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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 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)?
I think they're unchanged, but they considered tying them to districts at one point. And then decided to keep tangible resources tied to them (so not things like unity, crime, and of course, research).
 
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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.

Well, in the dev diary he says they are going to be showing things over the next couple of months (so in the lead-up to Christmas), and I doubt they'll release anything just before the Christmas break. So I'd wager another patch for mid to late January at the earliest.

Are these changes on the beta patch? Very cool ideas and I'd love to try them.

These changes are still a work in progress, and a good while off. :)
 
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Your Habitat Central Control counts as a tier 2 capital, so it will open up two additional slots. Voidborne brings you to four. Techs give you two more for six. (Plus a seventh from traditions if you're an antisocial Adaptability empire type.) That said, you won't have more than one factory or foundry on a habitat anymore, and there are a few other buildings that are getting tweaked.

Thx for the answer.

This dev diary is currently burning my head because I can't seise all the impacts on the gameplay... I'm very curious about the impacts on tall/wide gameplay and alloys/tech gameplay...

Since 2 perks involve slots and one tradition locked behind adaptability... What you choose can be a game changer or become a must have like the Technological Ascendancy...
 
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I really like all these changes, specially the new use of buildings to modify districts.

Are there plans to change the population/growth system and add the ability to AIs to replace districts in this round of balancing?

Also it would be nice to have planetary features less hidden, maybe sharing space with the buildings list?
 
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This is the right path. Part of what made pre 2.2 Stellaris better is the fact that you could easily pre-build buildings on your planets, spend 20 000 minerals in a hilariously inefficient manner which would only return its investment about 50 years down the line - but it also ment you never have to look at the planet ever again.

Since 2,2 it feels like 90% of play time, you look at a planet screen. Especially after you have surveyed and dug up artifacts.

I remind you that you made many mistakes with 2.2. One of them was adding additional micromanagement-hell decisions. Like encounrage planetary growth which has since been removed. However, the decision to give a planet additional consumer goods is still in the game. And so is the Gestalt version of spending artifacts on the planet screen to increase its effectiveness. While it does make sense to have full control over where these limited ressources are spend, there should atleast be a reminder or a decision to auto-renew the spending of relics on a planet. And so should be a setting to show less alerts. I do not care about science or miration agreements between other empires at all! Mid to lategame these get spammed constantly and there is no way to prevent this without mods. Crusader Kings 2 is already more advanced in that you can prevent some events form showing up at all.

Another big mistake from 2.2 is the Crime Lord deal, which we all have urged you to remove/ rework since it came into play. Non-Gestalt empires gain +10 stability indefinately for the low cost of 25 influence and get to ignore Crime alltogether.

Meanwhile, Hiveminds suffer so badly from Deviancy, they are forced to build additional Enforcer buildings unlike no other Empire in the game. Their enforcer buildings also cannot be upgraded. And their enforcer job supresses 5 less Crime than other empires, making it less efficient aswell. This is simply annoying and not balanced.

Gestalts and especially Hiveminds are suffering from having way less content. I keep saying this: Why is the Horizon Signal locked entirely for Gestalts, even though a Synth Ascended empire can even complete it with having a Robot species? This is easily the best event in the entire game and its locked.

Why do you lock content like the Void Dweller Origin from Gestalts, lock all special Federation types from Hiveminds, lock Hiveminds out from playing a Necrophage empire even though a feature of converting pops into your own pop is exactly what players wanted as a Hivemind playstyle similar to Driven Assimilator? This isn't a new idea, this idea and this request has been around for years! Why do you lock Psionic Ascension from Hiveminds? Tons of people would love to play that. And your own game text talks about the Hivemind having a psionic connection. Have you ever been insulted by a Devouring Swarm? They shout at you with somethign about "Our psionic network is vast.." You cannot justify the fact that the Psionic Ascension is locked from Hiveminds.

You are going to update Ecumenopolis aswell as Hive and Machine worlds a bit. In a past update, you significantly buffed Gaia worlds by making them cost less to terraform and take much less time to terraform. I urged you to do the same to Hive and Machine worlds, but you did not end up doing it. I will urge you again to do this. Especially Hivemind have awful Energy output and their entire early to midgame playthrough is painful as you are barely scraping by with Energy credits (especially since Gestalts cannot sell artifacts).

Give Hive and Machine world the same treatment and make them terraform as quick as Gaia worlds. Reduce their cost to be the same as Gaia worlds. Or simply change the Energy cost of Hive worlds to a food cost. This would make so much more sense aswell.

I hope this update will make the game less of a micromanagement hell and I am looking forward to being able to play the game again, if you can fix the Crisis AI and micromanagement. But please stop with your ongoing bias against Gestalts and especially Hiveminds. It makes absolutely no sense to lock the Nivlac event from Hiveminds, an organic race with some of the strongest trait in the game. It is not locked for Rogue Servitors or Driven Assimilators. And all you had to do was to enable this event and give the UI the exact same text as Machine empires have. Something like "perfect, more slaves". Or similar.
 
