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Lorenerd11

Field Marshal
21 Badges
Mar 25, 2020
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  • Stellaris
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  • Surviving Mars: First Colony Edition
  • Surviving Mars: First Colony Edition
The current issue with "secondary" districts (resource districts, habitat research districts, secondary urban districts on Ring Worlds and Ecumenopolid) is that they are strictly inferior compared to the main urban district, adding 100 jobs per district as opposed to the main urban zones' 300 jobs per district.

My suggestion is to have some of the techs unlock more jobs per district, up to 300 per district, to make them just as valuable as the main urban district.

Districtx2 jobsx3 jobs
Generator DistrictGlobal Energy ManagementPlanetary Power Grid
Mining DistrictMineral PurificationAdvanced Mineral Purification
Agriculture DistrictFood ProcessingAdvanced Food Processing
Habitat DistrictsHabitat ExpansionAdvanced Space Habitation
Arcology 01-03Weather Control SystemsAnti-Gravity Engineering
Urban Segment 01-03Weather Control SystemsAnti-Gravity Engineering

Empires with Voidborne perk or Void Dwellers origin would also get additional +100 jobs from habitat resource districts, resulting in +200 jobs per district from the start and +400 jobs per district once they research Advanced Space Habitation

Some numbers here would need to be tweaked, probably. For example, this would give each Ecumenopolis arcology and Ring World segment +900 and +1500 jobs per district respectively, which may be a bit more jobs than they should have (but which is equal to the number of jobs they currently get from the main urban district)

Alternatively, they could just start with more jobs by default. You will rarely have Ecumenopolis arcologies and Ring World segments without having researched Anti-Gravity Engineering anyway.
 
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I think if it's necessary, it should be a building or something similar that unlocks the effect. Suddenly getting extra Jobs from a tech that you can't decide not to add is always going to be a potential annoyance - not as bad for worker jobs as it is for specialists, but even there it may still drag pops out of a balanced setup that you've created intentionally.

That being said, I very much like the idea of rural worlds having lower overall population sizes. Sparsely populated farming planets that are just fields everywhere, semi-automated mining planets manned only by "a handful" of engineers... those are just such iconic scifi themes.

From a gameplay perspective, I'm not sure it's an issue to create an imbalance between how efficiently different types of district use district slots... it's essentially just a resource, and the system can probably be balanced with that effect in mind.
 
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That being said, I very much like the idea of rural worlds having lower overall population sizes. Sparsely populated farming planets that are just fields everywhere, semi-automated mining planets manned only by "a handful" of engineers... those are just such iconic scifi themes.
The main problem is research districts. Habitat research districts are currently strictly inferior to the research zones in the main urban district.
 
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The main problem is research districts. Habitat research districts are currently strictly inferior to the research zones in the main urban district.
They should just have made habitats have hydroponic districts. Now that all planets can technically get all district types with zones, there's no reason for them to have different district types.
 
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Urban districts being more job-dense than rural districts is actually a good thing, in my opinion, even if it's only for narrative/verisimilitude reasons rather than any gameplay reason.

The problem is that research districts have urban jobs outside of an urban zone; the solution is either to turn research districts into something else (since they're redundant) or make them in some way special (equal/higher job density than urban zones? flat research without pops to supplement their lower job numbers? unique researcher types?).

Turning them into hydroponics bays would be eroding habitats (and void dweller's) uniqueness, so that would be unfortunate. But trade/CG/alloys/research/unity all have the same problem (double dipping with urban districts/zones).

Not sure what to do there.
 
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