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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 just went meta and see what is the maximum job you can have. Turns out if you
  • use servitude robot
  • use -10% housing usage trait on robot
  • build 7 industrial district, 9 foundry, 7 city district
You will ends up with 151 alloy job on a size 14 planet. Basically a mini ecu without all that setup delay. You can probably optimize further by taking adaptability tradition (but not much)

I've now seen this crop up more than once, multiple foundries as an assumption. This is not going to be the case anymore, people, these two 'buildings' will become planet-unique, i.e. 1 per. No stacking of foundries for ludicrous job counts per district. (As per OP)

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.
 
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I just went meta and see what is the maximum job you can have. Turns out if you
  • use servitude robot
  • use -10% housing usage trait on robot
  • build 7 industrial district, 9 foundry, 7 city district
You will ends up with 151 alloy job on a size 14 planet. Basically a mini ecu without all that setup delay. You can probably optimize further by taking adaptability tradition (but not much)

Sorry to burst your bubble, but...

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
So you can't have 9 foundries.
 
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"Building" is the conventional name for these things in the 4X genre. Even if a game called them something else, I'd still call them buildings.
It's an abstraction. You don't just build one factory or research facility, but make a huge global investment
But all that's needed is a change of name and the abstraction will make more sense. Sure for meta commentary they will always be buildings, but in the fiction of the game that's like if robots were called "energy-consuming pops".
 
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I love this change. As a devout follower of the God-Queen of the Divine Imperium, I believe moving alloy and consumer good production to districts is a great way to free up space for more Temples to our holy monarch. Seriously though, I love this change.

Also, I really want to know who was responding to half the posts in the first 5 pages of this thread with an angry emote. It's just one for nearly every post; what's up with that?

Honestly though, I love this change so much I might just have to be nice to the Blorg!
 
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Great job! I'm tentatively excited by a lot of these changes.

One question though:

Since building slots are a finite resource per planet, how do the reduced numbers impact empires that naturally have a greater demand on building slots?

I'm thinking particularly of Rogue Servitors. After large conquests, you're usually left with large numbers of bio-trophies that have to be housed in buildings rather than districts. This can be partially offset by having more planets, but more building slots now require more districts, which results in a higher strain on admin cap, which then requires more admin buildings. This seems like it could potentially create quite a vicious cycle in that case?
 
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Great job! I'm tentatively excited by a lot of these changes.

One questions though:

Since building slots are a finite resource per planet, how do the reduced numbers impact empires that naturally have a greater demand on building slots?

I'm thinking particularly of Rogue Servitors. After large conquests, you're usually left with large numbers of bio-trophies that have to be housed in buildings rather than districts. This can be partially offset by having more planets, but more building slots now require more districts, which results in a higher strain on admin cap, which then requires more admin buildings. This seems like it could potentially create quite a vicious cycle in that case?
Maybe Rogue Servitor city districts will get bio-trophy jobs.
 
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Wow great changes! At last!

1. I can't support the decoupling of planet slots from population enough! That part of the design was in the dark for so long! I assume the capability to add more slots will remain in the engine/game.

2. @Eladrin Have you considered MERGING artisan and metalurgist jobs into 1? You can then add -lo and behold- a slider! or 5-10 decisions/policies on the precise mixture of CGs and Alloys. You could even have mins and maximums based on goverment and ethics: e.g: Only militarists can have an exclusive Militerized industry -or- be at war, in the same sense as is done in HOI. You can add delay or other costs to change the mixture, but it gives agency and efficiency to the player and AI, instead of going into 100 colonies late game to change districts, which will still be horrible!

3. When are we playing THIS??? Can someone make a MOD to try it now?
 
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I do this manually by Ecumenopolis 25 size + 3 districts (Tradition and Ascension perk) + 10 or 12 specialized buildings on planet + Ministry of Production. One Ecumenopolis for Artisans one for Metallurgist. It was enough.
 
How will this interact with Agrarian Idyll?

And are you planning to have some Civics add their own special-case Districts? Like Byzantine Bureaucracy lets you construct Administrative Districts to give more Admin Cap Jobs, and Technocracy lets you construct Research Districts?
 
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Currently the planetary designations don't directly affect jobs, but it's something that could be considered.
I can see two ideas being combined: consumer economy - war economy policy could be used globally to affect the values of consumer goods vs. alloys production, while individual planets could be affected by planetary designations, e.g. "War forge world": Industrial districts provide -2 Artisans and +2 Metallurgists.
 
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Wow great changes! At last!

1. I can't support the decoupling of planet slots from population enough! That part of the design was in the dark for so long! I assume the capability to add more slots will remain in the engine/game.

2. @Eladrin Have you considered MERGING artisan and metalurgist jobs into 1? You can then add -lo and behold- a slider! or 5-10 decisions/policies on the precise mixture of CGs and Alloys. You could even have mins and maximums based on goverment and ethics: e.g: Only militarists can have an exclusive Militerized industry -or- be at war, in the same sense as is done in HOI. You can add delay or other costs to change the mixture, but it gives agency and efficiency to the player and AI, instead of going into 100 colonies late game to change districts, which will still be horrible!

