Zones feel completely unnecessary. What will change if there will be just building slots and no Zones? Nothing.
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Dropping down to two customizations for the Urban district helps a lot with this.
In the new setup, your homeworld begins with their City Districts being split across all jobs, with each one giving:
But if you replace the Archives with a second Industrial Zone, then you end up at 100 Metallurgists and 100 Artisans per district - it matches the old Industrial District exactly.
- 20 Physicists [Archive]
- 20 Biologists [Archive]
- 20 Engineers [Archive]
- 40 Bureaucrats [Archive]
- 50 Metallurgists [Industrial]
- 50 Artisans [Industrial]
We need to be able to have scaling production of all resources from the start and all on one colony (because of certain origins), so they had to do this with zones in some way. Building jobs were not scaling and more awkward to replace.I liked the "Early Space Age" zone for theming. Made a connection with promitive empires that i liked. But if for gameplay reasons it doesnt make sense then that's better i guess.
Zones feel completely unnecessary. What will change if there will be just building slots and no Zones? Nothing.
It does feel a little strange that a fully developed 20+ city district planet has the same capacity for special buildings as a tiny freshly colonised world, unlocking more building slots as you develop a zone may allow for more organic development of a planet?I think we should separate all zones into distinct districts, determine the number of districts based on planetary size, and let the development level of these districts dictate the number of building slots. Planetary building capacity shouldn't be fixed at a static value - it should vary according to the planet's size.
Dropping down to two customizations for the Urban district helps a lot with this.
In the new setup, your homeworld begins with their City Districts being split across all jobs, with each one giving:
But if you replace the Archives with a second Industrial Zone, then you end up at 100 Metallurgists and 100 Artisans per district - it matches the old Industrial District exactly.
- 20 Physicists [Archive]
- 20 Biologists [Archive]
- 20 Engineers [Archive]
- 40 Bureaucrats [Archive]
- 50 Metallurgists [Industrial]
- 50 Artisans [Industrial]
I believe we should consider it more that the buildings are customising the city/settlement (district) rather than expanding their size or taking up new spaces of their own.It does feel a little strange that a fully developed 20+ city district planet has the same capacity for special buildings as a tiny freshly colonised world, unlocking more building slots as you develop a zone may allow for more organic development of a planet?
I think it meant that Subterranean can pick any of the Urban Zones for thier Mining Districts (like the Industrial Zona), and not just the Urban Zone.The Subterranian Urban Zone for Subterranian Origin I think is a massive missed opportunity to showcase the true potential of Zones and even worse highlights some very obvious design issues. I honestly feel like it's uninspired to just put an Urban Zone in and call it a day. Clerks (Which I thought were being removed but are still given by Urban Zones) are not that great, so getting extra Clerk jobs from your Mining Zone is not very exciting. It's big benefit used to be that it gave Building Slots every 3 Mining Districts, with Uncapped Mining Districts meaning you could unlock most Building Slots through Mining Zones if you wanted to. Having an Urban Zone in the new version of the game is not the equivalent, due to the changes the game is making. Building Slots used to be the main way to get Jobs outside of Districts. However now the main way to get Jobs is through Zones, not Buildings. So having an Urban Zone in your Mining District is practically pointless. Whereas before if you wanted a Research Planet you could fill up on mostly Mining Districts, with just a small handful of City Districts to get whatever Building Slots you're missing, now if you want a Research Planet you're going to still put Research Zones down in the City District and build City Districts not Mining Districts like a normal non-Subterranian Empire. It completely misses the point of what made Subterranian work and that's something that scares me about this rework.
The current design fails to fully reflect the impact of planetary size on district scale. Simply adjusting development levels is not intuitive enough. If players were given more construction agency, it would enhance their sense of achievement and engagement. Therefore, I believe building slots should present a close correlation with planetary size.It does feel a little strange that a fully developed 20+ city district planet has the same capacity for special buildings as a tiny freshly colonised world, unlocking more building slots as you develop a zone may allow for more organic development of a planet?
Unfortunately that is not the case. When you click on the Zone Replacement icon your only two choices are Mining Zone and Subterranian Urban Zone.I think it meant that Subterranean can pick any of the Urban Zones for thier Mining Districts (like the Industrial Zona), and not just the Urban Zone.
I believe we should consider it more that the buildings are customising the city/settlement (district) rather than expanding their size or taking up new spaces of their own.
The size of a district is the size of a district. Fairly consistent no matter how big the planet it. What a bigger planet lets you do is build more of them.
I think from a storytelling perspective this bit is OK.