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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.
That would absolutely be a better implementation.
"Shifting everyone" is a horrible idea, unless it is a pure upgrade/Empire wide like the Civic Shifted Jobs.
 
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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.
Come to think of it:

1743160377589.png


to:

1743161174815.png


Might have saved some man hours!
 
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It got pushed for QA to smoke test, not to live deployment. Whoops.

One of the things in this build, that I showed off on the stream, was that flavor text on City Districts is now in - I wouldn't mind if you could all let me know whether it helps reinforce the connection between Zones modifying the City District. I haven't added it to the rural districts or habitats yet.
To clarify how this works is the third district irrelevant to the flavor, or is there a weighting to the titles and the game goes with the highest weighted one? Or I guess another way to put it is: “does the ordering of districts matter for flavor text?”
 
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

When I was ranting about tooltips earlier this was one of the big ones. We need to show you what you'll get for upgrading a district or building a zone.

  • 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 privately really 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 ten!) 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.

The increased granularity of the pops is one of the things that I really wanted in the new scale - constant growth of pops across all pop groups and continual migration rather than rarer but larger chunks.

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.

We're planning on doing a pass to have building titles better reflect what they do. (Like Hydroponic Farms should probably be the "flat jobs" building, while "Food Processing" should improve the jobs.)

To clarify how this works is the third district irrelevant to the flavor, or is there a weighting to the titles and the game goes with the highest weighted one? Or I guess another way to put it is: “does the ordering of districts matter for flavor text?”

We have a list of possible names, and it takes the first one in the list that is "true". (So earlier in the list is higher weight.)

All of the combinations that we added in this pass are either one or two zones. However, one of the changes that I've been considering based on feedback is actually removing one City Zone slot from planets, increasing the free Government Zone to have six building slots, and framing them more explicitly as City Specialization. While this is similar mechanically to "forcing" an Urban Zone, it may make the intent of "zones are intended to be your way of picking what special district you want here" more of a real thing.
 
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I don't see how "1 Pop" to "100 Thousand pops" is a improvement?
That is like 3 orders of mangitude further from the goal.
Woops! That wasn't really my point (messed up the numbers! Edited it now.) I just meant implementing the change on a purely surface/localisation level would have been an interesting solution that circumvents the need for any other script changes that have been implemented.

It was more of an amusing observation than a serious suggestion.
 
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The increased granularity of the pops is one of the things that I really wanted in the new scale - constant growth of pops across all pop groups and continual migration rather than rarer but larger chunks.
Now if only that could also apply to Automodding. Nudge, Nudge. Wink, wink. :)
I just meant implementing the change on a purely surface/localisation level would have been an interesting solution that circumvents the need for any other script changes that have been implemented.
That fixes none of the things that having granular pops already fixed.
They didn't just increase the numbers to have bigger numbers, you know?
 
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Could we get the Megacorp Unity zone fix for the next update. That would be brilliant, Especially if the open Beta updates are onhold.

Otherwise I like the changes.
 
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All of the combinations that we added in this pass are either one or two zones. However, one of the changes that I've been considering based on feedback is actually removing one City Zone slot from planets, increasing the free Government Zone to have six building slots, and framing them more explicitly as City Specialization. While this is similar mechanically to "forcing" an Urban Zone, it may make the intent of "zones are intended to be your way of picking what special district you want here" more of a real thing.

I like this idea otherwise, but lowering the zones to 2 does kinda start to encroach of forcing specialization on planets. 3 free building slots sounds good in theory, but then if you want to take full effect of a building series (medical/gene clinic/cryo) that alone takes 3 building slots in the current version. Add to that mandatory buildings like augmentation center/robo manufacturing and the fact that you need amenity producers (apparently medical isn't enough currently at least) and you're already down the 6 slots.

Of course a lot of this can be negated by shuffling numbers around a bit, but this is just how I feel about it at the moment.
 
