This is why I keep emphasising resources. If you put down three buildings boosting the outputs of one zone and three inputs reducing the inputs or adding different outputs to the other zone, the ratio of resources changes even if the ratio of jobs doesn't. Jobs are a means to get resources, not a goal im themselves.
You are absolutely ignoring the part where I stated that these are big, sweeping shifts to the economy, and not small adjustments/fine-tuning. Yeah, jobs are just a means to an end, as are all those other things. Doesn't change the fact that in 3.14 I can just build a single district or building anywhere I want when I want more of that one resource. In 3.99 that becomes impossible in a non-intuitive way, and I
despise that.
Also, you can still do that just fine for minerals/energy/food (and research on habitats, and everything else on an ecumenopolis). It's only advanced resources on regular colonies that have this arbitrary restriction placed on them.
Trade in 3.99 is a resource for shoring up deficits, either automatically on a planetary scale or manually on an empire scale.
What has changed is the market is no longer leaching a real resource. You spend a resource that's generated automatically by pops which you get more of the more you lean into building locally efficient planets and less if you build mono-resource empire feeders. It's free money and you gotta spend it somewhere or you're throwing away a chunk of your economy for no reason.
Of course it is still leaching a real resource! All of those pops producing trade could also be producing literally anything else! And because of conversion prices (among other things, like the efficiency of the jobs themselves), producing resources directly is probably going to be more efficient most of the time than producing trade to convert into other resources.
What I've been doing so far in the betas is producing as little as I need, so that those pops can instead make resources directly. Because that seems like the obvious option for doing things more efficiently.
As a side note here, I might be more accepting this if the auto trading system was better. I know we can set monthly trades, but I would really prefer if instead of max/min price we could set it to buy/sell if we are about to run out/reach the storage cap.
So is the scenario @Ilab put forward. "I need lots of science and not much cg" is a completely different question with a different solution (boosters on the science, upkeep/automation/gas refinery on the cg factory or upkeep/upkeep/gas refinery on a cg/alloy if we ignore the automation building).
Again, the zone buildings (assuming the bad flat job buildings are removed) are probably not going to be useful for fine-tuning. because you will have already built them as soon as a zone is available. And if you're saying you need to switch out buildings in that case, again that is a sweeping change that's just going to switch one imbalance with another imbalance. An that's all assuming the devs get this semi-balanced before release.
My entire point is that "I can't build districts/jobs in a different ratio" is meaningless in isolation.
Meaningless in isolation, but it
isn't in isolation. My frustration is with the inability to fine-tune my resource economy unless I have a significant number of colonies with available slots, and even then it's by partially sacrificing the planet-internal balance.
The new system is much more interesting to me because it draws the focus more firmly on total planetary output and the tools to adjust that are more interesting than just slapping down a district of the right colour. This also means solutions are much more contextual.
I absolutely disagree. For the basic resources it's the same as before. For the advanced resources it's more restrictive. I don't find it more interesting, only annoying and unimmersive.
That's why I like the new system. It asks big questions with big answers that are easy to implement and play out over the long haul, and short term problems have a dedicated short term problems resource to throw at it until the long term solution kicks in. I like that long term economic planning is more complex than orange mana too small press orange mana district orange mana go up, and "How do I build two of this district and three of this one" as a complete question only works in that, to me, overly simplistic setup.
It asks pointless questions that only exist because of arbitrary non-believable restrictions on how many different times of production you can have on one
entire planet. Individual locations/provinces have more varied economies in all of Europa Universalis, Victoria, Imperator and even Hearts of Iron. Certainly the fact you need more planets to fit everything neatly is more complex. But that doesn't make it deep or interesting.
Would you be in favour of slapping some more zone slots on the city district and merging the rural districts into the city district as well? Because following this design concept, that would be even more complex. It would also remove another "just press arrow of the right colour" mechanic.
If that's what @Thiend means by fine control I don't like it. It works against so many other aspects of the system. Aspects I like. Each planet as a customised but imperfect engine interlocking with every other with trade as the grease to smooth the wheels - that's an empire to me. That's my grand stategy's economy.
That's not an empire, that's a set of planet-sized uniform cities. Are you telling me that on an Earth specialised in administration and trade, I can't find a spot to place a university-city somewhere?
Again, is the existence of the rural districts working against the system? What is "the system" you are talking about here? If it's the rest of the beta features, it's been discussed at length that these work fine, and sometimes better, with the previous version of the planetary building system.
The beauty of the system is you can go easy scaling messy problems mixed resource planet with buckets of spare grease, or single function orange mana planet with trade as a sometimes food. The system supports both, with less busywork than 3.14 for the second even. But splitting the districts (and those stupid static job buldings) turns the first one into just being two of the second one that happen to share a planet, and that throws all the interesting complex interactions and bespoke solutions right into the trash.
You can keep any interesting modifications to the district via zones the same if you split off more districts, just look at how rural districts work. If you're talking about interesting interactions between the
two zones within the city district specifically... Yeah that's of no value to me. Interactions
within the planets,
between districts are far more interesting to me.
For example, something I've found interesting in the beta is the interaction between Mining and Industry. If you have a planet that has almost as much possible mining districts as it has total size, you have a bunch of choices to make. Do you go for a mix of mining/city districts (specialised in alloys f.e.), or do you go for full mining, building industry elsewhere but having to pay the trade tax? Similarly, are you paying trade to import food and energy, or do you sacrifice a few district slots to produce those locally? In any case, you can build enough alloy foundries to use up close to the exact amount of minerals you are producing, regardless of your current technologies. Assuming we get more interesting zones and buildings, that adds another layer of interactions between all the districts on top of this.
This is interesting, and I think these are exactly the type of choices you were talking about, right? But do you know what splitting up the city district would degrade about this? Absolutely nothing, because I was treating the city district as just an alloys district anyway. Would having mining and alloys be two zones in one district make this situation more interesting?
Now, another possibility for this planet would have been Minerals-->CG-->Research (maybe it also has a research modifier, cool planet!). The interaction between city and rural districts remains mostly the same as the other scenario. Assuming we don't need more unity, that's a Research zone plus Factory or Industry. Depending on final balance numbers, either of this options might exceed the CG concumption of the research by a lot or a little (or in the Industry case, baybe fall short). This will also depend
a lot on your currently researched technologies. If you don't need the extra CG's, you can hope that you can use buildings to bring consumption and production closer together (because that's more efficient, right?), and not accidentally tip over in the other direction. Meanwhile, the mineral balance is easier, just build as many mineral districts as you need to support this, or more if you want the minerals.
All splitting the city district up would do to this is let you also balance things out by letting you manage Factory and Research districts independently. You could then have for example have 2-3 times more research than Factory districts, because your empire really doesn't need more CGs, and you are concentrating your Alloy production elsewhere. This would also open the option of swapping one or two of the research districts with a unity district, because you are a spiritualist and would like some priests there, or you have Byzantine Bureaucracy, etc. Do you really think this is less deep and interesting than having the consolidated city district?
Or in other words: All the current city district is doing is making you select two districts out of a list and only allowing you to build the same amount of both of these, instead of letting you build any number of the districts in that list. And I don't think that makes planet building more interesting, because the interactions
between the district is what's interesting to me.