I know it is a bit late, and as I see from some responses, the feedback is not being taken too seriously. Nevertheless, my 5 cents:
- The start of the game feels... odd. There are a ton of unemployed pops that only get jobs after I build half the possible districts or more.
- Planet specialization has become meaningless. There is no point making an energy or agri planet anymore, just build whatever.
- It is really hard to figure out pop growth and what pops are working on, outside of the bugs where pop jobs oscillate even.
- The new rare resource mechanism is quite strange.
- The scaling of research and alloy/consumer goods production seems weird, because one can only build so few buildings in this category. Instead, so many jobs now go to basic resources...
- Way fewer unemployed pops in the beginning. The previous system where there's only a few was better IMO.
- Have all basic & advanced goods in zones / districts, BUT limit these based on planet size: 2 districts for planets <10, 3 for planets < 15, 4 for < 20, and 5 otherwise. Maybe even have -1 / -2 districts for non-home world planets before the capital building is upgraded. And have a trade-off between building more jobs in a district and making those jobs more efficient (expand vs. upgrade). Having an actual choice between building food, producing alloys, consumer goods or research or unity would make the game more interesting. Additionally, have a fixed urban district with buildings that are, well, urban, such as police, entertainment complex, alien zoo, etc.
- A better UX for viewing pops, their growth, and job assignments is sorely needed.
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