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I hope we will see a rare resources rework in the future too. Planetary deposits are a joke and have no meaningful impact. The Lithoid traits also don't really cut I to your need to spam refineries.
With the changes seen today two of the three rare resources become pretty useless. The districts have no rare resource upkeep and the foundry is now planet unique. Without changes the only one that would matter are gases needed for research buildings
 
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@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.
No major changes at this time.

Still I have total faith in you guys. :eek:
:eek:

I will have fun breaking this with modding.
Looking forward to it.

No, this is probably going to need a lot of testing
This is a huge understatement. :D

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)?
Research Labs are unaffected by this change. As Research is an intangible resource it'll be generated the same way as before. (Primarily through buildings.) The big change here is that the tier 2 physical resources (Consumer Goods and Alloys) will be coming mostly from Industrial Districts.
 
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Hm.
Will need to see tangible numbers on how much Militarized Economy will shift things, as my alloy needs and my CG needs definitely don't work in a 1:1 ratio. This also just made the trade policy that grants CG useless.
 
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I hope we will see a rare resources rework in the future too. Planetary deposits are a joke and have no meaningful impact. The Lithoid traits also don't really cut I to your need to spam refineries.
With the changes seen today two of the three rare resources become pretty useless. The districts have no rare resource upkeep and the foundry is now planet unique. Without changes the only one that would matter are gases needed for research buildings
Yeah, to be honest, just buffing in-space rare resources a bit, and adding a building upgrade will probably be enough. BUT, if artificial ones are still in, I'd really like if they could only be built on planets with the natural resource. Like the industry needed to manufacture them is tied to natural deposits in a way. I think that would fit in this update.
 
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I've been playing with Alphamod a lot lately, due to several reasons ... but this, this is one of them. Industrial Districts, oh yeah, very, very nice (Important note: it is possible to double down on one of the two job types at the cost of the other in the mod, on a per-planet basis). However, I would like to echo a concern voiced a few posts above mine - in that in a vacuum, this change keeps the rare resource pressure on exotic gasses (for research), but eases it up on motes and crystals.

Now, I have to assume given the length of time this has been tested for that that concern has been raised already - so I'm left wondering what it is that we're missing here. Are "strategic resources" going to see a change? Will gasses just be naturally more valuable, considering that everyone wants to spam research?
 
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So, Planetary Features unlock Districts, and Districts unlock and are improved by Buildings.

Then, WHY are these three elements completely separate elements in the UI instead of being combined into a single, intuitive interface? You could even include the pops as well. You literally already had this figured out before 2.2 messed it all up! Something like this:

tilehybrid.png


It's such obviously faulty design to have all that planetary feature art locked behind a button you rarely click. Just learn from the past.

Pops on top of buildings on top of districts on top of terrain is how other games like Civilization do it too - it's proven and intuitive. If it gets too messy, just make one of the elements(pops) separate and keep the remaining three.
 
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The “Militarised Economy” policies change how much consumer goods/alloys you produce.
Doesn't change that you are now FORCED into making consumer goods. Likely far beyond what you need. While I like most of these changes, binding consumer goods and alloy production together is horrible.
 
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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.
Will it still be codded inside of district like triggered_planet_modifier that checks for (now-planet-unique) building, or will it be a building modifier such as district_X_jobs_Y_add = <number> ? Please let it be the latter for the sake of the modding community.
 
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2 - It will be the final nail in the coffin to tall playstyles
If you focus on industry, you wont be able to get buildings, if you focus on menial neither, you need to make city districts to make buildings for research, etc, so if you have bad luck, or a few amount of planets, you are pretty much dead

I'm worried about this too. But like I said on one of my previous post, the impacts are for wide and tall clearly so it's hard to see if the tall players will suffer more from this...

But yeah, tall players don't need another bullet in their feet.
 
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Research Labs are unaffected by this change. As Research is an intangible resource it'll be generated the same way as before. (Primarily through buildings.) The big change here is that the tier 2 physical resources (Consumer Goods and Alloys) will be coming mostly from Industrial Districts.

This brings us back to this post:
With the changes seen today two of the three rare resources become pretty useless. The districts have no rare resource upkeep and the foundry is now planet unique. Without changes the only one that would matter are gases needed for research buildings
I do like the changes, with less need to produce rare resources on an industrial scale, but it's really weird that exotic gasses are now the only rare resource that we still have to produce in such quantities.

I feel that adding research districts or adding researcher jobs to city districts as you upgrade the lab would work better for this change.
 
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How is that even remotely good?
Assuming you mean the experimental setup presented in the dev diary, you'll need to explain why you think it's bad if you want a useful answer to your question.
a single, intuitive interface?
There is no such thing as an intuitive interface (seriously, all HCIs have to be learned); I presume you actually mean "clear and efficient".
 
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Not currently. It could be interesting though, I'll consider it, or maybe work it into the Civilian/Militarized Economy policy. (I'd rather you not have to slog through every planet any time your needs change.)
The problem with that is, you normally don't want to turn it off entirely. And even with the policy, those jobs still exist and consume resources. Ecumenopoli have industrial areas split between the two. Why not have the same for regular planets?

Also, any chance we might get Ecumenopoli for Hiveminds/Machine Empires? They have an equivalent to Gaia Worlds, but really lack something on par with those.
 
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