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Hi everyone!

Way back in Dev Diary 152, we discussed some planetary changes that we experimented with during summer 2019. At the time, we decided that while we learned a lot from the experiment, they required significant additional refinement before being something we wanted to incorporate into Stellaris.

Summer 2020 gave us the additional time we needed to revive these (and some other) experiments. Our primary objectives were to reduce the mid to late game micromanagement burden and provide quality of life improvements, including generally making the prebuilding of planets more viable, making planetary automation reliable enough to be trusted in the mid to late game, and making dealing with unemployment and pops easier.

We’ll be talking about these subjects in multiple dev diaries over the next couple of months.

Industrial Districts

Planet View Showing Industrial Districts

Azure Chalice is… er, was... a lovely place.

The planet view has shifted things around a bit and now supports the display of up to six district types. Most planets will have five district types available. This extra real estate could also be of special interest to modders.

The new brownish-orange district next to the City District is the revived Industrial District. Industrial Districts are treated as urban districts (and as such are not limited by planetary features), but rather than the Laborers that split their output from the original experiment, we’ve decided to have the districts provide regular empires one Artisan and one Metallurgist job. Gestalts have either two Foundry Drones or Fabricators as appropriate.

Industrial District tooltip (regular empire)

Work, work, work.

Factories and Foundries will still exist but are now planet unique, with the first tier building adding 2 jobs to the planet just like the old versions. The upgraded versions, however, will now add either 1 or 2 jobs of the appropriate type to each Industrial District on the planet.

Ecumenopoli will retain their specialized districts, but can be boosted by the Foundry or Factory buildings. The number of jobs per district on ecumenopoli have been adjusted somewhat as part of an overall economic balance pass. Since Industrial Districts are considered urban, a planet with a mix of City and Industrial Districts can be paved over and turned into an Ecumenopolis using the Arcology Project decision.

Since districts are now much more critical to the development of your civilization, the average size of homeworlds has been increased by 2, and as an additional side effect, the Mastery of Nature Ascension Perk may also become a bit more desirable.

Building Slots

I’m sure you’ve already noticed from the above screenshot, Building Slots no longer list population counts. Instead of relying on population, they're opened up by increasing the infrastructure of the planet. This is generally done by building City Districts (or their equivalent) or by upgrading the colony's Capital building. As a pleasant side effect of this, your buildings will no longer get ruined when a pop gets resettled, ritually killed, or eaten by mutants.
City District tooltip
Planetary Administration tooltip

Build up that infrastructure.

Two new technologies that unlock additional Building Slots have also been added, Ceramo-Metal Infrastructure and Durasteel Infrastructure. They represent the civilian adoption of military technology, and as such require some government techs and the associated armor technologies. The Adaptability tradition tree, for those that have it, still has a tech that grants a Building Slot as well.

As specialized and advanced worlds, Ecumenopoli, Ring Worlds, Hive Worlds, and Machine Worlds start with all of their building slots unlocked.

Habitats are intended to feel a bit cramped, so while Habitation Modules do not open up Building Slots, the Voidborne Ascension Perk will continue to grant two Building Slots to those that choose to embrace living in space.

The MegaCorps out there may ask “but what about our Branch Offices?” - we’ve got you covered.

Locked Branch Office building slot tooltip

Insider Trading. Institutionalized corruption exploited by the upper classes, or just greasing the wheels of trade?

Branch Offices will tie their slots to the level of the colony’s capital building. For example, a Planetary Administration building will grant one Branch Office Building Slot, a Planetary Capital will grant two, and a System Capital-Complex would grant three. If the target empire has the Insider Trading tradition, you’ll have one extra Branch Office Building Slot. (This may grant you a Branch Office building even on newly colonized worlds, if your business plan expects it to be profitable.)

But Why?

By decoupling the building unlocks from population growth, it makes it much easier to “prebuild” a planet to varying degrees. It removes some of the tedium of waiting for that last pop to finish growing before a slot unlocks, as well as the negative experience that occurred when a critical pop moved or died right at the wrong time. This change went through many iterations - in one of them the rural and industrial districts added "fractional" slots, in another the capital buildings gave more slots at each upgrade. The combination of having both City Districts and the Capital Building contributing to the slots, along with the additional techs, finally felt right. It's nice when even a newly founded Colony possesses at least one open building slot since it lets you immediately begin construction of a Spawning Pool or other high value building right away.

