• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Well then we hit the next wall—if we have, for example, 4 or 5 slots and make the mistake of building two or three different types of zones, we suffer the consequences. If we want 180 more scientists, we upgrade the urban district with the 5 zones and get 1,000 different jobs in addition, forcing us to micromanage the job slider every time we press upgrade on an urban district.

The system does not work.
It doesn't work when uniformly applied to singular district, in this case city one.
The solution is to make more districts, simple as this
 
  • 1
Reactions:
It doesn't work when uniformly applied to singular district, in this case city one.
The solution is to make more districts, simple as this
How would you build the UX for this? Build one city district and have three zone slots in it? And if we start having so many districts in one UI, why not just remove zones and have the option of building and upgrading different districts, while maintaining the free building slots to modify said districts?
 
Moving the boxes over to Generator District (as normal Generator District boxes which create Technician jobs) is a fine solution.
I wouldn't like it at all! A purple mining district with a betharian icon that does weird interactions to miners and miner buildings sounds a lot more interesting than just a big energy district. That's why I was giving pushback when I thought you were saying the latter. Making uncommon zones a fancy colour is gold* though.

*purple
 
  • 4
Reactions:
How would you build the UX for this? Build one city district and have three zone slots in it? And if we start having so many districts in one UI, why not just remove zones and have the option of building and upgrading different districts, while maintaining the free building slots to modify said districts?
You could reverse the zone/district hierarchy. Every planet has a city zone with one city district. It also has energy, metal, and food zones, which can each build their own districts.

And instead of the other new Zones adding jobs per city district, each custom Zone has its own districts. Detach those zones from city districts.

So you create a Factory Zone, and then build Factory Districts. Or on a Paradise Planet, build a Recreation Zone with Recreation Districts. That way Zones are still customizable per planet, you can still have unique zones for different planet types, and you stop the crazy swing in jobs.
 
  • 1Like
Reactions:
How would you build the UX for this? Build one city district and have three zone slots in it? And if we start having so many districts in one UI, why not just remove zones and have the option of building and upgrading different districts, while maintaining the free building slots to modify said districts?
In theory you'd have three district slots with drop downs and you'd pick a district for each. Similar to the zone or building ui but a whole district. I don't hate it as a concept in a vacuum but it doesn't allow you to do some of the cool thematic stuff that having the user selectable and planet dictated options as different types allows.
 
  • 1Like
Reactions:
"Control" is not a single lever that goes from more to less. Zones grant more control in that they let you decide what one-to-three t2 "districts" are on a planet, at the cost of less control over fine grain adjustment of their proportions on a per-planet basis. I think it's a good trade, not everyone agrees.
Why, if the alternative was clearly going to be separate districts for CG, alloys and research on each planet? That would also "let you decide what one-to-three t2 "districts" are on a planet".
 
  • 1Like
Reactions:
I wouldn't like it at all! A purple mining district with a betharian icon that does weird interactions to miners and miner buildings sounds a lot more interesting than just a big energy district. That's why I was giving pushback when I thought you were saying the latter. Making uncommon zones a fancy colour is gold* though.

*purple

Yeah I don't really care which solution gets done, as long as it's obvious what happens when I click "+1 District".

Weird is cool, but complexity hides bugs, and bugs aren't cool, and they're chanting a LOT of stuff so it's very unlikely that anything new will be bug-free unless it's very simple.

That said, risky isn't guaranteed to fail, and I don't really care as long as they don't fail to make the new behavior visually obvious.
 
Given the distance between worlds rather than specialisation I would expect home world and colonies to seek to meet their own needs at least for basics like food and consumer goods.

I can see that there might be worlds that were specialised to mining and production of materials for big projects; alloys for space ships and megastructures and research centres, but not much more.

On past occasions I have suggested a more 'basic' division into home world and colonies, resource worlds (mining), research bases (like the Antarctic but more remote) and military posts.
 
  • 1
Reactions:
You could reverse the zone/district hierarchy. Every planet has a city zone with one city district. It also has energy, metal, and food zones, which can each build their own districts.

