Stellaris void dweller build

Void Dwellers can take traits that are pretty much irrelevant to them, like Non-Adaptive, without meaningful penalty. That's a pretty massive benefit, on some already-great pops. Void Dwellers can get governors with the Environmental Engineer trait (even at game start) which is a useless trait on habitats.

Stellaris void dweller build. Once you are able to start building habitats consistently is when you really snowball. A nice side effect of rushing alloy production to make habitats is that you'll also be able to build a big military if you need to. Some other things worth noting: For any void dweller empire, pop growth is key.

On a separate note, Zombie-Megacorp is ridiculously fun as Void Dweller, from someone who rarely had the patience for Void Dweller's required slow start. It very much breaks the gap that allows for a more normal/'typical' start of early expansion, without getting in the way of the generally-tall style the build expects. General Build-Megacorp

Void Dweller Discount Rush - Stellaris Meta Builds. 99K views 5 months ago. Click4Gameplay. Stellaris Galactic Paragons has reworked leaders, leader traits …TL;DR: Subterranean is an origin that works best for organic Hive Minds, NOT normal empires or even Lithoids. It is an early-game economy advantage for hives, where the Origin and Hivemind mechanics cover each other’s weaknesses and support a strong early-to-mid-game economy to achieve a position of dominance.The void dweller difference would be taking nonadaptive since you have to get aliens to live on planets anyway. -housing usage would seem attractive, but it doesn't matter in the early game, and in the late game you are just a normal empire with 3 free habitats so it doesnt matter either. ... "Stellaris: Where the Geneva Convention Goes to …The Clone Army Origin exists to facilitate one of the strongest meta strategies in Stellaris (and many 4x games, for that matter): the rush build. Sacrificing a higher pop cap for the benefit of ...Perhaps hangar options, particularily bow and stern to make a supercarrier. Change specific to void dweller without utopia (unless it works this way, cannot remember the trait) is to tweak their void trait so just the one penalty (no red one) but instead, they have a flat habitation penalty of say 50 to all planets meaning can colonize, but all ...Research as a Void Dweller is heavy RNG , finding places to build habitats over research district enabling planets is great to super charging early research. Even the 'Gas Giant Radio signal' event is good for this even as much as I HATE that event! And remember ALWAYS reinforce the shield! If the Scrapers are near by even better, I can now buy ...

Going supremacy first and immediately switching to the military buildup agenda means you can launch it by 2210 for a massive -55% ship build cost. (-25% from terravore, -20% from agenda, -10% from supremacy). My corvettes were ~40-50 alloys each when I started building them in 2210.28 Sep 2022 ... ... Stellaris (and many 4x games, for that matter): the rush build. ... 4 Void Dwellers. The Void Dwellers Origin in Stellaris. Some Origins ...Void Dweller Habitat Presets 3.0.3. I made some specialized habitat presets for my upcoming Void Dweller run, and I thought it would be fun to share them here. These all assume 8 building slots available, which should be quite doable as Void Dweller. Of course, any feedback would be welcome. Buildings: Habitat Central Control, Grand …-You will need a steady influence gain to pay the 150 influence cost for new habitats, consider the Egalitarian ethic for the faction influence gain and increased specialist job output with synergizes with your +15% void dweller job output bonus. -The Nonadaptive trait is essentially 2 free points. -Habitats base cost are 1500 Alloys, 150 ...In the midgame you would likely be able to trigger selfmodified event to get non-void dweller subspecie and start to use specialist droids. spudwalt • 3 mo. ago. Mostly you don't colonize planets with your Void Dweller species. Keep building habitats. There's a reason you start the game with that technology.You also need a large amount of territory and planets to colonize; more planets means more pop growth means more jobs and more researchers. This means for the best tech rush you need a lucky start that gives you a lot of free space to work with. Tech is limited by the number of Researchers you can run.Mar 24, 2023 · oh god this. i'm terrible at the game but one of my favorite origins is void dwellers but as a regular empire instead of a megacorp. it's so much more difficult without branch offices and trade. a void dwellers megacorp is really really powerful with the branch offices boosting economy but getting it going without those is tough

