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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 sorta agree. They are almost detrimental for a primary research planet, but I guess they're alright for secondary/spot science planets. I do wish they were more visually distinctive from the research labs/complexes. I've many times almost built them accidentally.
 
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Including "spammable" basic buildings that provide a flat number of jobs.
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.
 
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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.

Yes, we'll very likely change which building is which in the final version, with Hydroponics Farms and the like being the spammable "flat jobs" buildings.
 
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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
 
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Food and Energy zones on Ringworlds do not have the number of jobs adjusted to +500.

stellaris_Jxo8kWrsaW.png
 
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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

Motes and gases can be made by energy and farming districts in 3.99. Their zones can take those strategic resource buildings.
 
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Was just thinking, you could have allbofbyour research planets produce one tyoe of research, then once you get what yyou want demolish the buildings or change building type on the fly. Suddenly all engineers are biologists.
 
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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'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.

It would probably be good for the full release if these were gated behind a society tech ("focused disciplines" or something) with boosted weighting if you own a tech modifier planet.

E: it could be neat if they added boosts to other jobs. Like building the engineering one does the swap but also adds 1 engineering to miners, technicians, and farmers, and 0.5 to Civilians.
 
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The specialized research buildings aren't mandatory. If you want a general research world, you can build other buildings in your Research Zones instead.
I can't run a empire with 10 Engineering, 10 Phyics (from Space Labs) and 200 Society research (from Jobs).
This is just not a balanced spread of science.

I hope the AI doesn't build them, because it can sabotage their entire income hard.
 
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So out of curiosity, as a gestalt exclusive player I wonder, when on your beta timeline do you think gestalts will be ready for testing? There's dozens of us waiting in the shadows I am sure.
 
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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.
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.

Oh hey that could work. Have each one subtract 15 from the other two and add 35 to the selected one and have a shared planet cap of 2. So building one phys building gets you 65/15/15 per city, building two gets you 100/0/0, and building one physics and one society gets you 50/50/0.
 
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Hmm, the new job numbers feel nicer since now you don't have to wait for as long for your population to grow to fill all the jobs, but the production numbers feel a bit low. It feels like the base resource districts aren't producing enough, especially since the mineral purification/energy grid/food processing no longer buff the jobs, but just give flat amount of jobs.

Edit: Also, energy nexus producing new jobs instead of buffing electricians feels perverse.
 
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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

City district jobs.png
 
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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

View attachment 1272880
Ironic that this was there before - then they added the tooltips to Zones and removed this one.
 
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  • Pop count, Housing, and Amenities on the planet view now use short notation (such as 13.4k rather than 13405).
Oh NICE! Thank god. I have been quietly irked by the super duper inflated numbers barely squeezing into the UI before. This is perfect. Thank you!

Kinda crazy all the changes that are happening (multiplying all pop related code by 100!) just to basically have a little "K" there instead of a naked "13.4", but nonetheless we're in it now and I feel like as of this patch you get to have your cake and eat it too. Brilliant.
 
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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've only played for a bit but I'm not sure I like this change too much. For some buildings it makes sense but stuff like the energy grid and mineral purification it feels kind of weak and thematically confused to have them just add flat jobs. I've already built a zone and those districts can only have one zone, so why do I need a building that also adds jobs? IMO it would be better if those did what they did before and modified the jobs.
 
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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"
I suggested that before. Then someone pointed that "kPop" means something very different already.
 
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