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Tisifoni12

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Well so far, while I like some of the ideas behind the re-work:
  • Trade routes and patrols
  • Forge worlds
  • Pops as a resource
  • Alloys, specialist industries
However, I do find rather than making strategic decisions I tend to be busy creating jobs to keep my expanding population occupied.

Need energy; mine, build generator districts, build energy grids and also the edict option. Could three base 'options' be one too many?
On top of that there's now the market.

A small drain on a resource pool; easy to overcompensate.

Commercial districts, consumer goods and entertainment, surely there's going to be some of that on every world; do I need one on every or most worlds? Or should I guess a 'building' represents a major financial services sector, a major concentration of consumer goods production. So holotheatres; a presence or absence of 'entertainment' or a concentration equivalent to where?

Meanwhile the research options seem too random. How many techs that I don't need to I need to work through before I get the fleet capacity or power generation tech that I need. Could influence points be used perhaps to influence which techs come up as research options?
 

Magdaki

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I agree that there does seem to be quite a bit of busy work in managing the economy. I wonder if it would be helpful if districts that are not being used didn't cost upkeep. At least then I could queue up a bunch and just let it be. Also, (and I posted a suggestion on this), I have to check the planets quite often to see if they need anything. It would be helpful if the UI would tell me when I'm about to experience unemployment or overcrowding and not just after it has happened. That being said, I find that there are a lot more decisions to make with respect to the economy, and I really enjoy that.
 

Delthor

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It feels really odd that people think the economic management is busy work, not meaningful play... Do you consider moving your fleets around busy work?

For your question, the only thing you need on every world is amenities, housing, and jobs of any sort. Consumer goods and trade are actually better when concentrated on specialized worlds. To this end, sometimes it can be useful to stop/discourage growth so that the growth is directed elsewhere, especially on worlds that are mainly for providing raw resources.
 

Tisifoni12

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Is de-colonisation possible ?
It was pre-LeGuin; resettle any pops and demolish any buildings. Now I can't remove districts or the administration building.

And I'm not sure I can re-settle.

Guess I'll have to change the timeline (go back to an earlier save if I can).

Beginning to question if it's ever worth having more than one of a building type on a world, like a colony whose purpose is alloys built around having 2+ forces there.