Bio for the Fertile and Communal, max pop growth every habitat. Zero micro needed since you don’t even have the trait slot to do so, assuming you’re not using heresy ascension (xeno compatibility). Synth is still by far easiest no-brainer since pop assembly doesn’t care about planetary capacity. 3.Void Dweller fanatic xenophobe/purifier build. I like playing void Dweller, but I have only won the game with them by playing xenophile and eventually utilizing planets.The trouble I have had in the past is not being able to conquer/vassalize early game because all alloys go towards new habitats. I'm wondering if anyone has a build or playstyle ...Aug 2, 2021 · Void Dwellers one system challenge 2.8 - Guide / Discussion! Goal Never take any systems outside of your starting system Defeat the endgame crisis Have all other empires subjugated, in your hegemony or eradicated Grand Admiral, no scaling, mid-game 2275, end-game 2350 No mods Not sure how feasible this is at the moment. What you would you reccomend for a "tall" build - minimal in terms of space and making use of vassals/subsidiaries. I mean origin/civics (traits are for tech obviously) Is there any viable way to play void devellers besides commerce-tech build P.S. i would appreciate any other tall empire build advice, not minmax but maybe with some roleplay ...

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I still run Megacorp Void Dweller. My Go to build is F Xenophile , Pacifist. I tend to go Public Relationship and Permanent Employment , Third civic is free trade or Corporate Hedonism depends on my mood and how many branches I opened.So changes in 3.3 made progression slower, and some changes hit trade build more. Ruler jobs have 2CG job upkeep (Includes Merchant of course)Merchant give 3 amenity, down from 5Merchant Guild civic doesn't have unity bonusUnity from Marketplace of Ideas policy is halved (0.125 unity per TV) Can't believe the sweepingly nerfed trade builds ...19 Jul 2023 ... The first origin is called Void Dwellers. This will make your empire start with three habitats in your starting system. You will also be ...14 Jun 2020 ... “Why wasn't this in the base game?” What this mod does: Allows Machine Intelligences to have the Void Dweller Origin – Machine Void Dwellers get ...Void Dwellers one system challenge 2.8 - Guide / Discussion! Goal Never take any systems outside of your starting system Defeat the endgame crisis Have all other empires subjugated, in your hegemony or eradicated Grand Admiral, no scaling, mid-game 2275, end-game 2350 No mods Not sure how feasible this is at the moment.The Unity-Rush/Merchant-Spam build - Guide and 20 year benchmark. aroddo. Sep 30, 2021. Jump to latest Follow Reply. The main idea behind that build is to spam merchants for massive trade generation to gain energy, consumer goods and unity with the Trade League economic policy. Merchant spamming is possible due to the …

Honestly, Void Dweller + Thrifty + Merchant Guilds is really powerful. Yup, there are combos that can make Thrifty work. There's a reason I called it "underwhelming" rather than "bad". It's something you can't just slap on any old build and expect to be good. You actually need to stack a bunch of combos to make it good. Tips on Void Dweller Start? The Bored Chairman. Dec 4, 2022. Jump to latest Follow Reply. Hey folks. For the longest time I've been trying to get the hang of the Void Dweller Origin but the Alloy crunch is really brutal and keeping up Science/Unity is difficult too. Any tips on how to balance it?by Zardnaar Void Dwellers: A Basic Guide 3.4 Due to the recent changes habitats are a bit less efficient than before due to the empire size/sprawl mechanics. The Merchant Guild civic also got nerfed alongside the amount of unity you get via Marketplace of Ideas. So This Guide is built around those assumptions.Honestly, Void Dweller + Thrifty + Merchant Guilds is really powerful. Yup, there are combos that can make Thrifty work. There's a reason I called it "underwhelming" rather than "bad". It's something you can't just slap on any old build and expect to be good. You actually need to stack a bunch of combos to make it good. 1) Void Dwellers do not fare well on any planets. You can genetically engineer your pops out of the debuff they get for being on a planet, but every new pop born will have the debuff (even though their parents do not). Save yourself from this nightmare and don't put void dweller pops on planets, ever. 2) Only your starting species gets the ...Bio for the Fertile and Communal, max pop growth every habitat. Zero micro needed since you don’t even have the trait slot to do so, assuming you’re not using heresy ascension (xeno compatibility). Synth is still by far easiest no-brainer since pop assembly doesn’t care about planetary capacity. 3.It’s actually been a lot of fun, as there’s been a lot of new challenges to playing the void dwellers in 3.0. Some tips I’ve learned so far: Alloys are for habitats. Since you have to build crazy amounts of habitats now to keep up with other empire’s pop growth, the longer you can go without building ships, the better.Feb 25, 2022 · Mega-Corp Permanent Employment + Death Cult (its broken now but once fixed this will work), Void Dweller You need 1 planet it will be 0% habitable, you fill it with Soldiers + Clerks, you have 3 habitats building Zombies at 3.2 pop assembly thanks to death cult sacrifice. You produce Alloys everywhere on your habitats and fleet you conquer Apr 20, 2021 · Personally i find Void Dwelling Mega Corps to be superb and ALOT of fun. Yeah, it’s the not the only way to play void dwellers, though it’s the “optimal” build. I’ve done void dweller megacorp playthroughs and pure fanatic militarist builds. While they have a less fragile start, they just don’t compete with the tech rush late game. This page was last edited on 1 April 2020, at 18:27. Content is available under Attribution-ShareAlike 3.0 unless otherwise noted.; About Stellaris Wiki; Mobile viewVoid Dwellers SP. AderikBrogan. Oct 21, 2022. Jump to latest Follow Reply. I'm playing a game where I premade a void dwelling fan Xenophobic authoritarian to act as foil to one of my democratic crusaders. The problem is in every single play through they implode under rebellion after rebellion. They never turn it around...

