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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!
 
@Eladrin Are there any plans for changes to the special resource buildings for motes, gas and crystals? Actual there are no upgrades for this kind of buildings and they need a lot of space for a few (very important) jobs.
 
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It currently doesn't support this sort of behavior, so right now you would have to circle back around after a bit. I can totally see the benefit, but I suspect that it would have some unintended consequences to the build queue when you cancel construction and things like that. I'll play with it a bit but I expect it to explode. :D

Should be easy to check the total amount of infrastructure provided by the queue and remove buildings accordingly, I suspect it's re-ordering the construction queue that would give you the trouble.

Still I have total faith in you guys. :eek:
 
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Cannot support this enough!

Something to use the planetary features art on the front page (like the below from an old thread here) or even just restoring the old tile art (which is still used for the population tab) would be amazing.

Buildings%20and%20Features%20Mockup.png
That's exactly what I was inspired by, I think I replied to that thread :)


On a side note, I don't know how this works in practice, but I feel like jobs are going to really outpace housing. Do regular districts get housing techs, or are housing buildings more potent? I wonder if this has become a problem during testing, or if supplementary city districts have been enough.
 
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Rather than increase the number of jobs provided by the districts, have you guys considered the buildings to simply increase the base output of the jobs? Like tier one gives +2 alloys/consumer goods from jobs, and tier 2 +3 or so? It would cut down on the number of jobs, and hopefully calculations.
 
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Oh that's a very nice buff. And building that applies to habitats I presume?
Yup. (The Food Processing Plant also affects Hydroponic Farms.)

One of the biggest benefits to Ring worlds and Ecunopoli was the districts that built alloys/consumer goods (which were so much easier and beneficial which is why I'm excited by this change). However with it going standard, I do feel some of what makes those two world types special is gone. Is there any plans to tweak ring world or ecunopolis districts to use a unique job that produces a combination of resources or something to keep them distinct and exciting?
Ecumenopoli retain their specialized districts making it easier to focus on one or the other, and have more jobs per district than regular worlds. (Though if we have the policies skew the job count more we may need to revisit these.) Ring Worlds will have massive Industrial Segments.

The new system encourages keeping planets rural thanks to the new industrial districts, but such low-pop planets would hit their pop cap quicker and remain a source of pain as they continually over fill.
We'll talk a bit about dealing with overpopulation next week. (As well as a dedicated diary later, depending on how the other experiments go.)
 
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Interesting. I like the idea, it'll be curious to see how it plays out. As someone who heavily plays Hive Minds just to avoid having to manage building enough Consumer Goods creating buildings, this sounds like something that'll make normal empires much more managable and fun to play!

And also make my beloved Hives incredibly enjoyable as well, with all those potential alloys....
 
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Imma go ahead and quote a certain death knight :

"AT LAST !"

I do remimber talking to several people just how great of a change this would be the past 2 month and you guys did it.
This could also sign the end of the Voidborn supremacy, while maybe buffing machine world and hiveworld.
This sounds quite promising, i'm just slightly concerned about how good gestatlt could be with that, and how ringworld will use all those extra slots.

This is definetely the way to go, now i'd love to see it executed properly
 
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As a casual RTS/grand strat person (and again, new to Paradox games) - I like this. Now I'm just starting to be able to play on Large maps at end game, I'm finding 20 planets to maintain is a constant chore (this is a high number for me although probably not to a lot of people) and other than waiting for the Crisis to spawn and report on the AI, the games becoming a grind rather than anything else.
 
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This sounds like a very pleasant change. The Industrial District totally feels like a missing piece of the puzzle of planetary management. Hopefully it comes together in a way where no depth or variety is lost though. I do worry that putting alloys and consumer goods into a single item might make it even easier to manage the resource economy, which is already too easy as it is. But as long as all the currently existing buildings are still around and the planet unique factories/foundries are impactful, it should work out well.
 
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I would also like to see a way to turn the artisans in alloy producers. For example as a Megacorp I like to get all or nearly all consumer goods by trade income. I wouldn't need all these artisan jobs and half of the district would be useless.

Will ecumenopoli's districts still need rare resources? According to be screens regular industrial districts do not need them. So by building an ecumenopoli's I need more rare resources and more building slots to produce them. You should make sure it is still worth an ascension slot to get them instead of just building more regular industrial districts.

There could be now 6 different districts per planet, but it sounds like you currently don't plan to give any planet type access to 6 different districts. I think giving some special world's like ring world's, ecumenopolis, hive or machine world's something special could be a good way to make them more unique.
 
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I will have fun breaking this with modding.
 
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I love the idea that my workers can live next to their workspace. Be they slaves, drones or supposedly free pops, the worker will now be sepratated from its betters :)
Thanks much appreciated.
 
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It currently doesn't support this sort of behavior, so right now you would have to circle back around after a bit. I can totally see the benefit, but I suspect that it would have some unintended consequences to the build queue when you cancel construction and things like that. I'll play with it a bit but I expect it to explode. :D

Would it be possible to tell the locked slots what building should be built there once the slot unlocks? I feel like this would eliminate some of that exploding, and also make it easier to set up worlds the way you want them. You tell slot 1 through 4 to be research and once the automation has built enough districts it will automatically build in the reserved slot.

Just a thought :)
 
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Are these changes on the beta patch? Very cool ideas and I'd love to try them.
No, this is probably going to need a lot of testing, and they mentioned future DD's like an automation and resettlement overhaul in the coming weeks.
 
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I'm slightly confused about how Research Labs (or other similar buildings) add jobs now. So are we saying that the Tier 1 Research Labs adds two researcher jobs, but then the Tier 2 Research Labs adds an extra job per City District? Or am I misunderstanding? And is this also how other buldings behave (ie. Commercial)?
 
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The unsaid news that people might miss: They are teasing this now. Immediately after a DLC. Not going silent or giving us technical updates (this is how we do the music!). That means we will be getting this relatively soon and before the next DLC.
Either that or they expect the mentioned experiments to be successful and lead to a lot of new/reworked mechanics etc. which would take quite a lot of Dev Diaries to explain, so they start early.
 
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