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The people haven't gone anywhere after you demolish their homes and jobs, at least not immediately. So it should be painful to significantly redevelop a planet.

That has potential as a way to get rid of foreign POPs from a recently conquered planet, by devolving it down from a megapolis to a resource extraction operation... and generate refugees / slaves as a result.
 
That has potential as a way to get rid of foreign POPs from a recently conquered planet, by devolving it down from a megapolis to a resource extraction operation... and generate refugees / slaves as a result.

Sounds like a legitimate evil way of spitting in the face of an enemies home planet if playing an evil empire... :)
 
New buildings, non-final numbers
A sampling of some buildings in the new planet management system. Numbers very much non-final.

DjRPcD3X0AELciZ.jpg


https://twitter.com/Martin_Anward/status/1023531211417944065
 
A sampling of some buildings in the new planet management system. Numbers very much non-final.

DjRPcD3X0AELciZ.jpg


https://twitter.com/Martin_Anward/status/1023531211417944065
This is a really interesting Approach to scaling planets up in the later stages of the game. Instead of Buildings giving static ouputs, they now scale with infrastructure. It also Looks like the alloy foundries are the pendant to the civilian manufacturies, giving one metallurgist Job per 20 infrastructure instead of one Artisan. I would then guess the science lab gives one Researcher per 23 or more infrasructure, as we only start with one.

It seems like the Palace gives another Job type, most likely those are nobles. I wonder what the plus signs next to many of the Buildings mean. Just that the corrsponding Attribute gets increased, or something else?
 
I wonder if overpopulation is going to be a problem, and if so, how you as a player can counter it. The current system of pops growing until there is no more space is a bit too gamey and simple for my taste. It also blocks any fluent migration to happen, since all planets in the galaxy will be at pop cap eventually.
My guess is that if you just use all districts the way they are intended to, you will have just the right amount of housing for the job slots (assuming mining and farm districts provide less or no housing)

However, if you go for "full city" you may have too much housing for the number of job slots and you may automatically run into overpopulation issues later on. At least that would be my guess from the current mechanics info we got.

The question still remains if you can build a farm district on a mining district or vice versa. In other words, it is not clear how the specialization will work in detail and if you can for example just go "full mining world" and not build any farms and maybe just one city district.
 
The question still remains if you can build a farm district on a mining district or vice versa. In other words, it is not clear how the specialization will work in detail and if you can for example just go "full mining world" and not build any farms and maybe just one city district.
If I understood correctly, there will be a hard cap for each basic resource district that depends on the planet.
 
Interesting thing: you can still build a second alloy foundry, even though there already is one build (unless it currently shared icons with another building in this build). So a 100 infrastructure planet with 10 foundries could have a total of 50 metallurgist jobs (more if buildings can be upgraded with tech).
 
That's interesting. I wasn't expecting infrastructure to increase specialist jobs. I like it.

It looks like we get to see 2 more job types; Royalty and Entertainers. I don't know if Royalty is the Empires version of Administrators. Perhaps not. Maybe they produce other high value resources. I'm guessing entertainers are going to be a specialist job and will produce unity and culture.
 
Hmm, when i do specialize the planets in a system for metallurgy, will the shipyard in this system get a bonus from this planet/planets too? Like a "Just in Time"-Bonus or better Quality of Ship Armor/Durability etc.

Same for Science Nexus and Trading Hubs.
 
Man I can't wait to get some forge worlds, science worlds, city planets, mining outputs, and agrarian backwaters fully up and running while playing as a devouring swarm. I wonder how this rework is gonna effect eating pops and purging in general, because there are going to be a ton more pops than before.
 
Man I can't wait to get some forge worlds, science worlds, city planets, mining outputs, and agrarian backwaters fully up and running while playing as a devouring swarm. I wonder how this rework is gonna effect eating pops and purging in general, because there are going to be a ton more pops than before.
This is seriously shaping up to be the best update.
I didn't even consider how devouring swarm would be affected by it. Currently, as far as devouring is concerned, any planets as good as the next. With this update, you'll be able to make the decision (decisions are good) to ignore forge/mining worlds and go straight for the enemy ecumenopolis to get that tasty growth bonus, letting you fill out your own worlds faster.

There's so much roleplay and strategic choice being added now, simply from planets actually being different. If, on top of planetary specialization, resources are local and have to use some sort of trade route to be added to the global pools, this will easily be the best space strategy game ever.
 
I notice all the buildings, except for the palace, are plural. This is a nice little flavor/believilibity touch. The old system, even if I knew that it should be considered an abstraction, made it feel like my I really was just building a single building for a population that should be in the buildings. Now the plural name and output scaling to infastrucutre will make it feel like you are building a lot of infustructure all over the planet.

In general this update, apart from having better strategy gameplay hopefully, is shaping up to be SO MUCH more immersive then the older system. Now my planets might feel like actual planets, not a weird outpost thing with a dozen buildings and no cities. (yes I know it was an abstraction, but I don't think it was a good abstraction)
 
It seems that:
1) amount of artisans and metalurgists per building is dependent on infrastructure
2) amount of things produced by Holo-theatres and Palace is NOT dependent on infrastructure
Interesting.
 
That has potential as a way to get rid of foreign POPs from a recently conquered planet, by devolving it down from a megapolis to a resource extraction operation... and generate refugees / slaves as a result.

Would support seeing more of this kind of mechanic.

My guess is that if you just use all districts the way they are intended to, you will have just the right amount of housing for the job slots (assuming mining and farm districts provide less or no housing)

However, if you go for "full city" you may have too much housing for the number of job slots and you may automatically run into overpopulation issues later on. At least that would be my guess from the current mechanics info we got.

The question still remains if you can build a farm district on a mining district or vice versa. In other words, it is not clear how the specialization will work in detail and if you can for example just go "full mining world" and not build any farms and maybe just one city district.

It was mentioned previously on twitter if you go deep into City Districts you'll get more housing and infrastructure but at the expense of raw resource production.

Perhaps there is a set number of total district upgrades on a planet? Then you can choose to delve deeply into one or more general into a little of everything.

Planet Class says 19. There are 11 (4 city) districts so far with 21 slots between the districts that have slots for them to use eventually.

So, City is buildable but doesn't require slots like the other 3? Probably dependent on class for the number/mixture of each then.
 
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Looking at this now, I'm wondering whether there will be a 'District Manager' - like the fleet manager -which will allow you to instruct a sector to build templates based on your own settings?