Should there be more buildings that add technician/miner jobs?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

The Grumpy Buddha

Major
24 Badges
May 31, 2016
559
183
  • Stellaris
  • Cities: Skylines
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
Isn't it the whole point that you can't just build stuff that gives minerals? It's exactly the asymmetry of resources that makes 2.2 planets more interesting than before. Before you could just make any planet mining planet, now minerals are an actual resource you can't just get from nothingness (except through market). Minerals are supposed to be acquired only from planets and some other deposits. Building stuff that generates minerals would make them less important economically.
Besides you can always buy them.
I agree completely. Before, it was always 'settle the biggest planet'. Now, with the Admin cost being related to districts, plus minerals being important, that's not the best play.
 

lief1

Sergeant
18 Badges
Mar 26, 2016
85
90
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Warlock 2: The Exiled
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Stellaris
  • Pillars of Eternity
  • Warlock 2: Wrath of the Nagas
I think there should be 2 buildigs for that;
Reactor: costs mineral and energy upkeep gives two technician jobs.
Astro Mining Bay: habitat building, higher energy upkeep, gives 2 miner jobs.

Though I also think we should get a return of the matter replicator.
 

Arcvalons

Field Marshal
74 Badges
Feb 21, 2010
3.310
4.471
  • Stellaris: Nemesis
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Crusader Kings II
  • Victoria 2: A House Divided
  • Crusader Kings II: Rajas of India
  • Stellaris
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - After Dark
  • Stellaris: Apocalypse
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Sword of Islam
  • For The Glory
  • Darkest Hour
  • Europa Universalis III Complete
  • Divine Wind
  • Arsenal of Democracy
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Cities: Skylines - Mass Transit
  • Stellaris: Necroids
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Deluxe Edition
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
If minerals and energy were to have buildings again, strategic resources should be required for more things late game to balance it out. Another interesting possibility is that once you have the Terraforming tech, you should be able to add mining/energy/food districts to a planet, though it should cost a lot. Makes sense that if you are able to terraform a planet, you should be able to partially alter it.
 

Delthor

Captain
21 Badges
Aug 15, 2017
310
15
  • Crusader Kings II
  • Magicka
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris
  • Age of Wonders III
  • Warlock: Master of the Arcane
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Magicka 2
  • Stellaris: Galaxy Edition
Right now you can't properly have mining and energy planets because there's not enough relevant buildings to fill all slots.

You can, actually. Just don't fill up those planets to the point where you have every building slot unlocked. That's not needed for a mining world. Fill out all the mining and/or generator districts, fill the extra building slots with some refineries, and then discourage/ban growth so that all your pop growth from that planet goes to other places where the growth can be more valuable.

I think the limited minerals is a really great thing in the game. Given a certain area, you have a limited number of minerals possible. Some things can be major boosts, like the matter decompressor or machine/hive worlds. But in the end, you gave a hard cap. This means that your economy can only grow so big without expansion or reliance on the market. This leads to more motivation for conflict or direct trade with empires who have more minerals. Buildings that produce minerals would eliminate all of that.

Energy is similarly limited for gestalt, especially machines since they need it for food. Their special worlds help offset the fact that they don't have trade to provide effectively infinite engergy.
 

Chthon

Captain
23 Badges
Oct 31, 2011
361
0
  • Sword of the Stars II
  • Stellaris: Leviathans Story Pack
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • 500k Club
  • Warlock: Master of the Arcane
  • Supreme Ruler 2020
  • Cities in Motion
  • Stellaris: Synthetic Dawn
  • Teleglitch: Die More Edition
  • Sword of the Stars
  • Dungeonland
  • Crusader Kings II
Maybe they should rework habitats a bit to fill these niches. Rather than just being a population location, you can now put them in orbit of something that provides resources, and construct buildings to expand on that resource collection.