Trade Builds are inherently an efficiency build that trades lower energy income (supplemented by other sources, such as tributes or mega-corps) for avoiding size penalties. You functionally 'buy' a lower tech penalty, by avoiding the need for as many low-efficiency districts like technicians, miners, and CG-industrial.

The void dwellers origin specifically mentions "artificial worlds", it used to only mention habitats in the old days, which seems like a deliberate change to expand what void dweller pops are useful on. I do believe this includes ring worlds and Ecumenopolis planets. I'm not sure what else could even be considered and artifical world. ... Void dwellers advantage is virtually unlimited building slots. I don't care about districts because I don't use it for resource production except for CG and ...Yeah just bad RNG, but I wouldn't really build robots as a Void Dweller. They don't produce as well as your pops and cost alloy which already is strained as each habitat is 5 alloy in upkeep. There is also a policy on robots that can prevent that tech from showing up as well.Stellaris Void Dwellers overwhelming build (2.7) By Kodama Do you want one of the strongest population growth in the game with strong tech? Do you want to take most out of potential of Void Dwellers and don't mind leaving your cozy habitats? Then this is the guide for you! 6 2 Award Favorite Share Preface What to expect with this buildHabitability bonus isn't useful, since as VD you should stay away from planets. And lithoid growth penalty on top of VD growth penalty and Habitats low capacity will stagger your growth. IMO best traits for VD are opposite to lithoid - rapid growth and nonadaptive, topped with intelligent. Other traits depend totally on your build. This seems like it will unfortunately reward "migratory construction populations" again, where (because population is the delimiting factor in power build-up) it will be worth it to build up one planet for the capital building & Planetary Ring, and then move those pops from world to world to get all the capitals built, then resettle pops where …ironsasquash • Ring • 1 yr. ago. Void dwellers have access to the unique trade district which makes trade better than energy for VD, since you can spike super hard in power early game. In Stellaris where snowballing leads to more snowballing, this is incredibly strong. So, thrifty is a must for traits. Yes you should build habitats but you don’t need to take void dwellers unless you are voidbourne. Ornery_Gate_6847 • 1 yr. ago. I build science habs or build them over strategic resources, but otherwise don't bother. They cost to …Note: You can build energy and mineral districts IF the habitat’s host planet has mineral or energy on it. You can also build natural mines (for exotic gas, moles, etc) equal to 2x what a mining station would get. So if a planet has 5 moles, that habitat could support up to 10 moles in mines. I generally build habits at choke points ...

