Colony type more flavour than useful?

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Less2

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Note that switching district types is fairly painless, so you don't have to worry about the city districts until you actually need them.

This + the ideal is to have some kind of housing bonus (traits/slavery/civics/traditions) such that you can fill your building slots with workers while running mostly resource districts.

A generic city planet isn't good to aim for IMO, that's only +2.5% for specialists. Better to get forge world and co. for +5%. It's the resource gathering specializations that are harder to judge, since they are by design limited by the planet.
 

Dalwin

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I think it would be interesting if there were degrees of specialization. At the first tier you get the small bonus as it is currently, but if you become even more specialized then a somewhat larger bonus takes effect.
 

Incompetent

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I think it would be interesting if there were degrees of specialization. At the first tier you get the small bonus as it is currently, but if you become even more specialized then a somewhat larger bonus takes effect.

This is already the case, for instance Industrial World is more specialized than Urban World, and accordingly gives a bigger but narrower bonus.

It would be cool if there were ways to upgrade your specialization bonuses, though. You could maybe even have an ascension perk that gave a big boost to specialization.

If the bonuses from specialization do become more significant, I think there has to be a way to manually override the game's choice of specialization (maybe costing a small amount of influence). The automatic system for assigning specializations is fine as a first approximation to what you want, but it is rather opaque and often leads to a suboptimal specialization from the player's perspective.
 

Less2

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If the bonuses from specialization do become more significant, I think there has to be a way to manually override the game's choice of specialization (maybe costing a small amount of influence). The automatic system for assigning specializations is fine as a first approximation to what you want, but it is rather opaque and often leads to a suboptimal specialization from the player's perspective.

I don't think I've ever seen a situation in which I objected to the planet's classification. Like if a planet is 40% energy, 40% minerals, 10% food and 10% ect it's going to either have +5% minerals, +5% energy, or +2.5% all resources, and the difference between those three options is incredibly trivial.

So far my only issue with classification type is that Habitats can't get the bonus, meaning that the Ecumenopolis's Alloy-crafting actually has a 25% bonus over Habitats rather than 20%.
 

Dalwin

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This is already the case, for instance Industrial World is more specialized than Urban World, and accordingly gives a bigger but narrower bonus.

It would be cool if there were ways to upgrade your specialization bonuses, though. You could maybe even have an ascension perk that gave a big boost to specialization.

If the bonuses from specialization do become more significant, I think there has to be a way to manually override the game's choice of specialization (maybe costing a small amount of influence). The automatic system for assigning specializations is fine as a first approximation to what you want, but it is rather opaque and often leads to a suboptimal specialization from the player's perspective.
No that is not at all the same. As you point out "bigger but narrower."

I am talking about having one where you might get +5% to mining but having another even more specialized mining planet where you get +10%. This is not at all the same thing as what we have already.
 

Incompetent

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No that is not at all the same. As you point out "bigger but narrower."

I am talking about having one where you might get +5% to mining but having another even more specialized mining planet where you get +10%. This is not at all the same thing as what we have already.

Seems a bit redundant to me. You already get more reward, the more heavily specialized your planet is, because a greater proportion of your workforce benefits from the bonus. I don't think you also need to make the bonus larger in that specific instance. If by 'even more specialized' you mean 'an abnormally large proportion of the population is miners, even compared to other mining worlds', then in practice you're probably not talking about a player choice, but a situation where the player lucked out in rolling a massive number of mineral deposits on one planet.

I do support the idea of making specialization bonuses better in general, though.
 

Alastor

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I don't know about you guys, but I can definitely feel the bonus from specializations. Whenever I lose the agri-world or mining world bonus, especially.
Which is the main reason why I would like an override. You basically need to have 15 mining districts so that your 3 generator districts and 3 farming districts don't turn the world into a rural one.
 

Dalwin

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Which is the main reason why I would like an override. You basically need to have 15 mining districts so that your 3 generator districts and 3 farming districts don't turn the world into a rural one.
Why should you be able to override? It is not a such and such specialty because you said so, it is because it has built the buildings to be so.
 

Alastor

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Why should you be able to override? It is not a such and such specialty because you said so, it is because it has built the buildings to be so.
Well one reason is that it would allow me to plan my worlds in advance. I call one an industrial world, I know how I want to develop it and don't forget. Another reason is that some times the weights of the worlds are too close or some types require some balancing, the rural world for instance and they end up overriding your intention for the world.
 

Namfuak

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Why should you be able to override? It is not a such and such specialty because you said so, it is because it has built the buildings to be so.

I suggested earlier that it should let you pick from the top three choices instead of always picking the highest weighted one. The way it is now fells mostly arbitrary when choosing between a high specialization and a balanced specialization, and leads to nonsense like trying to decide whether to build a new district will make you lose 2.5-5% of the minerals coming out of a planet, or entirely ruin your plan of putting most of your industry on a planet that will give it a bonus. Realistically the current model is going to lead to mods that show the different specialization weights for a planet being huge QoL improvements and maybe even necessary at high levels of multiplayer play.

Also, if we're making the realism argument, choosing a specialization is the result of government interference in the local economy - that's hardly an alien concept in real life.
 

Mikhail_Mengsk

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Well one reason is that it would allow me to plan my worlds in advance. I call one an industrial world, I know how I want to develop it and don't forget. Another reason is that some times the weights of the worlds are too close or some types require some balancing, the rural world for instance and they end up overriding your intention for the world.

I'd like the "pre-specialization", but only if it came at a steep price to represent actual effort in "optimizing" the planet for that role. Infrastructures, training the workforce, etc. I'd really like it because it would add "planning power" to the player without being too easy to do.