictated what the industry district produced and u removed that because fans did not like the feature. Don't make the same mistake again
So it seems like demotion and migration can't outstrip pop growth.
Civilians are overflow population storage.Dose the "civilian" job really helpful?
I am not even sure what their effect is supposed to be.Anyone know if the Automation Buildings actually do anything? Or are their effects not implemented yet?
The old job weights did have a "I am already in this job" weight, to make sure people would be a bit sticky.One suspicion I have is that since the pops are changing jobs so frequently, they're not demoting correctly because they're not personally spending enough time unemployed.
I am fine with how it is at the start, however, there needs to be the ability to add more zones as planets develop. This might be a use for Ascension or more correctly Development. Each level adds a zone and some benefits. And Ascension paths might offer specialised districts - take the nanotech path and you get access to Nanoforges - making consumer goods, trade and alloys all in one zone. Take the genetic path and be a bio mind and you get the Bioforge, producing amenities, alloys and population growth for example. Not all paths will have specialised zones, but some should.
More zones means core worlds will become increasingly useful as time goes on, and the loss of one should seen as devastating. So a world at 0 Development is a colony and has the base zones, not yet unlocked. At level 1 Development (Developed), it gets an extra zone. Level 2 (Core), 2 extra zones. Level 3 (Idealised) might not give an extra zone, but may add a building slot per zone and offer specialised buildings.
Something needs to be done, otherwise you're going to force players to all play the same way, and that is no fun.