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Each of them should have one leisure district to fullfill your amenities and unity production and one housing district. Besides that build only research districts in your main Habitat, only mining in the one that has astro mining and only generator districts in the last one. Use your building slot for alloys and consumer goods.11 Mei 2023 ... Stellaris Galactic Paragons has reworked leaders, leader traits and more. We are going to use the new leader mechanics to make Void Dwellers ...Vault Dweller from Fallout Wasteland Warfare. 1 / 3. r/Stellaris. Join. • 16 days ago. Void Dwellers SP. AderikBrogan. Oct 21, 2022. Jump to latest Follow Reply. I'm playing a game where I premade a void dwelling fan Xenophobic authoritarian to act as foil to one of my democratic crusaders. The problem is in every single play through they implode under rebellion after rebellion. They never turn it around...[3.9.0] Open Beta [db20] - Void Dweller swap in Domination applies alloy upkeep reduction inconsistently Game Version 3.9.0 Beta, hash db20 What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Federations, Nemesis, …Aug 27, 2023 · Void Dwellers got a massive boost to their arcane generator, so they start with a large alloy income. And the economy is properly set from day 1 (unike 3.8, where you had a MASSIVE food income for no good reason). And here is the weird stuff... Void dwellers are awfully good at corvette rushing a close nighbor, provided you do that EARLY. 19 Jul 2023 ... The first origin is called Void Dwellers. This will make your empire start with three habitats in your starting system. You will also be ...The weakness of Void Dwellers is that there is going to be a point in the early game where you have to make the choice between investing alloys into a fleet or into more habitats. The latter option is more powerful and better in the long term, but leaves you weak against early aggression and unable to be aggressive early yourself.Unyielding lets you support more Starbases, which means more room for Hydroponics buildings, which means more food without needing to devote pops to producing it. Other good tradition trees for Void Dwellers include Domination (more influence and housing), Prosperity (more minerals, more specialist output, another building slot). That's how Void Dwellers work -- if you need more stuff, build more habitats. Keeping your growth up is all about capacity. Early on, your habitats need those two Habitation districts to have enough capacity, but once you can upgrade them, you can just switch all of your housing to buildings to save on districts.1.9K 81K views 2 years ago In the grim darkness of the 3rd millenium, there is only war! In this video I am going to explore one of the most powerful builds that is not banned in competative... ….

