Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
not that i have seen, the slots are just disappearing and ruining the buildings
eg: https://steamcommunity.com/sharedfiles/filedetails/?id=2831133315
Question 2; Are you gradually losing building slots or was it like an instant loss on opening the save? (if you did)
Question 3; Did any major events happen in the galaxy before this started happening?
You have 3 city districts left, granting 3 building slots, plus 2(?) from the main building. You'd have to have 6 building slots from other sources for all of the building slots to be unlocked, which is theoretically possible I think, but highly unlikely since don't seem to be focusing on that.
Having 2 extra building slots like seen in that screenshot seems a lot more likely.
Thats the icon for a Planetary Processor main building, which unlocks 3 additional slots, plus the main building (4 total). Plus 3 from the city districts, giving 7 total building slots guaranteed.
If he had the Constructobot civic, that adds 1. Technology can add up to 2 more. So potentially 10 in total. I can find nothing else that would work with a machine intelligence. So I see no way 12 building slots could be used unless city districts were there and since removed. Unless there is a source of building slots that isn't accounted for on the wiki.
Building slots only disappear the moment your population dwindles.
So find the reason for that and you got your problem (partially) solved.
Thorin :)
That hasnt been the case since 2.x
could you explain this to me please? ik theres the second tab that shows where pops are working but where does it show how many jobs are open on this screen?
and arent i as well off building the buildings when i have the resources free so when i get more pops they fill the jobs, so i dont end up with unemployed pops and my deviancy rises?
You're right that you should have some so that they'll fill as you get pops, but 18 is way more than you need. Every building has an upkeep, so all those buildings you have that have un-worked jobs are costing you resources every month and you're not getting anything from having them. In general, it takes less time to make a building/district than for a pop to grow. You generally shouldn't have more than 4-5 free jobs at max, unless you're absolutely flush with resources.
building stuff that won't be used is resources that could be used immediately elsewhere.
and it also can lower planet capacity to the point it starts affecting biological pop growth, which on the size 12 planet on the screenshot might actually be the case.
it's best to just build a few more jobs than you have pops on a planet.
but i personally stop caring about that after the early game and just fill up the planets in 1 go so it's less micro.
its kinda funny: the game puts on a big warning that there is a building slot available which .... isn't helpful most of the time and just a noobtrap. meanwhile there is no warning for 0 jobs avaiable, only for actual unemployment.
ah okay that makes sense
would it be a good idea to specialise one planet to pump out pops, and use that to fill out new planets jobs (and unlock the main buildings unlocks)?