This mechanic is horrible for me. It turns all scientists on the entire planet to that specialisation. I need several planets with research districts before I can even consider using them.
Including "spammable" basic buildings that provide a flat number of jobs.
Wouldn't it be better for Energy Grid, Mineral Purification Plants, and Food Processing Facilities to remain planet-unique output boosting buildings, and instead restore pre-2.2 Hydroponics Farms, Power Plants, and Mining Network buildings as the "spammable" buildings?Removed bonus production on tier 1 buildings, removed tier 1 buildings planet limit.
Wouldn't it be better for Energy Grid, Mineral Purification Plants, and Food Processing Facilities to remain planet-unique output boosting buildings, and instead restore pre-2.2 Hydroponics Farms, Power Plants, and Mining Network buildings as the "spammable" buildings?
Then you could replace the starting Food Processing Facilities for Void Dwellers with a Hydroponics Farms building, to keep Hydroponics Farms as the "get extra Farmer jobs" building.
Batherian is related to mining? Does all resources have to be tied to mining?
Motes can be easily collected by technicians from power grid, nothing stands on the way of motes being pull to electric fields. Gases can, are, and should be byproduct of some organic changes, so can be created during farming in specific planets. Batherian then could be mined as well as crystals are
Mmhmm. Fool me once...The new update should now be available!
I'd assume they're "for" planets with planet modifiers that provide large boosts to a specific research types. So if you find a +20% engineering planet you don't have 2/3rds of your scientists "wasting" the bonus. Or conversely if you have half a dozen society boosting planets you can drop a pair of pure physics and pure engineering planets somewhere to catch up. So yeah not something you'd want to use until you have a decently large empire.What maximum number? The maximum of modded pops is the maximum of pops with that trait.
Or do you mean it now will actually modify them over time?
This mechanic is horrible for me. It turns all scientists on the entire planet to that specialisation. I need several planets with research districts before I can even consider using them.
I can't run a empire with 10 Engineering, 10 Phyics (from Space Labs) and 200 Society research (from Jobs).The specialized research buildings aren't mandatory. If you want a general research world, you can build other buildings in your Research Zones instead.
If this was on purpose (and your edit section wasn't happening) I wouldn't hate this. Being able to make an eng/phys planet with each getting half of the society quote by building two buildings could be neat.It's my understanding that the Biology, Physics, and Engineering Labs are supposed to be mutually exclusive on a planet. However, you can still have all three if you queue them up. This was the case in the last beta version, too.
Edit: Just to note, the first building converts all Zone scientists to the appropriate type (all turn into biologists with the biology lab, for example). For each subsequent building, though, it provides another full set of scientists of the appropriate type as if the other buildings didn't exist. The research labs building then provides 100 of EACH type.
Ironic that this was there before - then they added the tooltips to Zones and removed this one.Would be good to see what jobs I would add to a planet if I upgraded an urban zone, rather than having to do some quick maths for what each zone is adding
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Today's update includes some major changes to building/zone/district balance, including "spammable" basic buildings that provide a flat number of jobs.
I suggested that before. Then someone pointed that "kPop" means something very different already.Kinda crazy all the changes that are happening (multiplying all pop related code by ten!) just to basically have a little "K" there instead of a naked "13.4"