Stellaris

Stellaris

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munch15a Dec 9, 2018 @ 9:55pm
city districts not good or am I missing something?
they seem to give you more housing then one really needs and dont provide jobs as good as the other 3 also they dont give you more buildings ?
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Showing 1-10 of 10 comments
biochimera Dec 9, 2018 @ 10:02pm 
That's not what they're for. They're for housing, so you can use the city-dwellers to staff your buildings. First tier buildings may only require 2 pops, but the third tier requires 10. Your other districts won't be able to provide the manpower.

Edit: Don't require, but have caps of. So if you rely on districts other than city you're going to run way short of people.
Last edited by biochimera; Dec 9, 2018 @ 10:07pm
munch15a Dec 9, 2018 @ 10:04pm 
so having city districts lets me get the bigger buildings in a way ?
キールス Dec 9, 2018 @ 10:05pm 
City districts are good for supporting jobs created by buildings since those don't create housing.

Those buildings are usualy for processing advance materials like alloys, consumer goods, reasearch, strategic resources or for giving modifiers for pop growth/unity production/crime or deviancy reduction etc.

It is usually safe to build at least one city district to support the jobs created by your first building but you don't really need to get more unless if you are planning on making buildings that generate a lot of jobs.
munch15a Dec 9, 2018 @ 10:06pm 
ok so two follow up questions what buildings are really job heavy ?

and some buildings provide housing are they worth it ?
Aemon Bane Dec 9, 2018 @ 10:08pm 
Yep city districts are a must have to man the higher tier buildings, early game most planets should only need like 1 or 2 city districts to staff the tier 1 buildings, but as you specialize your planets more city districts are hugely important. I think city districts at late game get up to having 8 or 9 housing per so about 1 city per tier 2/3 building.
キールス Dec 9, 2018 @ 10:12pm 
The ones that I've seen create a lot of jobs are upgraded alloy foundries and research buildings. Those create 10 jobs per building.

You shouldn't get buildings that generate housing if you still have an available city district slot since they create the same amount of housing and the amenities that you get from those you could get by making commercial districts/maintenance hubs.

Just get housing buildings if it is an absolute emergency.
Last edited by キールス; Dec 9, 2018 @ 10:12pm
Aemon Bane Dec 9, 2018 @ 10:12pm 
Most tier 2 buildins have 5 jobs most tier 3 have 10 jobs, if you want a simple plan then, worlds specialized for farming/mining/energy should use most of thier building slots for mote/crystal/gas production as those only have 1 job each so no real increase to housing needs so more district slots for the specialization.
Aemon Bane Dec 9, 2018 @ 10:18pm 
Buildings that get up to 10 jobs are, comercial, tier 1 is 5 tier 2 is 10, alloy tier 1=2 2=5 3=10, consumer goods 1=2 2=5 3=10, research 1=2 2=5 3=10, entertainers and culture workers 1=2 2=4 3=7 4=10, I'm sure there are a few more that get up to 10 but those are what I can remember.
Leyline Dec 9, 2018 @ 10:42pm 
look at it this way:

this allows yo uto have colonis strictly for basic ressoruce generation. jsut fill the mining/power/food districts and be doen with it. Then use the pop growth to settle the pops somewhere else mroe beneficial.

Generally, you want to focus on getting a few worlds bulked up with the advanced production so yo ucan supervize it more easily.

After those are topped, you go back to upscaling your other colonies.

A ressource colony requires as few as one city district to run a few essential jobs. (unity, anemities etc).
AnemoneMeer Dec 9, 2018 @ 11:10pm 
City Districts become a LOT better with upgrades. Far moreso than any other district. They provide massive amounts of housing for specialist buildings, and clerk jobs are really good once you have the correct upgrades in place, since they cost nothing, and provide amenities and trade value, meaning it's possible for clerks to make enough commercial goods to pay for themselves with plenty to spare.

They're absolutely worth it, but you need the upgrades and to have buildings that need massive pop staffing before they truly come into their own.
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Date Posted: Dec 9, 2018 @ 9:55pm
Posts: 10