Moving the essential secondary resources of Consumer Goods and Alloys to districts frees up the building slots a little bit and creates a greater differentiation between heavily urbanized or industrial planets and resource generating colonies. Qualitatively we also felt that it "feels nice" to be getting more of your physical resources from the district level, leaving the Building Slots for more unique and specialized needs.

Both of these changes also happen to make some planetary automation decisions a little easier - your Tech Worlds should clearly build a mix of City and Industrial districts, for instance, to make room for Research Labs as well as to provide the Consumer Goods needed to pay for them. We do recognize that it may be difficult - or even impossible - to unlock all Building Slots on a planet that has not been urbanized, but those resource generating planets often do not have quite as strong a need for a large number of buildings.

Ideally in the mid to late game you could colonize a planet, set the colony designation you want for the planet, turn on automation, and reasonably expect the planet to be in decent shape - and doing what you told it to - the next time you look at it. (In the early game it's certainly possible, but your empire's economy may not be stable enough to support dedicated worlds and your colonies may be better off with direct caretaking.)

We have a few other experiments that are still ongoing that affect the relationship between urbanized vs. less developed planets that are not entirely conclusive yet. If they prove out we'll discuss them later on in this series of diaries. Our current plan for next week's diary is to talk more about the automated colony management overhaul as well as the automatic and manual resettlement of pops.

As a reminder, we have an ongoing feedback thread related to AI improvements we have in beta on the stellaris_test branch. We'd love to get more people on it and telling us what they think about them. (Please note that 2.8.1 is an optional beta patch. You have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.)

Thanks!
 
I'm honestly not sure if I like the Factory and the Foundry buildings being mutually exclusive. While the ability to set a focus on a specific kind of production that shifts over a job from the Industrial district over to the other one is great, I also liked being able to add some extra Artisan jobs on the side without changing the planet designation from Forge world.

There will almost certainly be a generic "industrial world" which gives a discount to both, for planets not specialized either way.
 
There will almost certainly be a generic "industrial world" which gives a discount to both, for planets not specialized either way.
Maybe. But I think my previous understanding of this – that the jobs from the base Industrial district are the only ones ever shifted by planet designations, and that both a Foundry and a Factory building can be built and upgraded to add unshiftable +1/+2 jobs to these districts – is the way I would've preferred it to work.
Regular Industrial District with a Tier 3 Forge and Factory World set: 2 Artisans, 2 Metallurgist. (One Metallurgist converted.)
Regular Industrial District with a Tier 3 Factory and Foundry World set: 2 Artisans, 2 Metallurgist. (One Artisan converted.)
The system as currently described feels weird. Forced specialization through buildings? And then using a conflicting planet designation to counterbalance it if you want an equal amount of each job? Doesn't feel intuitive at all.

EDIT: Alright, alright, I get it, I've got a better suggestion now.
 
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Few things.

1. I really really like this dev diary. It really reminds me of the old days where devs actively engaged with the community on ideas and show their thinking. I'm genuinely excited about what's coming next again!

2. Like the idea of this implementation, though I wonder if having more buildings with different roles would be neccesary to differentiate planets. It's very likely the meta is going to be 'put down all the planet uniques' and then spam research labs, bureaus or commerce as needed?

3. Could having a designated urban world increase pop growth by a percentage, now that pops are not tied to buildings? Suggests the idea that by having a dense population could lead to increased spawning / birthrate / assembly and storage?

EDIT: my autocorrect is drunk.
 
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Concerning Hydroponics farms:


First point: hydroponics farms directly contradict the "doctrine" of districts being primary goods producers and buildings being used for transient ones. It would be more consistent for hydroponics farms to add farmer jobs to city/habitation districts.

That actually sounds like an excellent idea, I think that it should be taken into consideration, after all there have been considerable strides in vertical farming through hydro and aeroponics. It would make perfect sense from a lore standpoint.

Not to mention that it would be the easiest and most effective way to make them be worth the building space not to mention the time needed to research them.
 
