Ok, I had a better experience this time — played for about 2 hours in Beta 5.
The approach to min-max every planet to have one zone or so, to define the planet’s purpose, max out the buildings, and then build supporting infrastructure based on local deficits is engaging and works. At some point, the planets couldn’t grow because I was research-blocked by the RGO zones. As soon as I had them, I could scale up.
The thing is, we can still build buildings that provide flat jobs — which I like — and it helped me fine-tune the output of my planets. But I often had to divert slots to different things on other planets, which felt weird. In addition, when I started to lack slots for districts or buildings and didn’t have enough pops to work the jobs, it became a bit awkward until my global deficits rebounded. Basically, I was missing the specialized planets needed to scale.
Overall, with a different outlook on the focus of the economy, it felt
okay to work with zones. But ultimately, it still felt awkward and non-transparent to find which planet had a certain type of zone so I could build the relevant building — since I couldn’t build it anywhere else.
I think I like the concept of planetary limitation through zones and the tradeoff between autarkic planets and empire-wide logistics. But importing should be much harsher to really encourage that design approach, and there must be a clear avenue for empires to lean into specialized colonies and logistics.
I think we could achieve the same result by having free, limited district slots and choosing every district ourselves — without zones. That way, we could hyper-specialize a colony by building only one or two district types and importing everything else, or use all district slots for different types to make an autarkic planet that provides one empire resource free of charge.
It all hinges on how much you want to utilize the new logistics resource. I think it
should be a major game-changer — to bring merit to the system and integrate it better by making it dependent on distance to the importer. A wide empire should really have to consider where the only food producer is, because of the impact on finances. Even centralized logistics should lose efficiency based on jump distance.
This could open up a whole new gameplay system in diplomacy, where we make trade deals for resources imported from outside the empire — if the trade partner’s colony is closer than our own producers. Or we live with the tradeoff and build more autarkic planets that don’t eat up resources but provide less.
Also, I think the trade deficit from missing local production is either not working or not being shown.
P.S. I think the biggest reason why this worked better now is that basically the amount of jobs per zone is now really small and manageable.