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The job type clerk was completely gone actually.
The Early Industrial Zone provides 300 Scientists, 100 Bureaucrats, 200 Clerks, 200 Laborers. Per city district.
 
The Early Industrial Zone provides 300 Scientists, 100 Bureaucrats, 200 Clerks, 200 Laborers. Per city district.
Right, I kindof see what's happening. City District still has Clerk info in its tooltip, but doesn't actually provide any Clerk jobs no matter how many I build. So you _need_ an amenities zone on each planet or what... ?
 
Right, I kindof see what's happening. City District still has Clerk info in its tooltip, but doesn't actually provide any Clerk jobs no matter how many I build. So you _need_ an amenities zone on each planet or what... ?
This implementation? Yes.
Luxury Apparments can delay the time and even keep a colony happy, but not a major place.

Here is hoping this rework
fixes that

But I still have my own idea to fix it:
 
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One thing I want to say to the developers is that I appreciate the early beta. It's a lot better to get an unbaked system and see the fundamental flaws in it than to get a polished system with months of work that just isn't fun to play.
 
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So why do we still have energy? Honestly it is no longer needed as a resource as it made sense prior as it was the currency of the market. Now it is a two step process to make use of it. Just remove energy maintenance from all aspects of colony management - no one will miss it - and it will free up UI space for districts/zones/whatever.
 
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So why do we still have energy? Honestly it is no longer needed as a resource as it made sense prior as it was the currency of the market. Now it is a two step process to make use of it. Just remove energy maintenance from all aspects of colony management - no one will miss it - and it will free up UI space for districts/zones/whatever.
You just said why it exists. It's a resource that to acts as a limiter to Buildings, Outposts, Star Bases, Modules, ect. Energy makes sense as a resource from a "story" perspective as things require Energy to run. It acts as a mild restriction from a mechanics perspective. Just because it's no longer Currency doesn't mean it doesn't have a use in game.
 
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I genuinely think "number of districts" or "building a district" is more intuitive than "development level" or "upgrading development level" and jobs being added "per district" is easier to convey than "per district development level".
 
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The third zone slot on the capital being dependent on planetary unification tech feels rather bad. It greatly boosts prosperous unification origin and is a big early game hit to every other origin if you don't roll it among the starting tech options. It's kind of like the old starting ruler trait and agenda, which encouraged rerolling at start, except this time one third of your capitol's job access and three building slots are dependent on rerolling. The devs went out of their way to rework agendas and gave the option to choose the ruler's starting trait at empire creation, so hopefully this will be adressed.
 
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DO NOT DELETE the Early Industry Zone EVER!

This zone is the thin veil between life and death in the beta. It provides all the jobs you need to maintain a stable income and research. If you delete it, you will face constant unity shortages, have no research, and end up with millions of unemployed pops.

I repeat, DO NOT DELETE THAT ZONE! It’s the best zone you could wish for!
You can easily do wothout the early industrial factory, i deleted it after around 20 years, sure slight problems with consumer goods, just make your first colony produce them.
didnt have mammoth unemployment, and in anycasae unemployment is the only way it seems you get migration.
I also dont follow why people try and micro manage jobs, theres no need for this, seems to work fine.

on another issue, colonization fever is broken and a waste of unity sadly

1742419727965.png
 
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I'm probably tuning an old violin, but is there any things in work in regards to the UI on high resolution monitors?

I'm currently playing on a 4k 32" screen, and the resolution and UI size makes it absolutely unplayable without scaling.

With scaling it becomes a very blurry experience, with the consequences of eye strain and fatigue.

I know it's probably not an easy fix, because otherwise you would have done it. But can you lend a few words on why it's not happening?

This problem only becomes more prevalent as more and more transition to bigger screens with higher resolution. Stellaris is ageing extremely poorly in this regard.

I've bought all DLC's so far, and i love the game. But i cannot in good faith buy a game i can't play, because i decided to upgrade my setup.

Thanks.

While I would love to have proper scaling support for the older games I doubt it is going to happen; it would likely require rewriting entire UI code to support it.

I recently got a 4k monitor and spent some time experimenting things. I found the results mostly acceptable when using either 1.5 scaling in-game (and 100% scaling in Windows or disabled Windows scaling for Stellaris) or 150% scaling in Windows. I also got slight improvement when I enabled AMD's Radeon Image Sharpening 2. For now I left it at 100, but that might change when I play Stellaris more again.

