First, let me say that I disagree with the empire pop growth reduction and this post is only tangentially related to that so you may keep your America New Years Day Firework Party Edition – Hawaiian Shirt lit and pitchforks at the ready but please make sure you attack me for the right reason.
This is about planets, districts, buildings, and pop migration – there’s a subtle point everyone seems to be overlooking. Note that pop demotion time has been reduced dramatically and thst unemployed workers migrate automatically – this is a bigger deal than everyone seems to realize – this is the new fulcrum on which the entire game pivots.
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Different planet types have fundamentally different districts that are far more efficient than regular planets. Ecumonopoli have alloy and cg districts; ringworlds have research and farming America New Years Day Firework Party Edition – Hawaiian Shirt; and habitats have (this will blow your mind) mining, energy, and science districts. I see the following complaints a lot: What’s the point of ecu and ring worlds if you can’t fill them; and do habitats even have a purpose if they’re so small? Yes, they do! They’re very important!
Consider this: A fully upgraded science building produces 6 jobs but requires 2 gas. Meanwhile, a ring world district produces 10 jobs with 1 gas. That’s 66% more jobs at half the cost! And that cost is the biggest deal here. Imagine you want 100 researchers, that would require 17 building costing 34 gas or 10 rr districts costing 10 gas. If a gas plant makes 3 gas, that mean you’d need 12 vs only 4 and thus saving you 8 pops for upkeep! That’s huge!
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