Someone said "The planetary automation settings are pretty competent ".
Well. Let see how "competent" it really is. All mods disabled. Console commands used to speed up stuff. This one is for conventional organic empires with the 4 basic resource automation. Considering the FACT, that ecunemopolis can provide a boatload of alloys, and consumer goods a good majority of your conventional colonies should be either energy, or minerals.
As you can see each planet is put into sectors, and each sector, and the global are provided with plenty of resources. Each planet is manually designated for the role it's meant to go with. Now let see a bit later stage.
Okay so the basics are working. Later it built more designated district, and some good early buildings. I say, that for early development. It does a good job. Now let see what happens when planet gets a bit crowded.
As you can see it started to overproduce amenities like HELL. As a warrior culture empire this might not be such a bad idea. If my alloys weren't gone to negative because of it. It also built the same number of housing building. For the agri world it could have just build more city districts instead, and for the rural world it was more, than enough housing from the city districts without it.
Now let see how a refinery world went on.
I think the system misunderstood. I wanted this planet to be used for "refinery", and not "trade". Now using my common sense refinery world should start similar to rural worlds with no city stuff beside a bare minimum, then used refinery buildings for the free slots, and fill the gap with something. Like this:
Enough city district to have housing, trade centers to fill the gap, can be reduced once upgrade is done for more refineries, gene clinic+robot assembly for maximum population grow. Robot assembly can be replaced, if no more jobs available for them assuming, that they are not synths yet. Refineries should also react to what is actually needed most, and not placed randomly.
Well. Let see how "competent" it really is. All mods disabled. Console commands used to speed up stuff. This one is for conventional organic empires with the 4 basic resource automation. Considering the FACT, that ecunemopolis can provide a boatload of alloys, and consumer goods a good majority of your conventional colonies should be either energy, or minerals.
As you can see each planet is put into sectors, and each sector, and the global are provided with plenty of resources. Each planet is manually designated for the role it's meant to go with. Now let see a bit later stage.
Okay so the basics are working. Later it built more designated district, and some good early buildings. I say, that for early development. It does a good job. Now let see what happens when planet gets a bit crowded.
As you can see it started to overproduce amenities like HELL. As a warrior culture empire this might not be such a bad idea. If my alloys weren't gone to negative because of it. It also built the same number of housing building. For the agri world it could have just build more city districts instead, and for the rural world it was more, than enough housing from the city districts without it.
Now let see how a refinery world went on.
I think the system misunderstood. I wanted this planet to be used for "refinery", and not "trade". Now using my common sense refinery world should start similar to rural worlds with no city stuff beside a bare minimum, then used refinery buildings for the free slots, and fill the gap with something. Like this:
Enough city district to have housing, trade centers to fill the gap, can be reduced once upgrade is done for more refineries, gene clinic+robot assembly for maximum population grow. Robot assembly can be replaced, if no more jobs available for them assuming, that they are not synths yet. Refineries should also react to what is actually needed most, and not placed randomly.
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