And instead of the other new Zones adding jobs per city district, each custom Zone has its own districts. Detach those zones from city districts.

So you create a Factory Zone, and then build Factory Districts. Or on a Paradise Planet, build a Recreation Zone with Recreation Districts. That way Zones are still customizable per planet, you can still have unique zones for different planet types, and you stop the crazy swing in jobs.
Why the extra step?
  • We could just have urban district slots per planet based on size, tech, ascensions, civics, etc.
  • Different types of districts are available based on ascensions, civics, tech, planet features, etc.
  • We then choose to build a district type per slot, which adds jobs/modifiers/housing/building slots.
  • Districts can be upgraded just as before to increase the amount of that type we build.
  • We either have the building slots attached to the district, or we unlock our classic building slots based on the district type.
  • All planets have reserved district slots based on their deposits, or have the three basic resource district slots where we then choose our type of extraction district based on ascensions, civics, tech, planet features, etc.
  • Ultimately, we combine the idea of unique planets from zones by shifting this idea to district slots while increasing the customizability per planet and keeping the freedom of building slots, which modify our districts.
  • This could provide us with buildings that modify more than one district, for example, as they are not fused into a zone.
 
  • 1Like
Reactions:
It is theoretically a solution to just increase the per-job disparity between inputs and outputs to favor outputs more. Although, I've also thought of a new "simplest possible solution" option that doesn't require changing the balance between jobs. Your post made me think of it because it made me think of "how do we make this not actually a problem without changing almost anything."

Change job prioritization to allow picking any number of things per category to prioritize OR deprioritize, then make deprioritize prevent adding more workforce to that category until all other jobs are filled. Prioritize can make those jobs the first filled with workforce.

So basically, deprioritize makes it last filled with workforce, and prioritize makes it filled first with workforce. It wouldn't actually move jobs around like now, that could be the same behavior as now (pick one to be "first priority" that can pull from any other category to fill workforce needs).

Then you can simply deprioritize the jobs you don't want more of yet when building a district, and the problem should basically never happen again. If you build a district with 200 jobs and you wanted the output of 50 of them, you deprioritize the others when you queue the district and don't need to go back when it completes. It won't pull anyone off the worker tier to fill deprioritized jobs, so you're good to go - no demotion time, no need to check the planet later, no need to reopen jobs later (because they won't actually be closed).

As an added bonus, you can, on a world producing both upkeep and output of the same resource, prioritize the output first so that it naturally fills out to prevent a deficit, if you care of course.
You know, you could do something like this with the zones themselves. Add some manner of goslow job fill like what you described. Then allow prioritising/goslow of jobs by selecting the appropriate zone, basically acting as a front page passthrough to the job page (zones that provide multiple jobs would affect all of them but the job page would be a fallback for edge cases where that's an issue).

Where I'm interested is that it would also help with the new zone job glut issue. Building a new zone would automatically put it on goslow for a period of time based on the number of city districts affected, say three months per city district after the first, and you could toggle it off manually if you want those jobs immediately.
 
Given the distance between worlds rather than specialisation I would expect home world and colonies to seek to meet their own needs at least for basics like food and consumer goods.

I can see that there might be worlds that were specialised to mining and production of materials for big projects; alloys for space ships and megastructures and research centres, but not much more.

On past occasions I have suggested a more 'basic' division into home world and colonies, resource worlds (mining), research bases (like the Antarctic but more remote) and military posts.

Yeah.

Then specialization could be a bit special -- perhaps early on it's only your immediate neighbors which can afford the logistics cost to specialize, but then you get Hyper Relays which could reduce the logistics cost for colonies on the "space train" line, and then you get Gateways which could reduce logistics even further ...

It'd be pretty great if proximity played a part, so having an Ecumenopolis one jump away from your Matter Decompressor would matter.
 