I also tried with Lossless Scaling software to use integer scaling (as GPU drivers support it only for exclusive fullscreen applications and I love to alt-tab when playing stellaris so that was not an option), but the results were quite disapointing.

... and now I somehow managed to break Stellaris entirely in way that Windows forcibly rearranges windows, Stellaris gets minimized and can't bring it to front at all. Need to figure out what happened and try again later.

Scaling issues for Stellaris and older games probably warrants entirely separate thread rather than mixing it with beta talk.
 
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I'm trying to think what problem the current 3.99 design tries to solve with zones and districts, and I come up short with an explanation.
There may be a reason, I just don't see it.
There have been many wishes for a system with less building spam, where all buildings were planet unique, while districts would remain the "spammable" part.

I have myself argued for such a change, where buildings would add jobs via city districts (but the approach that was discussed in that discussion thread did not involve the addition of zones as an in-between element between districts and buildings, and the idea was also that the industrial districts would remain to handle the production of the consumer goods, alloys, and manufactured strategic resources that the city jobs/buildings consume).

I believe some advantages to the beta's model are mentioned in one of the dev diaries. For instance, this model is supposedly much easier to code a competent AI for, than one where all buildings are available all the time. There may also have been something about the beta's model being easier to optimize for CPU burden purposes. Someone with more stamina than me should be able to find the specific dev diary (and/or dev comments on the dev diary) relatively easily.
 
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There have been many wishes for a system with less building spam, where all buildings were planet unique, while districts would remain the "spammable" part.

I have myself argued for such a change, where buildings would add jobs via city districts (but the approach that was discussed in that discussion thread did not involve the addition of zones as an in-between element between districts and buildings, and the idea was also that the industrial districts would remain to handle the production of the consumer goods, alloys, and manufactured strategic resources that the city jobs/buildings consume).

I believe some advantages to the beta's model are mentioned in one of the dev diaries. For instance, this model is supposedly much easier to code a competent AI for, than one where all buildings are available all the time. There may also have been something about the beta's model being easier to optimize for CPU burden purposes. Someone with more stamina than me should be able to find the specific dev diary (and/or dev comments on the dev diary) relatively easily.
This still doesn't seem like zones are the best solution.

As I said, you could just still make all buildings unique and lower the limit per planet. That gets you... pretty much there, other than the AI issue, which I don't remember for sure if I saw but sounds right.

To fix the AI, you can just make build requirements - "must have at least X districts of [type] to build buildings of that type." You can either scale it as an absolute number, for instance 5, or relative, such as 15% of planet size devoted to that district type. This could be a limit only for the AI (to promote it making good decisions) or for all.

That would leave performance. I don't know if or how much performance was saved by doing this way, but my own experience is that it's probably not enough to justify the combination of confusion and lack of control I experience playing with the current version. The lack of control is the big issue, because ironically although we've gained so much control over output via pop granularity we've lost far, far more because it's generally impossible to only build more of the job you actually want, and exceedingly tedious to work around that.

I'm not opposed to the inherent design, it just seems over-engineered. There are far easier, easier to understand, easier to use ways to do everything this achieves, without the knock-on effects that are not desirable.
 
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One of the best things about buildings in the live version is they represent the inherent diversity of production that something as large as a planet can generate. If you need a splash of Consumer goods or enough Amenities to keep your population happy or a splash of Unity then you throw down a building and move on. You don't have to dedicate tons of pops and it doesn't represent a monumental effort by that planet, its just something it does on the side to help out.

In the Beta everything has to be a specialization, and it feels incredibly artificial and restrictive. If you want amenities then you're using up a scarce resource (1 Zone Slot) to have that planet use up alot of workforce on just one thing. Same thing with CG's or Alloys. In short there is no dabbling outside of perhaps the Luxury Residence which is only marginally effective. For me, it feels restrictive needlessly. I think Zones as a concept are fine, they represent where a huge amount of a planet's effort is dedicated to and as a result should produce large amounts of a given resource. I'd like to change how they function,I'd prefer they and their buildings provide employment instead of adding them to a "click to get jobs" City district. But that doesn't change the fact that planets just feel far too stiff and restricted in the Beta because that wildcard system of buildings that represent a planet being able to do many things at once no longer function in that role.
 
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One of the best things about buildings in the live version is they represent the inherent diversity of production that something as large as a planet can generate. If you need a splash of Consumer goods or enough Amenities to keep your population happy or a splash of Unity then you throw down a building and move on. You don't have to dedicate tons of pops and it doesn't represent a monumental effort by that planet, its just something it does on the side to help out.

