There are complains about planetary management micro on this forum. Some of them quite loud.
There is also a fact that AI sucks big time in utilizing current model, not in the last part because it has to balance interactions of districts and buildings.
There is me and I think a few other people who think that buildings are weird: sometimes they clearly represent something planet-wide (like energy grid), but sometimes no.
The point is, we have to return to a planet every so often to kick it in the new direction once new building slot is open. So, why not let us do this in advance?
I think, AI can build districts when needed fine enough since most of the time it is "build district for deficient resource or add city district in case of overcrowding", so letting it handle this part should be OK. But building slots host many buildings with planet-wide effect. It is reasonable to think about them as infrastructure networks. For example, energy grid is fairly obvious a network of energy transmission lines and the control hub (btw, why it grants technician job? It should give specialist- or even ruler-level job).
So what if we assume exactly this: that districts represent planetary areas focused on specific production type and that the buildings are infrastructure decisions, deciding role of the planet? This is fairly easy to accomplish, moving most production from buildings to districts and using specialized "buildings" to enable some jobs and not the others. This would help AI to deal with player-designated planet specialization. Also we might have AI capable to specialize planets meaningfully. (ah, sweet dreams)
Now, this would be another overhaul of game economy. But this time we would stay in same general framework, so it should be a lot more smooth than what we had with 2.1->2.2 transition.
What do you think?
There is also a fact that AI sucks big time in utilizing current model, not in the last part because it has to balance interactions of districts and buildings.
There is me and I think a few other people who think that buildings are weird: sometimes they clearly represent something planet-wide (like energy grid), but sometimes no.
The point is, we have to return to a planet every so often to kick it in the new direction once new building slot is open. So, why not let us do this in advance?
I think, AI can build districts when needed fine enough since most of the time it is "build district for deficient resource or add city district in case of overcrowding", so letting it handle this part should be OK. But building slots host many buildings with planet-wide effect. It is reasonable to think about them as infrastructure networks. For example, energy grid is fairly obvious a network of energy transmission lines and the control hub (btw, why it grants technician job? It should give specialist- or even ruler-level job).
So what if we assume exactly this: that districts represent planetary areas focused on specific production type and that the buildings are infrastructure decisions, deciding role of the planet? This is fairly easy to accomplish, moving most production from buildings to districts and using specialized "buildings" to enable some jobs and not the others. This would help AI to deal with player-designated planet specialization. Also we might have AI capable to specialize planets meaningfully. (ah, sweet dreams)
Example design:
Let's say that we have 6 distic types: 3 rural districts, city districts, industrial districs and government district.
Rural districts remain the same. City districts remain the same, but they might host 1 researcher job per district if there is building "scientific data network" or 2 researcher jobs if there is building "scientific computing network". They might host 1 priest job if there is building "planetary congregation", or entertainer jobs for "planetary holotheater network" And so on. Similarly, industrial districts would host artisans or metallurgist with a chance to increase their numbers and efficiency using specialized buildings. And government districts would host law enforcement, adminstrators and other ruler-class jobs.
There is, of course, the matter of special resources that probably should remain in buildings (there is too much of them and their use is too low to reasonably well implement them as district-jobs), but this is fine as they are rares. Even opening infinite building slots we can limit their use making their production, for example, promote crime and corruption (and this does make sense, as rare and costly resources breed crime) Of course, it would make sense to have them use different building grid, separate from other grids.
Another issues is soldier jobs. They probably should also stay in buildings, similar to rare resources buildings... but maybe they should be folded into government districs.
Let's say that we have 6 distic types: 3 rural districts, city districts, industrial districs and government district.
Rural districts remain the same. City districts remain the same, but they might host 1 researcher job per district if there is building "scientific data network" or 2 researcher jobs if there is building "scientific computing network". They might host 1 priest job if there is building "planetary congregation", or entertainer jobs for "planetary holotheater network" And so on. Similarly, industrial districts would host artisans or metallurgist with a chance to increase their numbers and efficiency using specialized buildings. And government districts would host law enforcement, adminstrators and other ruler-class jobs.
There is, of course, the matter of special resources that probably should remain in buildings (there is too much of them and their use is too low to reasonably well implement them as district-jobs), but this is fine as they are rares. Even opening infinite building slots we can limit their use making their production, for example, promote crime and corruption (and this does make sense, as rare and costly resources breed crime) Of course, it would make sense to have them use different building grid, separate from other grids.
Another issues is soldier jobs. They probably should also stay in buildings, similar to rare resources buildings... but maybe they should be folded into government districs.
Now, this would be another overhaul of game economy. But this time we would stay in same general framework, so it should be a lot more smooth than what we had with 2.1->2.2 transition.
What do you think?