LeGuin has changed how I play this game

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Tisifoni12

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What do I mean:
  • Pre LeGuin I would mine any energy, mineral or science source worth 3 or more; now I mine energy sources worth 3 or more, I tend only to mine mineral and science sources worth at least 4.
  • I would clear certain types of tile blocker almost as a matter of routine, but tended to ignore others; now I rarely clear any.
  • When I first started with LeGuin I would develop districts and unless I was aiming for a rural world or mining / forge world I would try to balance numbers of districts; now I develop districts only as necessary, though I do consider which planet should have for example the next agriculture district.
I think a better game.

Would still like proper warp however . . .
 

Mikhail_Mengsk

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Why?

- Minerals are the major bottleneck of 2.2 economy since you are hard-capped by districts and space deposits, unless you go Matter Decompressor. Energy, you can make it out of thin air with Trade.

- Planets can host hundreds of POPs, so more space for more districts means more housing and jobs.
 

Alastor

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City districts is the last thing I will build, after I finished up all generator, mining and often farming districts. Then if the planet is of a size that allows for more districts I will build city. The planets that allow for more become my advanced worlds (urban/industrial/forge/tech/trade) the planets that don't allow for many or any more become my more basic ones (rural/mining/generator/aggri/silo/fortress). Refinery worlds sit somewhere in between. The reason for this is that I always end up having enough of all types that way and I don't lose on basic production districts, particularly mineral ones, since mineral districts are the first ones I build. Sole exception to this practice is my homeworld and perhaps my first colony that are more mixed to jumpstart my economy.