Another issue is that efficiency/productivity buildings and Planetary Designations also make mono-builds more effective. Then the cost they added is a new system, one which you can get around by building an All-Traders planet with buildings and designations as well.I am not sure how you can come to that conclusion tbh. Since, in a way, they have just taken away from "optimizing".
Before the rework you could, due to the combination of Districts and Buildings produce almost everything on a planet with only size and deposits being a factor.. factors that still exist.
After the Update and without taking beta-feedback into consideration you would have less different rescources you could have produced on a planet ( which they adressed with "spammable buildings" ) and an economy-crash each time you upgrade your housing-zone ( which they adressed by downscaling to two special-zones and 100 jobs per zone meaning its a 2:2 worker/specialist-conversion it used to be in the old system ). Apart from it they slapped a "trade"-tax on good's you don't produce locally.
so with mixed planets virtually getting nothing new but slapping a trade-tax on specialized planets i would like to question how you come to the conclusion that they wanted to improve on non-specialisation rather than reduce specialization?
but even in that case they failed due to how they changed the buildings.. i find myself in the same boat as Norse here.. with specializing my planets even more since they didn't really take away any reasoning on why we specialized them in the first place but due to the boosting-buildings combined with the building-type-limitations added even more reason to specialize. which in turn is where the band-aid-solution of spamable buildings shifts the balance even more to specializing.
are you sure you are not just blinded by the change how building-slots are unlocked and how we essentially get most/all of them from the beginning while being in the honey-moon-phase of a new update?
What might actually make multi-district builds used more often isn't forcing it through "Zones" but by changing how Planetary Designations work. Instead of using them to benefit a single job, they could have made them give benefits for a single "resource stream".
Stuff like "Mining Planet: +10% Mineral Output from Miners" pushes you to monoplanets. Whereas Rural/Fringe Planets incentives mixed builds, or an Industrial World that gave +5% bonuses to Mining, Energy, Factory, and Forge workers.
Or make the Tech World give +5% benefits in output to Minerals, and -10% upkeep of Consumer Goods and Researcher jobs. Along with the Trade system, that would give an incentive to build an efficient vertical stream from Mining to Research. And then the Buildings either add more jobs where needed, or give bonuses to single resources along the way. That incentives either mixed builds or mono-planets if you want.
Especially when Planetary Features come into play, you can still select a mixed planet designation and only take advantage of one of the bonuses and jam it full of a single district if you want. Example: use that Industrial Designation for the mining bonus, on a planet with one of the "rich minerals" bonus, add optimization buildings, and use trade for other planets to pay for it: still a viable build. Having Mining Planet on there just piles on incentives.
I'm not saying this is the right answer, more than pointing out that a bunch of design decisions incentivize mono-planet builds. And using a punishment via trade and lumping districts together is a less effective solution than adjusting some of these incentives.
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