Stellaris. Voidborn origin, strategy spitballing. Thread starter RyuujinZERO; Start ... Honestly Void Dweller pairs very well with a tall build as I only grabbed systems about 4 jumps away from my capital and only had 3 choke points. ... Void Dwellers start with 2 more rulers than the average empire and has two 600 mineral …#1 Warhunter Apr 20, 2021 @ 6:49am for void dwellers i build industrial districts and an alloy building on my capital. You want to rush out to secure chokepoints. From there once you start meeting other empires you want to use envoys to raise relations with your neighbors.All too often, I have ignored Orbital Habitats -- but not this time! Hermetically sealed environments are the only way to ensure a completely sterile and saf...Void born can live there easily. Void dweller trait give you -15% output on planet and and -30% happines on planet so ecumenopolis is not so good when you play vorid dweller. "build more habs" is not really an answer to the implied question "I'm consistently short on alloys and influence to build habs. The main idea focuses on going around void dwellers inability to colonize planets and using diplomats to keep your neighbours happy using minimal resources on …Meritocracy is also good for Void Dwellers. Merchant Guilds would probably still be okay for Void Dwellers. You'd have some early issues with Unity, so you'd want to add an extra administration building. The real benefit is the ability to form a Trade League later, which will give you plenty of Consumer Goods and Unity in the long run.Stellaris is pretty vague about exactly what they do, so this is what building a major/minor orbital over deposits does for a TIER 1 HABITAT: TLDR: Orbitals give +3 districts of corresponding deposit. Major gives an extra +0.5 max districts. No deposits give you building slots instead. Max district and building slot scale with habitat tier.So,AI’s willingness to trade has increased,Especially for strategic resources and foods. In this case,We can take advantages of void dweller to maximize trade profit and minimize the pops required for specific resources. In early game,You can use food to trade and get ready for snowballing.Pass line: 12 habitats 2230. Stellaris void dweller build, No prob. If you want a recommend, try a authoritarian-xenophile-pacifist Void Dweller megacorp with zombies and Masterful Crafters. 3 Habitats with 6 ruler pops provides significant starting energy/unity, enough to flat buy 50 minerals a month and then some alloys. You can build 3 zombie factories for 6 pop assembly as soon as your first round ..., I'm considering void dwellers too, since I really like the fluff, but the way I understand it, void dwellers don't benefit as much from synth ascension, since they loose their Void dweller buff when they ascend, so materialist seems a little less desirable. Of course you can still use the other ascensions., It should probably NOT be able to add Districts, because Void Dwellers can build more Habitats in the system. It should probably have a way to reduce sprawl from pops, because Planetary Ascension is relatively unrewarding for Void Dwellers. Perhaps some kind of System Ascension which applies Planetary Ascension to all Habs in the system?, Oct 17, 2023 · Void Dwellers −20% Habitat Build Cost +0.25 Building Slots from Non-Urban Habitat Districts +2 Habitat Max Districts +1 Jobs from Habitat Districts Can upgrade housing buildings on Habitats Species has Habitat Preference Species has the Void Dweller trait Start with the Orbital Habitats technology researched , It’s actually been a lot of fun, as there’s been a lot of new challenges to playing the void dwellers in 3.0. Some tips I’ve learned so far: Alloys are for habitats. Since you have to build crazy amounts of habitats now to keep up with other empire’s pop growth, the longer you can go without building ships, the better., Stellaris. Voidborn origin, strategy spitballing. Thread starter RyuujinZERO; Start ... Honestly Void Dweller pairs very well with a tall build as I only grabbed systems about 4 jumps away from my capital and only had 3 choke points. ... Void Dwellers start with 2 more rulers than the average empire and has two 600 mineral …, Sep 30, 2021 · Pick catalytic processing and go on hydoponic farms star base spam, because void dwellers get that tech for free. Also, there is an additional void-dweller/merchant tweak you should do very early: move one worker pop from energy habitat to mining habitat; upgrade administration building for +1 merchant job and the other customary bonuses , Mega-Corp Permanent Employment + Death Cult (its broken now but once fixed this will work), Void Dweller You need 1 planet it will be 0% habitable, you fill it with Soldiers + Clerks, you have 3 habitats building Zombies at 3.2 pop assembly thanks to death cult sacrifice. You produce Alloys everywhere on your habitats and fleet you conquer, Species traits would be part of the build; picked to be the pops of an Inward Perfection build. As far what I want to accomplish, I want to be competitive in a Grand Admiral game. Defensive Pacts, agreements & joining/creating federations are usually what propel me ahead in a grand admiral game with max amount of AIs., Use alien pops on the planets. If you are RPing then don't colonize with your main pops. Keep in mind only your original species will have the void dweller perk. Aliens are normal with no bonuses or penalties for being on normal planets. And meta players don't really colonize planets either, at least immediately., Void dweller mega corp is pretty good for this. Plenty of habs you can build and upgrade Making a Trade League Federation will enable you to cover credits, consumer goods and unity on trade value. Branch offices can supplement your science, alloy, food and mineral production as needed. Plus since you're not expanding you can put them everywhere., Void Dweller Discount Rush - Stellaris Meta Builds Montu Plays 124K subscribers Join Subscribe 3.6K Save 97K views 4 months ago Stellaris Galactic Paragons has reworked leaders, leader..., Void Dwellers in 3.9 Ok, so unless I'm missing something massive here, and please correct me if I'm mistaken, but void dwellers specifically, and habitats overall, seem so much worse. Here are the notable changes: One per system, upgradeable to a medium sized planet over a long period of time. , 1. 