The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
There are already decision that take some time to come into effect (Ecu, the one which gives extra districts). Could this with a hypthetical industrial district decisionLove the Industrial District experiment. It'd make Machine Worlds feel a lot better too since currently you can only fill up a Machine World with Mineral, City or Energy Districts. Same for Hive Worlds except they also have Food districts.
However, the balance of production when you pass the decision to nudge production seems a bit off to me.
If you have a Forge World producing alloys, passing a decision to then immediately start producing consumer goods for just 25 influence doesn't really make sense to me. I would suggest splitting them up.
Not making a district count towards the district cap is kind of odd. Also for every level of capital building 2 industrial districs is really really low as this would result in 6 for regular empires and 2 for hive minds.Industrial Districts produce Consumer Goods but need a Planetary Administration (10 Pops) to build.
Metalworking/Metallurgical Districts produce alloys, but require a Planetary Administration (10 pops on planet) to build.
For every level of Capital Building you upgrade on Planet you can build 2 Industrial Districts or 2 Metalworking Districts (or 1 of each). They do not count towards Planet Size and don't use up district slots so on a Size 10 planet you could still build 10 city districts along with 2 of say Industrial Districts.
Once you turn the world into an Ecumenopolis, much like the number of city districts get halved, the number of industrial and Metallurgical Districts get halved too and start counting towards Planet Size and take up District Slots.
If you do that, then you'll end up with planets having to fill dozens of Specialist jobs before getting any workers.Why are building slots locked in the first place? Unlocking then would make micromanagement less tidious If you could just plan all building from the very beginning like before title update.
Most people never reach the lategame, so that hardly matters. Plus you're hardly going to be colonizing new planets in the lategame, rather than Ringworlds which already give all the Research, Trade and Energy you need via Districts.In the late game, where you already have more basic resources than you know what to do with, this is probably what you want anyway.
A few things:Most people never reach the lategame, so that hardly matters. Plus you're hardly going to be colonizing new planets in the lategame, rather than Ringworlds which already give all the Research, Trade and Energy you need via Districts.
If done poorly you're correct but there MIGHT be a way to have at least some of our cake and eat it too.If you do that, then you'll end up with planets having to fill dozens of Specialist jobs before getting any workers.