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We'll continue showing progress in the weekly livestreams, which will be continuing until release. (Exception: May 1st, since that's a holiday.)



Internally, you can now replace them freely, and any buildings that fit in both will be retained. (Any that don't will be destroyed. It gives you a list.)

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That's ok. I prefer this:

Pootino.png
 
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We'll continue showing progress in the weekly livestreams, which will be continuing until release. (Exception: May 1st, since that's a holiday.)



Internally, you can now replace them freely, and any buildings that fit in both will be retained. (Any that don't will be destroyed. It gives you a list.)

View attachment 1279339
Just please, please remove anything creating mixed output that can't be changed by the player.
 
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I have to admit that after playing with the old UI this looks more logic as the new design, but I am not sure which one is better to play the new system.
Which is better: being able to build an individual district and create jobs one group at a time, or they're all lumped together so you build 3-5 types of jobs all at once.

No one can explain the benefit of having all the "urban" jobs being built all at once is, compared to keeping them split into different Dsitricts, and then just limiting each planet to 2 choices of extra District. It's like having a button the says "build one of all three districts at once". It loses control, and gives back the mildest reduction in clicks overall.
 
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Which is better: being able to build an individual district and create jobs one group at a time, or they're all lumped together so you build 3-5 types of jobs all at once.

No one can explain the benefit of having all the "urban" jobs being built all at once is, compared to keeping them split into different Dsitricts, and then just limiting each planet to 2 choices of extra District. It's like having a button the says "build one of all three districts at once". It loses control, and gives back the mildest reduction in clicks overall.

I understand your comments, but I could also argue: Why can we grow massive industrial areas without "urban" development around it in the current live version? With the right buildings in the city cistricts the industrial potential you have selected with the "zones" always grows along.

Do your pops live in industrial dsitricts or do they live in city districts and work in industrial zones (which are part of cities, not vice versa). And what is even the ratio in the endgame when all zones are developed? Do not more or less all jobs created by the city district go into the special sub jobs defined by the zones?
 
That's ok. I prefer this:

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I don't think rural districts should get special treatment in such a system (or the current z*nes system), they should be hidden unless built like all the other districts, with just a small x/y/z indicator somewhere to tell you how many of each are available on the planet. Having them take up half the limited UI space on planets where they don't and aren't going to get used is ridiculous.