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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!
 
Great to se this, hopefully this will reduce the massive inflation on the rare resource prices in the Galactic market in the late game.

Will we still be able to build multiple hydroponic farm buildings, at least on Habitats?
 
I always found it weird that we have "buildings" on a planet scale. Shouldn't we have "complexes" or even "cities"?
"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.
 
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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.)

I'm inclined to say "it works for Alphamod", plus it fits better in with planetary specialisation which is encouraged by both planetary designations and the way genemodding is planet based to have one planet with alloy industrial districts and another with consumer industrial districts?
 
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If you rework buildings could you take a look at the Megacorp branch office buildings too?
Currently I don't feel any real benefit as the host empire.
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.
An upgraded version for branch office buildings that increases job count on a district basis or the output of certain jobs would be nice. This way I would actually want a Megacorp around on my planets and get a tangible benefit by the building. 1 job is very meager beyond the early game.


Also as a Megacorp I gain a lot of consumer goods from trade or by branch office buildings freeing up my own slots for alloy/research production and can run militarised economy without a drawback. If the new districts give me artisan jobs I could as well work them. That makes the CG trade policy underwhelming and branch offices no longer free up building slots.
It would be cool if Megacorps could get a meaningful amount of basic resources from their branch office buildings. Either by increasing the production amount or better by gaining a % share based on the planets resource production. Eg the food building gives you food worth 10% of the planets food production. This would free up district slots for the Megacorp that could instead be filled with industrial districts.
It would be very fitting to have mostly city world's, while gaining your basic resources from branch offices in other empires.
 
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The concept sounds good to me.
But how will this influence strategic Resources?
Atm you need motes for upgrading and the upkeep of the Alloy Foundries.
With just 1 Foundry per Planet strategic Resources, in this case motes, could be less important as they are already imho.
 
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This dev diary gets me moister than a blorg's gripping appendage.

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.)
Industrial District tooltip (regular empire)

Work, work, work.

Have you considered adding planetary decisions (or planetary specialisations) that let us bias job distributions further for those that want to?
E.g.
  • If you have 5 industrial districts (5 metallurgists and 5 artisans)
  • Setting a planet to Foundry world (Alloy focus) would edit the jobs to give you, say, 3 artisans & 7 Metallurgists from 5 districts
  • Whilst setting the planet to Industrial world (CG focus) would edit the jobs to give you, say, 7 Artisans & 3 Mettalurgists from 5 districts
This would further diversify how worlds feel based on specialisation type.

Alternatively A planetary decision like
  • "Support Heavy Industry" replaces the 50/50 split with 100% metallurgist jobs but reduces habitability by (e.g.) 10% on the world due to environmental damage.
  • "Support Light Industries" replaces the 50/50 split with 100% Artisan jobs but reduces habitability by (e.g.) 10% on the world due to environmental damage.
  • Edit: could even tie these into the environmental GC policies,
    • making the environmental damage worse (but increasing jobs) if certain pro-industrial resolutions are passed,
    • or putting you in breach if you take them and ravage your world's bio-systems with anti-industrial resolutions in force.
I would love to see more "strategic" planetary decisions in general (by strategic I mean situational or with downsides as well as positives), they feel like an under-utilised feature that could go some way to enhancing planet diversity. Could even have stuff like
  • "Engineering/Physics/Society Research Hub" decisions that let us fine-tune science output, increasing it for one discipline, at the expense of the other two for researchers on a world.
  • "Cathedral world" - replace housing districts with 'Temple districts' - instead of clerks, cities on a world provide priests (req. spiritualism)
  • "Militarised world" - replace housing districts with 'Military districts' - instead of clerks, cities on a world provide soldiers/defence armies (req. militarism and/or a military academy on the world)
  • "Feudal World" - spawn an additional noble job every N city districts, angers all egalitarian pops on the world (req. Noble estates [Aristocratic Elite] to be built on the world to activate).
  • "Lithoid Birthing World" - Replace mining districts (or even the new industrial district) with "Lithoid Nursery Districts"
    • "Stone Whisperer" Job = +Lithoid Growth, consumes TONS of minerals. (req. Lithoids [duh], lithoid primary species)
 
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Although this may be complicated to implement, can I strongly suggest that the availability of building slots take into account queued districts as well as those presently existing?

Indeed. Being able to queue buildings or even have a planet building template seems a very important aspect in reducing micromanagement. While this DD is several steps in the right direction, I don't see how the building micro is reduced (besides automation).
 
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Why? I don't recall anyone on these boards asking for any of this.
I absolutely recall plenty of people complaining about not being able to pre-plan planets, having to micromanage planets, planetary automation being too bad to use, and so forth.
Why is @cyrusol reacting to everything with the :mad: emoji?
That is a little confusing. It's like they're profoundly offended that this thread even exists.
 