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I understand it's for balance but I find really weird that Agrarian Idyll doesn't affect Industrial districts.
Hard to think of the way it should affect them. For city districts, it just reduces the number of available housing from 5 to 4. What would it do to Industrial districts? It already only provides 2 housing, and only 1 of each job.
 
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Hard to think of the way it should affect them. For city districts, it just reduces the number of available housing from 5 to 4. What would it do to Industrial districts? It already only provides 2 housing, and only 1 of each job.

Maybe something like they gain no building slots from city/industrial districts, instead they gain a flat amount on every planet like +3?
 
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I did the thing today that we were talking about where 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 Industrial Districts if possible. I'll play around with that and see how it works out.

View attachment 650361

The phrasing is the Rogue Servitor's fault - they still get two Alloy Drones per Industrial District by default, but if they build the Factory line of buildings they'll be able to shift their added Artisan Drones over. I think this should satisfy the worries about drowning in Consumer Goods.


Yes.

View attachment 650360


If the current experiment works out, you'll set it to a Forge World (which you probably should do anyway if it's your Alloy source) and your Industrial Districts will have 2 Metallurgists by default. (With no Artisans.)
Ah, question, how is it applying those modifiers? Planetary designations are fully capable of applying job modifiers to things, so I hope that's not a very annoying incompatible triggered modifier on the district...
 
Maybe something like they gain no building slots from city/industrial districts, instead they gain a flat amount on every planet like +3?
Oh, yeah, Agrarian Idyll empires not being reliant on city districts for building slot unlocks does sound like a good idea. I feel that it should still be based on colony development, so maybe it should just count resource districts towards it as well.

Damn, now that would be one suitable but sudden Agrarian Idyll buff.
 
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Sounds great. Having building slots semi-arbitrarily (it makes some sense, I guess) tied to population was always an annoyance.

I wonder how common it will be to have to replace city districts lategame once you get the techs / capital building upgrades needed to keep all your slots unlocked. The large amount of housing will still be useful, so I'm hoping that sort of thing won't be necessary.
 
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I'm honestly not sure if I like the Factory and the Foundry buildings being mutually exclusive. While the ability to set a focus on a specific kind of production that shifts over a job from the Industrial district over to the other one is great, I also liked being able to add some extra Artisan jobs on the side without changing the planet designation from Forge world.

× 5
Maybe. But I think my previous understanding of this – that the jobs from the base Industrial district are the only ones ever shifted by planet designations, and that both a Foundry and a Factory building can be built and upgraded to add unshiftable +1/+2 jobs to these districts – is the way I would've preferred it to work.

The system as currently described feels weird. Forced specialization through buildings? And then using conflicting planet designation to counterbalance it if you want an equal amount of each job? Doesn't feel intuitive at all.

× 8
Damn, this is really not a popular view at all, huh. :(
 
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i really, REALLY do not like the fact that normal empires cant choose if they want to make alloy or consumer good production.... why is it both in one`?

if i want to set up a factory world hellbent on alloy production, i should be able to without being forced to have half of my world dedicated to... civillian production... and thats not even considering rp value thats being lost

yes i know jobs are a thing, but 1, fiddling around with them is... well fiddly, and honestly, a chore, instead of gameplay, and 2, takes away jobs that i could have used for alloy production (with the whole disctricts being limited and all...)

aside from that, seems like a good change... if not for the fact... that buildings (that already are EXTREMLY important) are now... BLOWN OUT OF PORPORTIONS compared to districts...

i know the age old discussion about tall and wide has been beaten dead already... but this is literally forcing players to tarped bomb the galaxy with low tier colonies in order to even keep their administration ALONE in check, and thats not even mentioning research, unity, deviancy OR military

we go from 16 building slots, to 12...

it might not seem much, but it IS a change that makes specialized core worlds much less valuable

WHICH IS ALREADY A PROBLEM BTW
 
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i really, REALLY do not like the fact that normal empires cant choose if they want to make alloy or consumer good production.... why is it both in one`?

if i want to set up a factory world hellbent on alloy production, i should be able to without being forced to have half of my world dedicated to... civillian production...
You can control that with planet designation.
 
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