  • 1Like
Reactions:
Why the extra step?
  • We could just have urban district slots per planet based on size, tech, ascensions, civics, etc.
  • Different types of districts are available based on ascensions, civics, tech, planet features, etc.
  • We then choose to build a district type per slot, which adds jobs/modifiers/housing/building slots.
  • Districts can be upgraded just as before to increase the amount of that type we build.
  • We either have the building slots attached to the district, or we unlock our classic building slots based on the district type.
  • All planets have reserved district slots based on their deposits, or have the three basic resource district slots where we then choose our type of extraction district based on ascensions, civics, tech, planet features, etc.
  • Ultimately, we combine the idea of unique planets from zones by shifting this idea to district slots while increasing the customizability per planet and keeping the freedom of building slots, which modify our districts.
  • This could provide us with buildings that modify more than one district, for example, as they are not fused into a zone.
So we'l just have open slots for Districts, the way they used to for Buildings? I think that might cause issues for the AI, they want to have things nested so that the AI is making several simpler choices, instead of single complex choices. That's part of why I think that if they're going to stick with Zones, the easier solution is to make Zones contain Districts instead.

It's similar to how Orbital Habitats have different District choices than Planets. You make choosing those sets of Districts on the planet as picking the "Zone", and then build the Districts within.
 
  • 1
Reactions:
Given the distance between worlds rather than specialisation I would expect home world and colonies to seek to meet their own needs at least for basics like food and consumer goods.

I can see that there might be worlds that were specialised to mining and production of materials for big projects; alloys for space ships and megastructures and research centres, but not much more.

On past occasions I have suggested a more 'basic' division into home world and colonies, resource worlds (mining), research bases (like the Antarctic but more remote) and military posts.
Yeah, but given the state of the game and the nature of the fiction, we just sort of head-canon all that transport of resources as happening in the background. Having trade routes is a massive calculation sink, so we just sort of wave it all away and ignore it. Although it does make doing things like cutting off supply lines impossible, which is part of why combat is so flat.
 
  • 1Like
Reactions:
How would you build the UX for this? Build one city district and have three zone slots in it? And if we start having so many districts in one UI, why not just remove zones and have the option of building and upgrading different districts, while maintaining the free building slots to modify said districts?
20250327183709_11.jpg

Something like this. Given some time even I might be able to come up with something on non-eye bleach level, and PDX have professional UI designers, but the idea goes this direction.
Mind you, I stayed within current window size, this screen can easily be 20% bigger in size , maybe even go as far as double the size to get more information on a single tab

Edit: a modified version with 6 fixed districts for basic planet. Every district have their own set of zones
1.jpg
 

Attachments

  • 1.jpg
    1.jpg
    627,6 KB · Views: 0
Last edited:
  • 3Like
  • 1
Reactions:
I think this may be the first time I post on these forums (or if I already did it was so long ago I don't remember), but I decided to log in to give my opinion on this matter. Having played the beta (a little bit), I must say I vastly prefer the old system of districts and buildings only, which I think could be improved instead of discarted. I don't believe Paradox will abandon the new system, but I would like, nevertheless, to give my opinion on the changes the old system could have received.

About the districts, I believe (as others here) that creating more types would have been enough, instead of adding zones. However, it is on the buildings I would like to focus, as I like the immersion they provide to the game. Another person here suggested that buildings could have multiple upgrade paths, like research buildings had in the past, and I agree. Precinct Houses could be upgraded to the current Hall of Judgement, that further decreases crime, or to a more civil-focused court system, that reduces less crime but increases trade generation. Fortresses could be upgraded to a more navy-focused buiding, that further increases naval capacity, or to a more defensive version that makes the planet even more difficult to be invaded. The housing buildings could be upgraded to focus on more housing or more amenities (popular housing vs luxury housing). Even buidings like Psi Corps could follow this rule, like being able to be upgraded to a psionic monastery focused on unity or to a more repressive version focused on crime and stability.

Ethics could also influence this system. Holo-Theaters could, for example, be either upgraded to the more generic Hyper-Entertainment Forums or to an ethos version, like Gladitorial Arenas for militaristic empires or Elysium Parks for pacifistic ones, which could offer less amenities in exchange for increasing ethics attraction. I can think of many other exemples that could make planetary management more tailored to each type of empire, which, in my opinion, would increase immersion.