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Our primary objectives were to reduce the mid to late game micromanagement burden and provide quality of life improvements,
On this topic, since something that usually comes up is 'give autoresettle', I'd ask in the opposite direction; right now, the Population Controls decision halts all pop growth and gives enormous amounts of emigration. It's my understand that this is to show the pops that would grow, being given to the other planets that are still growing. However, other planets don't actually receive any pop growth. Max emigration is 95% of the population growth, but 95% of zero is zero. Is there any plans to address this?
they're opened up by increasing the infrastructure of the planet
"Infrastructure? That's a name I haven't heard in many years."
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.
This could also be nice to handle 'building creep' where more and more types of buildings are introduced that you want.
o make room for Research Labs as well as to provide the Consumer Goods needed to pay for them.
And these would also provide Alloy jobs too, wouldn't they? Hmm... I sense 'all purpose' urban worlds coming up soon.
 
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we’ve decided to have the districts provide regular empires one Artisan and one Metallurgist job.
As others have pointed out, this is likely going to result in massive over-production of consumer goods.

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.
What? No, this is nonsense. Consumer goods should be produced on dedicated industrial worlds, and tech worlds should have as few non-researchers as possible. Mixing researchers, artisans and metallurgists on one planet is a terrible idea.
 
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So how are strategic resource mining buildings going to work? Are planets with large strategic resource deposits going to be mostly cities or will crystal mines have higher output/jobs from larger deposits?
 
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I'm really happy for this update. I guess the AI will have less problems to manage their worlds as their buildings won't get damaged. Also, the planets could have a bigger risk of bad traits (extreme conditions like weather), if you build too much of industrial districts.

Another thing that I think it could be easy to change is to put the main species as the first choice in colonization tab at any time in the game. Later in the game, where you have around 1000 modifications of species, it's very hard to find your own specie in there. And I'm not talking about the inital lag, when you try to load the colonization tab, because of the amount of the species.

I could also mention the deficit bug, where it doesn't matter, when you run out on minerals as hive minds for example or alloys as any other empire.
 
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  • "Engineering/Physics/Society Research Hub" decisions that let us fine-tune science output, increasing it for one discipline, at the expense of the other two for researchers on a world.
  • "Cathedral world" - replace housing districts with 'Temple districts' - instead of clerks, cities on a world provide priests (req. spiritualism)
  • "Militarised world" - replace housing districts with 'Military districts' - instead of clerks, cities on a world provide soldiers/defence armies (req. militarism and/or a military academy on the world)
  • "Feudal World" - spawn an additional noble job every N city districts, angers all egalitarian pops on the world (req. Noble estates [Aristocratic Elite] to be built on the world to activate).
  • "Lithoid Birthing World" - Replace mining districts with "Lithoid Nursery Districts" = +Lithoid Growth, consumes TONS of minerals. (req. Lithoids [duh], lithoid primary species)
I like this. Certain Empires having unique city districts would be a great touch. But Nobles would need to be nerfed. Maybe like 1 or 2 stability per job.

EDIT mobile lag.
 
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I would love to see more "strategic" planetary decisions in general (by strategic I mean situational or with downsides as well as positives), they feel like an under-utilised feature that could go some way to enhancing planet diversity. Could even have stuff like
  • "Engineering/Physics/Society Research Hub" decisions that let us fine-tune science output, increasing it for one discipline, at the expense of the other two for researchers on a world.
  • "Cathedral world" - replace housing districts with 'Temple districts' - instead of clerks, cities on a world provide priests (req. spiritualism)
  • "Militarised world" - replace housing districts with 'Military districts' - instead of clerks, cities on a world provide soldiers/defence armies (req. militarism and/or a military academy on the world)
  • "Feudal World" - spawn an additional noble job every N city districts, angers all egalitarian pops on the world (req. Noble estates [Aristocratic Elite] to be built on the world to activate).

I still find it peculiar that Cathedral world doesn't exist as a designation. I believe "Fortress World" does already though, which I believe is meant to represent this.
 
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May i suggest that Functional Architecture be changed to either also unlock building slots, or only unlock them?
I like that. If you swap it out it'll ruin buildings, but that's an active decision so acceptable.

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?
Rogue Servitors don't generate Consumer Goods at their Industrial Districts by default since they're gestalt empires. They can build Factories to increase their Consumer Good production (and at the higher tiers add Artisan Drone jobs to the Industrial Districts), and the buildings for the Bio-Trophies have an Artisan Drone job.

This dev diary gets me moister than a blorg's gripping appendage.
This post right here, cleanse it with atomic fire please.

The other ideas in the post are intereting, however.

Currently the planetary designations don't directly affect jobs, but it's something that could be considered.

This could also be nice to handle 'building creep' where more and more types of buildings are introduced that you want.
For a while we had done away with the basic tier 1 Factory and Foundry, but found that it was better to retain to simple +2 jobs version so you could build it earlier in your planet's lifecycle and upgrade it later when you get the appropriate techs. (It tremendously helped the automation scripts when we restored the basic versions.)
 
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I like this. Certain mpires having unique city districts would be a great touch. But Nobles would need to be nerfed. Maybe like 1 or 2 stability per job.
Yeah, either a nerf or make it +1 every, say, 5 city districts which keeps the total number down.
Could also have a special rule for it to run off agricultural districts if an Agrarian Idyl (which lore-wise wouldnt use as many cities)​
Or off mining districts if a lithoid + Agrarian Idyl + Aristocratic Elite build, as food wouldnt be relevant there (weird but could happen)​
 
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