I'm just going to underline this a few times, bold it, maybe crochet it on some nice linen. And notice that I typed status instead of static, god dammit.
If you remove, or in my case just ignore, the repeatable +X static job buildings the meta you're describing basically vanishes and planet bonsai is more fun than it's ever been. That's why this is the, what, sixth time? I've posted some variation of "They need to get rid of the repeatable +X static job buildings".
I disagree with you there though: I find those +X Jobs buildings are neccesary to make this new system function. It's just a very bland, spammy solution to a few issues created with the Zones system, but it's kinda the only one that works in practice. Especially the ones for City Zones, so you can have some kind of small control over total Jobs created, especially in the early game.
Maybe they should limit those +X Jobs buildings to only the Govt Zone spaces, and not within the Zones themselves, almost like "mini-districts"? But then that begs the question, what building's do you put in all these Zones, especially early on? "Here's a bunch of Building Slots, but don't use them for 50-years or you'll tank your economy" is just bad game design, you should give players options about when they have the capacity to use them, and ideally give them interesting choices when you do so. Right now they're doing both badly.
In my opinion the biggest misstep of the beta was including so few functional zone buildings, and then turning one of them into the antithesis of the entire concept. Even some placeholders that were just half and half of the other buildings would have made "this is what zones do" much easier for people to intuit.
I agree with that sentiment completely. But I'm not sure exactly what buildings they should be using instead, especially for the rural zones. The options we have right now are some combination of:
- +X Jobs
- * 0.x Upkeep
- * 1.x Output, +X Input/advanced resource Upkeep
- +X advanced resource Output, +X basic resource Upkeep
- Store more resources
But what else can they do? It's easy to say "some other interesting building", but then when you gotta make something fit the game mechanics, it often geta difficult to come up with ideas that are balanced and elegant. I know I don't have any that fit those spots, and I've been playing/designing Euro style boardgames for 25 years now. What should these building's do, that is both unlocked at year 0, and is mechanically/narratively interesting? And we can't use planet unique buildings on that list, that comes later on for spice and flavour.
The core economic gameplay loop is basically:
(apologies if I missed something)
So what is it that we can actually change or tweak to this loop? We've already done adjusting outputs and upkeeps, and added more inputs or upkeeps. And we let Civics and Origins handle modifying jobs so they swap some inputs, outputs, and upkeep details. What else is there to modify here that makes sense as a building?
Do we get somewhat esoteric: Do we work the benefits or availability of Edicts into a building somehow? Do we make choosing Planetary Designations into a Building that goes into the chosen Zone? (Which is just another "add output/reduce upkeep" building.) I don't know what else we can actually do to make these buildings interesting that isn't already been tried.
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Alternate idea:
Planets have space for 1-5 City Zones, and 1-3 Rural Zones (Additional Zones unlock with colony development and/or techs), each with their own Districts. Each Zone starts out with 1 building slot, gets a second at 3 Districts, a third at 6 Districts, a fourth at 10 Districts. a fifth at 15 Districts (+1, +2, +3, +4, +5); so that you earn more bulding slots as you commit to expanding the Zone through additional Districts. Then even the +X Jobs buildings are a viable option, since you are chosing to "specialize" the Zone by adding job density, instead of upgrading efficiency. But you can't just "spam the +X Jobs buildings" as you only have 1 Building to go in Zones with a single District.
Allow most Amenities/Housing Buildings to use the slots within City Zones, as well as the default Govt Zone, so you have the choice of improving Jobs OR using that space for Pop support. Example: Minerals > CGs > Research planet, where you have just enough minerals and CGs to support the Research Zone, so you use the building slot in the Factory Zone for Amenities. You use the Research Zone building slots for Research Efficiency Buildings, and the Govt Zone for +X Reasearcer Jobs. At least then you'd be able to do more variety than we have now.