I don't think, however, that all buidings should be planet unique; instead, the upgrade paths that should be unique. Using tha reseach buildings as an example, I could have all specialized labs (society, physics and engineering) in a single planet, but, if I decided to build a fourth research building, I would not be able to upgrade it beyond the first level, discoraging its construction without actually prohibiting it.

Other buildings could even be added that serve to synergize with others, like an university buildings chain that increases overall planetary productivity on the first level and can be specialized to further increase engineering, physics or society output from scientists. In this case, if I wanted to specialize a planet on all science, instead of constructing a bunch of the same buildings, I could build a lab and a university for each specialization, consuming 6 buildings slots in total. Or I could focus on a single reseach path and use only 2 building slots.

Anyway, those are just some ideas I have. I don't know if anyone will agree with them, but I wanted to put them here anyway.
 
  • 8Like
  • 2
  • 1
Reactions:
Something like this. Given some time even I might be able to come up with something on non-eye bleach level, and PDX have professional UI designers, but the idea goes this direction.
Mind you, I stayed within current window size, this screen can easily be 20% bigger in size , maybe even go as far as double the size to get more information on a single tab

Yeah, I just came up with somehing similar to that.


Screenshot 2025-03-25 135318 Modified5.jpg
 
Last edited:
  • 4Like
Reactions:
Yeah, I just came up with somehing similar to that.


View attachment 1272499
View attachment 1272492
Something like this. Given some time even I might be able to come up with something on non-eye bleach level, and PDX have professional UI designers, but the idea goes this direction.
Mind you, I stayed within current window size, this screen can easily be 20% bigger in size , maybe even go as far as double the size to get more information on a single tab
An issue with these (the concept rather than the gui mockups I mean) is that there's no difference between, for example, science districts from choosing to make a science planet vs science districts from habitats and their orbital deposit mechanic. If you also restrict planetary science districts based on deposits then you remove a lot of the player's agency in directing their economy. If you only restrict on habitats then you turn what was a habitat plus into a habitat negative. If you restrict neither you've lost a lot of habitat flavour. You could, I suppose, have habitats grant an orbital research district that's restricted but better than the unrestricted planet ones but now you've got a whole extra district type in the mix and can you fill the rest of your habitat slots out with the basic research districts and how would they interact and how would their buildings interact and the more I think about that solution to the habitat problem the more problems I see.

Now look at an ecumenopolis - you need an entire set of distinct ecumenopolis zones for every resource. And every other special planet set.

Also this recreates the amenities zone problem.
 
  • 1Like
  • 1
Reactions:
Also this recreates the amenities zone problem.
Not if you allow Amenities Buildings to be build in multiple Zones. In fact, it's sort of a feature in that some of your Zones can have multiple specialization buildings, and some others have to use building slots for Amenities. As in "which Zone do we put the Mall into, and which do we specialize"?
 
Not if you allow Amenities Buildings to be build in multiple Zones. In fact, it's sort of a feature in that some of your Zones can have multiple specialization buildings, and some others have to use building slots for Amenities. As in "which Zone do we put the Mall into, and which do we specialize"?
Optimize rather than specialise, as single function districts they're specialised by default! Unless you mean "specialise the planet towards" in which case yeah. But... do you really trust that to be something that can be automated or handled by the AI? That's a hell of an ask.
 
Optimize rather than specialise, as single function districts they're specialised by default! Unless you mean "specialise the planet towards" in which case yeah. But... do you really trust that to be something that can be automated or handled by the AI? That's a hell of an ask.
Well, I guess instead of Specialize a better word is what I used in the UI, to "Develop" those Zones. For example, you have a Mineral Zone (creates district slots and building slots) that allows you to build Mineral Districts (jobs), and you can further Develop that Zone by building Crystal Mines or Mineral Purification Plants (modifying jobs).

And then there's space for planet-unique or tech-unlocked buildings to also add jobs, if the Devs want.