In the Beta everything has to be a specialization, and it feels incredibly artificial and restrictive. If you want amenities then you're using up a scarce resource (1 Zone Slot) to have that planet use up alot of workforce on just one thing. Same thing with CG's or Alloys. In short there is no dabbling outside of perhaps the Luxury Residence which is only marginally effective. For me, it feels restrictive needlessly. I think Zones as a concept are fine, they represent where a huge amount of a planet's effort is dedicated to and as a result should produce large amounts of a given resource. I'd like to change how they function,I'd prefer they and their buildings provide employment instead of adding them to a "click to get jobs" City district. But that doesn't change the fact that planets just feel far too stiff and restricted in the Beta because that wildcard system of buildings that represent a planet being able to do many things at once no longer function in that role.
I don't think a lot of amenity jobs are scaling right, things like park rangers should pump out more amenities. It's honestly hard for me to comment on a lot of the changes because the numbers feel so unfinished. It is hard to get a feel for what they are going for. Because I can't tell what is scaling issue, and what feels bad because of a design choose.
 
There have been many wishes for a system with less building spam, where all buildings were planet unique, while districts would remain the "spammable" part.

I have myself argued for such a change, where buildings would add jobs via city districts (but the approach that was discussed in that discussion thread did not involve the addition of zones as an in-between element between districts and buildings, and the idea was also that the industrial districts would remain to handle the production of the consumer goods, alloys, and manufactured strategic resources that the city jobs/buildings consume).

I believe some advantages to the beta's model are mentioned in one of the dev diaries. For instance, this model is supposedly much easier to code a competent AI for, than one where all buildings are available all the time. There may also have been something about the beta's model being easier to optimize for CPU burden purposes. Someone with more stamina than me should be able to find the specific dev diary (and/or dev comments on the dev diary) relatively easily.
Then were are the research and industrial districts in that case?

And why do they want to restrict zones this much?
 
You can easily do wothout the early industrial factory, i deleted it after around 20 years, sure slight problems with consumer goods, just make your first colony produce them.
didnt have mammoth unemployment, and in anycasae unemployment is the only way it seems you get migration.
I also dont follow why people try and micro manage jobs, theres no need for this, seems to work fine.

on another issue, colonization fever is broken and a waste of unity sadly

View attachment 1268443

Ok, now delete the Zone.
 
I genuinely think "number of districts" or "building a district" is more intuitive than "development level" or "upgrading development level" and jobs being added "per district" is easier to convey than "per district development level".
If you really wanna lean into each district being singular, I'd change "development level' to "district size" and "upgrade" to "expand".
 
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It's a little hard to put into words, but the planets feel really isolated for some reason.
On one hand, there's the whole 'trade as logistics' kind of thing. On the other, it doesn't feel...like a thing? I guess? It's now a currency and I use it to buy stuff on the market, and if I mouse over it I can tell that my planets are needing it as a part of their deficits, but it doesn't feel like it really 'exists' as a thing I should be looking out for from a planetary standpoint. I'm not really observant so maybe I just missed it.

The more granular nature of jobs to resources makes it hard to appreciate how much a planet is actually doing. There's a sense of 'well this is the plan I'm doing I really hope it pans out' without having the numbers to look at to be like 'ah yes this is what I was looking for'.

...It be nice if we could import amenities or something. It's a resource the planet's population ostencibly needs, so it should naturally be importable. Space Hollywood is probably a thing.
The thing I'm looking forward to the most with this system is both being able to have planets that are pleasantly not overly specialized, and also planets that are cripplingly overspecialized. I'd like a foundry planet with three foundry zones, an energy zone devoted to foundries, farms devoted to foundries, and everything devoted to foundries. And then the planet folds in on itself the minute it gets sieged and can't receive any resources.
 
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On one hand, there's the whole 'trade as logistics' kind of thing. On the other, it doesn't feel...like a thing? I guess? It's now a currency and I use it to buy stuff on the market, and if I mouse over it I can tell that my planets are needing it as a part of their deficits, but it doesn't feel like it really 'exists' as a thing I should be looking out for from a planetary standpoint. I'm not really observant so maybe I just missed it.
In my experience Trade Production early game easily outscales planet Upkeep.

This might change by the mid to late game, however. And especially if you deploy fleets.