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buidings also exist for food/energy/minerals, not just alloys/consumer.
On top of that, Buildingslot's are quite limited on a planed while, if you have a size 20 or higher World you can built a lot of Industria. dictricts and turbo-spezialize your planet to it.
I also don't think you can take away much of the Planetary specialisation-options since every option does something differently and boost's either a different rescource for a lot, reduced the up-keep for a production-job or in case of the rural world increases all 4 base-rescources at once in case the planetary features make it impractical to specialize that planet to a single recource.
a) you will get way less resources then from a strict specialization.
b) you will need a lot more pops on that world => indirect slowdown of your alloy&CG&science production (as you should resettle excees pops).
Are you so desperate for basic resources?
Mountains? Oceans? Swamps? Tundra? They all mostly useless terrain.
And it will require A LOT of time to fill default 15 planet with pop using all those districts & buildings...
LOL? We're building mining bases all around ...
Proper logistics is a hellish mess, will require extra Excel sheets & most players hate it wholehearthy. You can't be serious here.
I just explained what it is for not that i am currently in a game where i am in a situation where i am using it.
I sometimes use that specialization in early-game on planets that doesn't support a basic-spec, i could not aquire better planets to do so and i lack the basic rescources to increase my specialist-production. Of course that also doesn't mean that this planet will keep the spec for the entire duration fo the playthrough but for certain transition-phases i found a niche-use yes.
it would be reasonably doable to have minerals transported to industry worlds via a system similar to trade routes. could maybe make for an interesting blockade/pillage mechanic.
but yeah you'd have to simplify it and probably only do it for planets with high outputs to avoid it becoming too messy.
or you could just have the game do it automatically and just have freight ships flying between planets that you could then shoot down or some such.
Industrial distrcts produce either only consumer goods, only alloys, or 50-50 the listed specialization changes that with 1:1 jobs being default on any unspecialised production world. You only get one of the alloy or consumer good building slot as you can build vastly more production on a single world now then you could in building slots, especially with eucenopolis worlds, those get absolutetly insane.
But yeah, your first couple colonies are probably easier to use as general basic resource worlds initially, unless they have good modifiers for a specific resource. Later on you can specialise them once you have planets you can spare for each type, by looking at which districts they can build the most of.
If a planet can build a high amount of mineral districts then make it a mining world, ditto for energy or food. On the other hand, if a planet CAN'T have a decent number of any one specific resource district, then you can make them industrial/tech/refinery worlds etc.
a) avoiding shortages
b) trying to produce enough alloys for early conquest OR securing your borders.
c) next goal is to pick at least one would-be-ecumenopolis for each: alloys, CG and research.
So it's pretty messy and random - you can't allow a dedicated specialization, it's a goal for mid/late-game.
Dunno, DW2 is still unplayble mess for me. DW:U is awesome and different types of resources are cool - but it ignore civilian economy completely and simulate it as a black box running on it's own.
In Stellaris you're overlooking civilian economy (in form of CG or maintenance drones for Gestalts) so in that case it's a bit more complex.
Simply a 1 energy upkeep for every handful of ressources you need to ship somewhere else and it's done.
Then if a planet is blockaded (somehow isolated), it stops producing what it can't support by itself and starves if lacking food.
And such limitation will hurt mostly the human player as AI is still have access to cheats.
That's a much better idea. Starvation via blokade should be alternative to bombardment. Issue that it would take A LOT of time - until they dry their local warehouses.