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There's a few things that aren't in the game yet or the tooltip has wrong numbers. The autochthon monument says it adds unity to civilians but it doesn't appear to.

Yeah, the autochthon one is plenty weird, I don't understand that buildings current role at all.

On the medical, to me, it just feels like both numbers are wrong, 150k is ridiculously too much and 1500 is a bit too low for essentially taking 3 slots, though it does provide a good pop growth buff as well, oh well.
 
@Eladrin sorry to be a conceited jerk with the ping but I'm really excited about this as a three birds one stone idea:

Have each zone add a few amenities to each of their associates districts for free, because people working in the CG factory can go look at the cool science buildings on their lunch and vice versa.

If you build a duplicate of a zone you get all the buildings but no additional amenities, because a guy in a CG factory isn't going to be nearly as excited about going to tour a different CG factory as much as they would a cool science lab.

Assuming the amount of amenities is small enough (say 25% of what the new jobs provided by the zone will actually need) this would be enough of a boost to make generalised planets feel less comparatively building cramped, add another facet to the amenity management layer, and also help alleviate the new zone job glut problem since the game can lay off a bunch of low tier amenity workers to compensate.
 
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We're planning on doing a pass to have building titles better reflect what they do. (Like Hydroponic Farms should probably be the "flat jobs" building, while "Food Processing" should improve the jobs.)
But there's also the fact that since building slots are limited, and not based on how many times you upgrade your districts, spending building slots on flat jobs instead of modifiers seems like it's usually a bad idea. Seems like something that will teach new players bad habits. Especially the fact that you start of with an Urban zone and three flat jobs buildings is a problem in that respect. Right now the optimal strategy seems to be to tear out the basic factory and build an Industrial zone to actually get an economy going. Then, once you get planetary unification, rip out the other two buildings and Urban Zone, building a Research Zone and a Unity Zone.

Having to delete your starting buildings and zone is not at all an intuitive process for new players.

In that sense:
All of the combinations that we added in this pass are either one or two zones. However, one of the changes that I've been considering based on feedback is actually removing one City Zone slot from planets, increasing the free Government Zone to have six building slots, and framing them more explicitly as City Specialization. While this is similar mechanically to "forcing" an Urban Zone, it may make the intent of "zones are intended to be your way of picking what special district you want here" more of a real thing.
Might be an improvement in not teaching players the wrong way to build an economy.

But, you're still not reconsidering the forced specialisation of colonies to a limited set of resources?

I just started a new game, currently it takes 10 years to complete my first set of techs unless I start seriously scaling my research production. At first, at best I can build an additional research labs building, but that's not much. So obviously a research zone is necessary, but that also requires a Industrial or Factory zone for scaling CG. As it stands currently that requires either Planetary Unification (Which might take 8 years) or colonising another planet.

That still does not feel natural at all. And "getting another colony" is not an option for quite a few Origins. Reducing the possible number of zones to two will make this even worse, making these Origins utterly unplayable.
 
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All of the combinations that we added in this pass are either one or two zones. However, one of the changes that I've been considering based on feedback is actually removing one City Zone slot from planets, increasing the free Government Zone to have six building slots, and framing them more explicitly as City Specialization. While this is similar mechanically to "forcing" an Urban Zone, it may make the intent of "zones are intended to be your way of picking what special district you want here" more of a real thing.
I'm a big zone cheerleader but this seems like a good compromise between the old building setup and the new, as well as effectively acting as a comparison boost to the three base job districts. It would also work well with the thing I posted a few minutes ago hint hint.
 
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However, one of the changes that I've been considering based on feedback is actually removing one City Zone slot from planets, increasing the free Government Zone to have six building slots, and framing them more explicitly as City Specialization. While this is similar mechanically to "forcing" an Urban Zone, it may make the intent of "zones are intended to be your way of picking what special district you want here" more of a real thing.
If you do this I'd want a mixed unity/science zone, so that you can still produce scaling amounts of all resources with a single planet.
 
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