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Guluere

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District or Building slots, Le Guin 2.2 system for this is still back at square one.

1) We are just producing alloys and consumer goods instead of minerals, energy or food.
2) No Research district, did the same thing as I always have to make a highly research planet before 2.2.
3) Doesn't help that you can still build hydroponics farms on planet, which is a huge, "Then...what's the point of having agriculture district?"

What I belief the solution is, have a resource district type for each resource, and the buildings slots are used not for building buildings that produces resources, but one that supports the district with percentage increase or support the planet's defences.

This is just my opinion.
 

Matoro_TBS

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The point with building slots is that now producing consumer goods means less labs and less alloys. If you use hydrophonics you waste your building slots to something you can produce with districts. Now there is a balance act between different resources. Pre-2.2 any planet could produce just minerals, or just food or just energy equally well restricted only by tile amount. Sure, you still have science planets, and they were not supposed to go away.
 

Pyoro

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IMO for consistency building slots should be something like "special districts" and there should be some balancing between world size and "ordinary" districts and those districts.

Building just feels odd; like you have an entire planet with presumably billions of people who work in these (I imagine) huge districts ... and then you build one research thing and suddenly the entire planet has a different drift. Alright, it's probably not literally "one building" even now, but then why not make that clearer ...

Admittedly it's a pretty minor detail. ^^
 

Tim_Ward

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Well, yes, because raw resources are the foundation of the economy (and real economies). Doesn't mean you don't have to make significant tradeoffs with what you do with those raw resources.
 

Pyoro

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On one hand, it's kinda interesting, since you can't just convert all your mineral income ... unless you want to trade all the time, which I suppose is fine (perhaps overall even better) ...

But in games with comparable mechanics you can better "spike" your economy. "It's war, I need more smiths!" In Stellaris, you need to kinda run an "averaged-out" economy since you can't just uproot your entire districts and buildings every time you need more alloys instead of whatever else. So I'm a bit divided on that entire scheme.

It's more interesting than just gathering some "nebulous" minerals and energy though.