2 points fanatic in something and 1 point in another. or. 2. 1 point into 3 different ethics. Fanatic is when your trying to maximise a % of something, and 1 point into 3 is when you just want the functionality of the ethics. As a megacorp I treat it less like having an hq, and more like the opportunity to have an hq., Voidborne is great for tech rush, get several research stations up and you're good. Yes you most likely want to be a Xenophile for the migration. You won't run out of space. You make infinitely better use of the space you have than anyone else can lol. Mercantile is also pretty much a must for void dweller., void dweller is in a very bad spot in the recent version. There are no competitive buulds, that can keep up with meta builds. The build that worked best for me in pvp was technocracy+masterful crafters/meritocracy (yes masterful crafters is still very strong even without building slots on habs). , Jun 14, 2020 · If your starting trinary has 3 energy producing planets you can build Habitats over (which isn't uncommon tbh), you can net 200+ energy each in profit including upkeeps, which is the same as around 36 energy districts on planets ignoring +15% void bonus which no dirt dweller can even joke about achieving aside from Hive Minds on a Ring world. , As you might guess, the first origin I was trying was Void Dwellers and after that I tried a conventional planet based start. I rather like the Void Dwellers origin for multiple reasons and before 3.0 came out I was experimenting with a few ideas to see how well they worked. So after 3.0 came out I continued with that., Specialize your habitats hard.They are too small to have much more than a few jobs outside their specialization. For brand-new habitats (especially in the early game), build two Habitation districts and two resource districts. That plus an extra building or two (Holo-Theater, Alloy Forge, Civilian Industries, etc) is enough to max ou, Void dweller tips. Just some friendly tips in case you're having trouble with void dwellers. First influence and ethics. I found that I struggled more with influence than I did with alloys so anything that decreases influence cost for anything is suddenly much better because you need influence to build your "planets" so using less of it is very ..., Stellaris empire builds for 2.8.1. 8. 5. 1. 5. 4. 2. 1. 2. 1. 1. 1. 1. 1 . Award. Favorite. Favorited. Unfavorite. Share. Created by ... Void Dweller Build. The main feature of this empire is pop growth rate Void dwellers have a big advantage in the beginning having population growth, Yes there are huge nerfs to growth etc. But the build is challenging and fun when played as a very tall one. I got quite good and defence and ended up vassalising all those who bullied me at the start of the game. But I want to try something different, so thinking of MegaCorp Void Dwellers, that is sure to be a fun start., On your starting habitat you start with 3 to 6 (lithoid hive mind) unemployed drones. Now fixed on the internal build. Regular basic resource districts for hive mind give extra jobs (3 instead of 2) - void dweller districts only give the normal 3. I think this should be upped to 4 to stay in line with the normal hive mind stuff. , Void Dweller fanatic xenophobe/purifier build. I like playing void Dweller, but I have only won the game with them by playing xenophile and eventually utilizing planets.The trouble I have had in the past is not being able to conquer/vassalize early game because all alloys go towards new habitats. I'm wondering if anyone has a build or playstyle ..., Void Dweller Discount Rush - Stellaris Meta Builds. 99K views 5 months ago. Click4Gameplay. Stellaris Galactic Paragons has reworked leaders, leader traits …, Aug 27, 2023 Jump to latest Follow Reply After a few days of trying 3.9 beta, i wanna leave my few cents here. I want to be more specific about void dwellers origin. They got a huge nerf to growth in general and a weird buff of sorts. Bad stuff: the capital is fantastically tiny..., I'm considering void dwellers too, since I really like the fluff, but the way I understand it, void dwellers don't benefit as much from synth ascension, since they loose their Void dweller buff when they ascend, so materialist seems a little less desirable. Of course you can still use the other ascensions., Just use branch offices for all of your energy needs and to get some extra alloys early, and get a friendly empire with a fleet that can protect you so you can skimp on the navy and focus on hab building earlier. Current void dwellers are communal, intelligent, organic, xphile fans and egal megacorps., So changes in 3.3 made progression slower, and some changes hit trade build more. Ruler jobs have 2CG job upkeep (Includes Merchant of course)Merchant give 3 amenity, down from 5Merchant Guild civic doesn't have unity bonusUnity from Marketplace of Ideas policy is halved (0.125 unity per TV) Can't believe the sweepingly nerfed trade builds ..., Each of them should have one leisure district to fullfill your amenities and unity production and one housing district. Besides that build only research districts in your main Habitat, only mining in the one that has astro mining and only generator districts in the last one. Use your building slot for alloys and consumer goods., Dec 12, 2021 · So, a few things. Void Dwellers specifically get a few interesting traditions, Expansion allows them to build habitats at reduced cost (120 influence and 1200 alloys instead of 150 and 1500), and Adaptability gives them access to a decision which generates a resource deposit on a habitat that doesn't already have one (i.e. habitats built over empty planets get resource or research districts ... , Once upon a time, I looked down on Trade Value as a meme and nothing more. No longer.With the release of 3.1, trade has become significantly more viable, esp... , ... Void dwellers advantage is virtually unlimited building slots. I don't care about districts because I don't use it for resource production except for CG and ...