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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!
 
True, but the outliner can be quite bad when your get a lot of planets. Waiting for stuff to complete isn't so much of an issue in the early game as you're usually quite aware of what you three planets are up to.
well, isn't there coming a message when completing something, like survey a system, FINISH BUILDING, and so on, where you can click on and get moved to, so whats the problem there? its way low searching than the pop thing, also the outliner tells you wich planet has open building-slots and i don't think that this will be changed somehow...
 
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This brings us back to this post:

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 with lab upgrades would work better for this change.
The problem is that this increasingly shifts everything to districts. Devaluing building slots and increasing the importance of planet size. If they did the same for research, why even settle smaller planets and have buildings at all beyond a certain point?

Also, districts give surprisingly few jobs all in all.
 
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The problem is that this increasingly shifts everything to districts. Devaluing building slots and increasing the importance of planet size. If they did the same for research, why even settle smaller planets and have buildings at all beyond a certain point?
Yeah, that's another good point. I already often feel reluctant as it is to settle on planets smaller than 16 in size.
 
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Rip the Dynamic UI 108 building slots mod o_O other than that cool idea. Especially if it makes the AI more competitive and I bet there'll be a modded solution to address the building slot scarcity :D
 
Hey Paradox,

I love the changes you're putting forward in this Dev blog. Especially decoupling the building slots from population is something i feel is a very good move.

I really hope this opens up the possibility for a pop rework of some sort. It's absolutely horrible to micro manage your pops for different jobs, there's not enough control and it really really becomes a chore as soon as a planet begins to have many pops, with many different species. It feels a bit arcade'ish with not enough tools for controlling the outcome.

Keep up the work :) Love the game.
 
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So... In practice, what can we expect? By the total number of buildings available in the habitats with the voidborn perk ? If I remember correctly there is only one upgrade on the main habitat building...

Things like this :
Will not be possible anymore ?
well, in my opinion, Habitats should work like ecumenopoli, ringworlds and similar, with all slots open, cause they are copletely constructed, so wher should you miss infrastructure on a completey constructed living-place...? just lock some (bonus)slots behind that perk and fine...
 
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i think your streamlining ideas are a step in the right direction. anything that makes the system easier to use for AI (both rival civs and automation systems for player assistance) is a good change.

also <nitpick mode> "polis" is greek and the plural is "poleis", not "poli"</nitpick mode>
 
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3 - The new "building increases x district job" has no sense
Just that, why? It would be better to do it via planetary specialization, and either decide to go alloys, cg or RESEARCH in the planet

4 - Less buildings = less micro, but way less agency
It will kill a lot of mods, a lot of special buildings, etc and a lot of playstyles in vanilla, also near killing specialization
This is the new way to specialize. It actually buffs those buildings a lot, and does allow for decent specialization. In an earlier reply, I pointed out that with just 2 fully upgraded foundries, and 6 districts (not a lot on most average worlds), you can get 24 jobs, equivalent to 3 fully upgraded buildings, but I messed up the math! Because those 24 jobs only account for the first foundry, it's actually 48 jobs. So, as I'll get to below you do want city districts.

EDIT you can only have 1 foundry or factory. They're planet unique. My bad. But still, with less than 10 districts and an upgraded building, that's still a lot of jobs.


6 - City districts are garbage
Forcing building slots to city districts is a really bad idea, nothing more to explain. No one makes city districts unless necessary, this will make planet managing tedious and counterproductive
I think it would work fine, as I said above, you don't need many districts and buildings to get a good amount of production. And if you want to fill a planet, you need city districts anyway. A max size 25 planet today only gives 50 jobs with regular districts, leaving 5 building slots blocked. And on top of that, you can't even make use of any of those open slots because you have a 1/1 ratio of jobs and housing. Which means you either need a lot of city districts, or you need to build housing buildings on a bunch of those slots.


City districts have been made better I think, not only do they give new building slots, but they also provide housing for all the jobs you'll be producing with these new buildings. I think it could even work out to be a similar level of building accessibility as today. At least on industrial worlds. With districts providing the bulk of the jobs, this frees up slots for other uses.
 
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I really hope this opens up the possibility for a pop rework of some sort. It's absolutely horrible to micro manage your pops for different jobs, there's not enough control and it really really becomes a chore as soon as a planet begins to have many pops, with many different species. It feels a bit arcade'ish with not enough tools for controlling the outcome.
Yeah, I feel this.

I've already made lots of suggestions for features that would allow us to set which species should be allowed or prioritized for which jobs, or set up migration settings for each planet.

We really need some improvements with pop management.
 
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Yeah, that's another good point. I already often feel reluctant as it is to settle on planets smaller than 16 in size.
I still settle them ATM. But primarily because of the building slots. This change will absolutely tank their production. Because it also affects energy and mineral production as these new districts compete with them for space. So smaller planets just became economically a hell of a lot worse. It increases the bias towards bigger planets, a lot.

Agreed. Perhaps, it's time to double the "size" of districts (along with their costs?) and reduce the number you start with by half? Big planets will still be favorable, but probably not as much?

Double seems like a good idea. At the end of the da,y they give a whopping total of 2 jobs. The upgrades are only to the living spaces provided. That's really not a whole lot. And now these new districts will come in direct competition with the old ones. Which also affects planet size and value.
 
I like this a lot. Seems to be a good way to reduce the micro of tediously upgrading every building every couple of years. A few concerns though; first as others have noted the base 1:1 alloy:CG job ratio will get really out of whack into the late game, though it appears you can tailor planets by using foundry and factory buildings. Second is that this doesn't break the issues with population growth; pop growth would still be king, and never stops. Once you hit the "max" population of a planet migration won't push folks away quickly enough. 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. I'd really suggest looking into some sort of empire-wide population growth system that dumps pops into planets as they grow rather than the current system where pops grow on a per-planet basis.
well, while pop-count, isn't effecting building-slots anymore, why couldn't we get some pops dying by some "events" based maybe on planet modifiers and blockers and crime and so on, could tweak pop-groth in lategame/full colonies ...
 
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Well this sounds nice enough but the last overhaul was meant to reduce micro and make the ai better at managing planets and wet know how that ended. I look forward to reinstalling the game one day to see if the changes are enough to make me want to play.

Keep up the seemingly good work.
 
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I always found it weird that we have "buildings" on a planet scale. Shouldn't we have "complexes" or even "cities"?
 
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I love everything about this. The fact that you define the consumer goods vs alloys ratio on an empire wide basis, without having to replace buildings, is much more realistic and finally has that "grand strategy" feel. This is exactly how industrialized empires work. You don't build build new factories, you just use the existing ones to produce military equipment.
 
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I agree with some of the posters above that combining both CGs and alloys into one district is probably a mistake. Is there any reason not to just have two different district types instead? Seems easier to manage (rather than somewhat clumsily tying it to the economic policies or to planetary decisions).
 
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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

IN addition, this would make a great opportunity to buff mastery of nature.
 
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Right now this looks less interesting and like specialization would be reduced. Also will there ever be a way to disable criminal empires because it’s just incredibly annoying to have crime branch offices spammed on your planets. And there need to be some QoL improvements like seeing what systems you haven't yet captured that you've claimed.
 
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May i suggest that Functional Architecture be changed to either also unlock building slots, or only unlock them?
 
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Several people mentioned megacorps and how they don't really want to produce consumer goods (because they get enough from trade), and I would like to add rogue servitors to that. They need some CG (so more than other gestalts, that need zero), but much, much less than normal empires. So how will that work?
 
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