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We do recognize that it may be difficult - or even impossible - to unlock all Building Slots on a planet that has not been urbanized, but those resource generating planets often do not have quite as strong a need for a large number of buildings. Qualitatively we also felt that it "feels nice" to be getting more of your physical resources from the district level, leaving the Building Slots for more unique and specialized needs.īoth of these changes also happen to make some planetary automation decisions a little easier - your Tech Worlds should clearly build a mix of City and Industrial districts, for instance, to make room for Research Labs as well as to provide the Consumer Goods needed to pay for them. Moving the essential secondary resources of Consumer Goods and Alloys to districts frees up the building slots a little bit and creates a greater differentiation between heavily urbanized or industrial planets and resource generating colonies. It's nice when even a newly founded Colony possesses at least one open building slot since it lets you immediately begin construction of a Spawning Pool or other high value building right away. The combination of having both City Districts and the Capital Building contributing to the slots, along with the additional techs, finally felt right. This change went through many iterations - in one of them the rural and industrial districts added "fractional" slots, in another the capital buildings gave more slots at each upgrade. It removes some of the tedium of waiting for that last pop to finish growing before a slot unlocks, as well as the negative experience that occurred when a critical pop moved or died right at the wrong time. (This may grant you a Branch Office building even on newly colonized worlds, if your business plan expects it to be profitable.)īy decoupling the building unlocks from population growth, it makes it much easier to “prebuild” a planet to varying degrees. If the target empire has the Insider Trading tradition, you’ll have one extra Branch Office Building Slot. For example, a Planetary Administration building will grant one Branch Office Building Slot, a Planetary Capital will grant two, and a System Capital-Complex would grant three. Institutionalized corruption exploited by the upper classes, or just greasing the wheels of trade?īranch Offices will tie their slots to the level of the colony’s capital building. As a pleasant side effect of this, your buildings will no longer get ruined when a pop gets resettled, ritually killed, or eaten by mutants. This is generally done by building City Districts (or their equivalent) or by upgrading the colony's Capital building. Instead of relying on population, they're opened up by increasing the infrastructure of the planet. I’m sure you’ve already noticed from the above screenshot, Building Slots no longer list population counts. Since districts are now much more critical to the development of your civilization, the average size of homeworlds has been increased by 2, and as an additional side effect, the Mastery of Nature Ascension Perk may also become a bit more desirable.
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Since Industrial Districts are considered urban, a planet with a mix of City and Industrial Districts can be paved over and turned into an Ecumenopolis using the Arcology Project decision. The number of jobs per district on ecumenopoli have been adjusted somewhat as part of an overall economic balance pass. The upgraded versions, however, will now add either 1 or 2 jobs of the appropriate type to each Industrial District on the planet.Įcumenopoli will retain their specialized districts, but can be boosted by the Foundry or Factory buildings.
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Factories and Foundries will still exist but are now planet unique, with the first tier building adding 2 jobs to the planet just like the old versions.