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3.0 版本
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=== Economic and Population Rework === * Building Slots: ** Building Slots are now unlocked through expanding the infrastructure of a colony by constructing City, Hive, or Nexus Districts, by upgrading the capital building of the planet, or through civilian infrastructure technologies. (Note: Habitation Districts on habitats do not. Building slots can be acquired on habitats through the Voidborne Ascension Perk.) The Functional Architecture civic now also grants 1 building slot. ** Ecumenopoleis, Ringworlds, Hive Worlds, and Machine Worlds start with all building slots available for development. ** Branch Office Building Slots are now unlocked by upgrading the capital building on the planet as well as the target empire having the Insider Trading tradition. ** Several Technologies have been flagged as “Infrastructure” gateway technologies. * Industrial Districts: ** Alloys and Consumer Goods are now produced by Industrial Districts instead of Factory and Forge buildings. Specialized districts remain on an ecumenopolis. ** Factory and Forge buildings now add additional consumer good or alloy producing jobs to Industrial Districts and are both exclusive and planet unique. (Both may be built on an ecumenopolis.) ** The Forge World and Foundry World designations (and habitat equivalents) will now also shift one job between Consumer Goods to Alloys (or vice-versa) for each Industrial District, if possible. * Pop Growth and Assembly: ** Biological population growth now follows a curve based on the number of pops on the planet and the theoretical carrying capacity of the planet. Pops will start at their normal baseline but increase in speed as the population grows, eventually leveling off and slowing down as they fill up planets. The overall carrying capacity of a planet is largely based on the total housing the planet has, plus a value for unbuilt and unblocked districts based on the planet class, and can be seen by examining the Planet Size tooltip. ** The amount of pop growth or assembly required to create a new pop is now increased by the total number of pops in the empire. Base assembly values have also been adjusted. As a result of these changes, the expected number of pops in the late game are significantly lower than before. ** New colonies no longer suffer an explicit pop growth penalty. The basic Colony planetary designations now grants stability, amenities, and (in regular empires) happiness. ** Spawning Pools and Cloning Vats now produce organic pop assembly rather than modifying pop growth. ** Overpopulated planets will stop generating pops at lower levels of overpopulation.
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