Ok, I'm calling it a week-end for the beta, so many thing to say about it, here are the major points:
1. Who ordered the planetary district/zone/building rework? This design is not going to fly for many reasons. First of all, PDX was supposed to just change the pop system but now they decided for this as well? It's already proven that they can't handle one major change at a time, but now they want to change multiple parts of the design at once? This is madness.....
2. We had control of amenities/police/fortresses scaling before but now that's just gone. There's no way to get that efficiency back and players and AI will always undershoot/overshoot by a lot! Having something of a "programmable" district is cool, but it needs finer control than this to work. The system has way too many zones. Perhaps make those services buildings more of a wildcard on where to be built, allow multiples - with upgrades or add a building count number as a subscript.
3. It's impossible to imagine how a 12 district city would change if I change a zone in it. The experience and result is always traumatic, both for the planet and for the player.
4. Theoretically you gave us more building slots, only to take away flexibility, and expand the primary economic buildings x3 because now they are not upgrades, but require multiple instances. I'm mad as hell.... Whoever thought of this must be promptly fired.
5. If this is considered internaly at your offices as a dumbed down system for AI, because AI was unable to do proper minimaxing with the previous version, then let me tell you that whatever AI you have working for 4.0 is even more useless, and won't be able to manage it.
6. If I somehow manage this mess of a planetary development, once an event or some other factor kicks in and I need more police/amenities/fortresses etc. I'm Borked(TM) because there is nothing that I can do to protect/prepare/or fix the colony - planetary decisions are irrelevant. If this is how we're going to start with an internal politics rework later, then prepare for massive unrest in these forums here...
7. It is not clear from the design if it is expected from us to use the resettlement screen in 4.0. Not only is it fully bugged, but immigration is totally bugged as well. Had to stop at around 2300. Regardless, we need immigration to be x10 whatever the current amount is if you plan to take out the resettlement functionality - and that only if you provide a way to specify a colonial focus for it - otherwise just no....
8. It's obvious that the new zone design was made to attack early research scaling by removing the creation of on demand research jobs and adding a cap. But as a true minimaxer, I undid all that by making ALL plantes research colonies with research zones. So thank you, because tech rush is even faster now. Again, this is bad design.