I'm feeling frustrated at the difficulty I'm having managing employment, it seems relatively random that I'll have a few dozen unemployed Elites while desperately trying to concentrate workers into laborer jobs. And despite having placed laborers as priority it fills that job last so I'm overflowing with minerals and unemployed pops but my economy is crashing because I can't keep up cgs.
The early industrial district seems like a sandtrap honestly, especially since I can't replace it with something more useful. Refinery jobs almost look appealing at first since they sell well on the market but when I'm struggling to stock up on the basics, I'd rather have an actual trade district than pay 300 minerals for a job that'll make motes that will provide me no other value just to counter a 50% penalty to researchers
As others have pointed out you can in fact replace the early industrial zone.
Those unemployed elites are coming from pop growth, and it is kind of annoying to have to wait for them to demote. There seems to be something with pop demotion, making it really long. This will eventually cause problems if you don't handle it.
I still feel like I'm lurching from economic crisis to economic crisis. I've got thousands of unemployed specialists after 10 years and my unity, cgs, stability, and crime are spiking because I can't afford to resettle them to either of my other colonies because the unemplyment is so high on my capitol that I'm producing negative research while everyone is starving. I don't understand this even a little bit.
Amenity problems can be staved off with a luxury apartments Buildng in the main zone. You kind of have to hit that before the crime becomes a problem for it to work, otherwise you need the zone. And yes, its terrible that the only amenity jobs come from a zone. That's the biggest complaint I have with the system right now.
But however you turned up with the idea of the zones, this leads to a very unsattisfying game experience. It is inflexible, it is limiting choice for no good reason.
I also find this system not intuitive.
In 3.14 it was intuitive you need to grow the ressource output of x so I build a building to create a job and grow the population to fill said job(or reprioritize), which increases the output of x.
I like the system--in theory--right now. If we get a way to make amenities without a zone, and some kind of mixed alloy and cg zone--even if its weak over all--other than early space age zone. Or maybe a balance pass on that zone so it doesn't feel like a necessary replace. Then I think it would be good.
I don't have a problem with intuitive. You want cg->factory zone Reasearch->research zone. You have those, build more cities. Of course, it could be better, and I definitely wish we had more ways of tweaking the zones via buildings. But hopefully that starts showing up in the next update.
I think the only odd part of the system is the 'build more cities' step when you need more resources. Also, I have research and cg being made on my capital, building more cities gets me more research, but not more consumer goods. Some kind of 'support industry' building that perhaps reduces cg production but also reduces upkeep of researchers, priests, or bureaucrats would be kind of cool.