E.g. 5 mineral deposit mining station with a habitat allows you to construct mining districts that produce 6 minerals per worker (1 + the deposit value)

This would make you prize those high value deposits more as the could be magnified, but low value deposits, like 2, would only give 3 per worker, and 3 would break even.

Once they've done this, if they move habitat construction a rank or two down the tree, it might give them a good place again.
 

JangoBunBun

Second Lieutenant
87 Badges
May 9, 2016
105
159
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings III
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Federations
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Green Cities
  • Stellaris: Apocalypse
  • Imperator: Rome
  • Stellaris: Distant Stars
  • Prison Architect
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV
  • Crusader Kings II: Holy Fury
  • BATTLETECH: Flashpoint
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Conclave
  • BATTLETECH - Digital Deluxe Edition
  • Teleglitch: Die More Edition
  • Victoria 2
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
Minerals are the big showstopper. Personally though rather than more buildings producing minerals I would simply prefer a removal of the limit on the extractor megastructure (and also the Dyson sphere, perhaps limiting it to specific types of stars in the process). A bunch of these would guarantee enough resources for all but the most sprawling empires. And it makes sense that an advanced late-game empire could manage to build and maintain them.

You could scale Dyson Sphere cost to star size/class. Larger stars would take more alloy to fully encase, which makes sense.
 

OrigamiPhoenix

Sergeant
11 Badges
Dec 8, 2018
60
0
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
There really should be.
The main reasons why hydroponics farms are balanced is that, besides for their requisite research, they don't give housing, have -2 energy upkeep instead of the farming district's -1, and have otherwise low slot-value.
We already have Commercial Zones that blow up your energy generation as the game goes on.

Minerals are the only thing we're missing and with the insane consumer goods and alloys upkeep... You can get gimped by low mineral systems and planets very easily.
With the requisite research (magma extraction, nuclear fusion/fission, nucleosynthesis, whathaveyou) , a +2 Miner building with a relatively high energy upkeep would balance things out.
 
Last edited:

klopkr

Chief suggester at the suggestion factory
106 Badges
Aug 12, 2013
8.784
15.381
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Call to arms event
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Humble Paradox Bundle
  • Europa Universalis IV: Dharma
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings Complete
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Holy Fury
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis III Complete
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: The Republic
  • Prison Architect
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Europa Universalis III Complete
  • Stellaris: Distant Stars
  • Crusader Kings II: Conclave
  • Surviving Mars: First Colony Edition
  • The Showdown Effect
  • War of the Roses
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Stellaris: Humanoids Species Pack
I'd just be happy if the amount of districts of each type per planet was a little bit more balanced so I can have a bit more choice in which planets become significant for which resource.

I've been running into a lot of worlds with 3-4 sectors in two resources and almost maxed in the others. It's dull to have to give in and say 'well this is an X world clearly'. Plus sometimes you just get bad RNG and get nothing but one type of resource district on many of your worlds pushing your whole empires focus on that one resource. It makes playing tall harder.
 

Chthon

Captain
23 Badges
Oct 31, 2011
361
0
  • Sword of the Stars II
  • Stellaris: Leviathans Story Pack
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • 500k Club
  • Warlock: Master of the Arcane
  • Supreme Ruler 2020
  • Cities in Motion
  • Stellaris: Synthetic Dawn
  • Teleglitch: Die More Edition
  • Sword of the Stars
  • Dungeonland
  • Crusader Kings II
I'd just be happy if the amount of districts of each type per planet was a little bit more balanced so I can have a bit more choice in which planets become significant for which resource.

I've been running into a lot of worlds with 3-4 sectors in two resources and almost maxed in the others. It's dull to have to give in and say 'well this is an X world clearly'. Plus sometimes you just get bad RNG and get nothing but one type of resource district on many of your worlds pushing your whole empires focus on that one resource. It makes playing tall harder.
Lucky you. I just get ones which are 4 in 2 areas, and 3 in the other, with size 20+ >.>