3. When are we playing THIS??? Can someone make a MOD to try it now?
They already talked about that, and they decided it would be better if jobs were separate. Plus it's probably easier to specialize by building a foundry or factory to increase jobs

Alphaash alresdy has a couple very close mods on the workshop. They're still updated for 2.7 though
 
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well, at overall i think, it would more interesting to tie buildingslots to districts overall, like housing added by districts just add building slots, more by city-districts, but also some by other districts... but in my opinion it could be also interesting to not haveing building-slots an the planet, but inside each district-type, mean the more of that district type, the more building-slots are there, and at least it would make sense if the buildings you can build there are also bound to the districts the slots are in, like research-labs can be built in city districts, factories and foundries in city and industry, mineral purification thing at mining districts and so on... than you can plan the buildings inside the Districts for the automation and plan the districts on the planets (manualy or by automation with the designation what type of planet it shall be) would be a bit more mico at the early game and on each new colonie, but it would give a more "realistic" way to build (and plan) a planet and ends micro if the build-plan for the colony is done...
if you than make it posible to change the production (the jobs) a district give (industrial-district in this case) with both, a "district-desicion" (by clicking on the district and changing the desicion directly) and a polity that changes theese desicions overall it would also make it easy to manage production in lategame....
but yah, i think the direction this goes is right with work on the internal migration and ressetlement, also on the sector- and planet-AI it will be a huge improvement
 
I'm a bit uncertain with the job split, but if there's empire-level controls for it I think it'll be okay.

One thing thats sort of haunted stellaris is instead of something being 'fixed' its just nerfed into flavourless mush.
 
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Oh man, this is phenomenal. I'd been playing some Stellaris to celebrate the release of the latest patch, and the number of building slots I have to use just incidentally to satisfy the demands of my consumer goods economy is absurd. Being able to get CGs out of Districts is an excellent change.
 
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Why? You want all to start with the Earth system?
No, I just want Earth and Mars to feel more useful. Terraforming barren planets isn't available until mid to late game anyways, so Mars isn't that much of an advantage at all, and the Deneb system start is already guaranteed size 18, which is currently bigger than Earth.
 
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They already talked about that, and they decided it would be better if jobs were separate. Plus it's probably easier to specialize by building a foundry or factory to increase jobs

Alphaash alresdy has a couple very close mods on the workshop. They're still updated for 2.7 though
My suggestion opens doors for further design implications: Imagine Egalitarians having a huge tech advantage, but very few alloys to work with because they don't care about war, and imagine dictatorships/authoritarians fielding huge fleets with low tech.

It would give new meaning into ethics, and ethic changes: What?!?! Those space elves switched from egalitarian to Militarist? (And can now spam alloys and hi tech ships like crazies!)
Because now, you and me don't give a damn about those changes.
 
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looks good. will you look into pop growth while at economic and balancing?

galactic growth and not per planet for example and maybe low max pop per planet and such stuff comes to mind (without assessment)
 
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Ambitious changes... but I have some serious concerns based on the following quotes that I hope are addressed before it goes live:
No, but a fully upgraded alloy foundry building will provide 2+2n alloy producing jobs. (Where n is the number of industrial districts).
I added it to the Energy Nexus, Food Processing Plant, and Mineral Purification Hub today
You can turn off your Consumer Goods production entirely if desired by shutting down the Artisan jobs.

1. Power creep/job+pop inflation.
The following buildings will be amazing/essential and potentially massively overpowered:
Alloy Foundries, Energy Nexus, Food Processing Plant, and Mineral Purification Hub - all provide scaling job numbers... from the quotes above around 2+2xindustrial district jobs = max 56 jobs each on a size 25+2 industrial world with mastery of nature.
Research Labs - remains the only early game source of researcher jobs. Even if it's unchanged and a max of merely 8 jobs per buildings slot they'd still be built on mass... although that's far too few jobs if a single world will now have 56 extra artisans just from a single Civilian Repli-Complex.

All other buildings must also be buffed to be competitive. If the following buildings continue to provide between 0-4 jobs they'll never be built:
Planetary Shield Generator, Military Academy, Chemical Plants, Exotic Gas Refineries, Synthetic Crystal Plants, Stronghold, Alien Zoo, Crystal Mines, Gas Extraction Wells, Mote Harvesting Traps, Resource Silos, Bio-Reactor, Ministry of Culture, Numistic Shrine, Waste Reprocessing Center.

Also really hope all Fallen Empire buildings get a buff to make them worth keeping in light of the changes (Auto-Forge gives +25 alloys, while one Foundry gives 200+ alloys from added jobs - why would you ever keep the auto-forge?).

(And I'm more than a little scared that adding lots and lots of jobs will cripple performance)


2. Forcing players to manually turning on/off jobs should never be encouraged or planned as intended gameplay in a future system
I think one potential solution instead would be a way to set a "target" for resource surplus at which point pops will not attempt to fill a vacant job. Preferably as a global setting with a way to override the setting on a per-planet basis.
e.g.
Consumer goods target is +10/month then you can still have +54 jobs given by a building and not instantly cripple your economy as all your miners stop mining
Amenities target of +1 and don't have to manually disable amenities jobs as a Gestalt
Crime target of 20 and enforcers only start working when crime becomes problematic
etc.


3. Planetary features are still hidden (the cool art still isn't being shown to the player for some bizarre reason).
I want to see at a glance if the world has:
An Isolated Valley, Betharian Fields, Crystalline Caverns or Dust Deserts (for the special buildings) or Teeming Reefs, Tempestous Mountains, Ore-Rich Caverns or Tropical Islands for the art and identity of the world. Then there's all the special and event features that have wonderful art that I only know what it looks like from browsing the Stellaris wiki because I almost never get to see it in-game. Please don't keep all the cool art hidden away unseen and superfluous. If the interface is getting a rework you have the perfect chance to make it as clear and aesthetically pleasing as 1.9.1 was.

Stellaris just sold another mostly cosmetic DLC - yet there's probably more than 50+ unique and interesting icons that the game has hidden behind a tab for the past few years... use this opportunity to change that. All that art has real measurable value, if people are more than happy to pay £5.79 for 10-16 portraits (humanoids-plantoids-necroids), then those 50+ icons not being shown represent a significant cache of art that's been effectively lost from version 1.9.1 to 2.8. You've done the work, please let me see the feature-art in-game.
 
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