The Early Industrial Zone provides 300 Scientists, 100 Bureaucrats, 200 Clerks, 200 Laborers. Per city district.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 job type clerk was completely gone actually.
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... ?The Early Industrial Zone provides 300 Scientists, 100 Bureaucrats, 200 Clerks, 200 Laborers. Per city district.
This implementation? Yes.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... ?
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.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 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.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!
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.
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 have been many wishes for a system with less building spam, where all buildings were planet unique, while districts would remain the "spammable" part.There may be a reason, I just don't see it.
This still doesn't seem like zones are the best solution.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.
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.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.
Then were are the research and industrial districts in that case?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.
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
If you really wanna lean into each district being singular, I'd change "development level' to "district size" and "upgrade" to "expand".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".
In my experience Trade Production early game easily outscales planet Upkeep.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.