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It might sounds stupid, but I kinda wish that Zones rather than adding X jobs per development it would remove X basic jobs and add Y jobs in it's place.

Like for example a City Districts gives 1000 housing and XYZ citizens/clerks/laborers/whatever, right? Right now Research Zone gives you +180 researchers in total to add to that. But what if Research Zone would remove that 180 (or more) jobs from that citizen/clerk/whatever pool and give the 180 to researcher?
That was the original plan, but I am not aware of the devs mentioning it recently.
 
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Always great to see a fellow habitat hater. These things must go, annoying little laggers that clutter the user interface when you dont colonize em and stall and delay any war to infinity and beyond.

Imo you should just be able to bomb them to smithereens with normal fleets on the proper stance (although that will incur the purge penalties)

Cant believe you still have to rely on mods in 2025 to get rid of them (by disallowing the AI to make em).
I even built a planet-cracker specifically to clear them out (they were empty, don't worry)... only for them to rebuild themselves. They've become self-aware, and must be wiped out.
 
Oh wow I'd actually love a von Neumann machine origin/civic of sapient habitats. Like the new organic hive world origin.
Now I'm imagining a "Parasites" species pack, where your survival depends on the survival of your host species. Make it in their best interests to keep you around by either enhancing them... or making life without you impossible. Parasites would thrive in an organic habitat, and could traverse the galaxy aboard spacefaring life.