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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!
 
Regular industrial vs Ecumenopolis
I find strange that now the upkeep is constant (2 for upgraded foundry) in regular worlds and scales per district (2 per district) in ecumenopolis. In terms of district numbers ecumenopolis are more efficient in terms of space (probably by using the strategic resource) but I feel "improving" 1 regular district should not cost the same as "improving" 10 regular districts.

Maybe they could add a small extra upkeep on the districts? I know this makes that more confusing...

---
What are your thoughts?
I agree, it's kind of odd that regular industrial planets would only need a small amount of motes but ecumenopoleis would devour them by the ton. Perhaps instead of having a mote upkeep themselves, foundry buildings should cause metallurgist jobs to consume a small amount of motes. That would mean that large-scale production of alloys would always require a good amount of motes.
 
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Interesting changes, but like many others I'm hesitant about the 1:1 ratio of metallurgists and artisans. I'd say you should combine the jobs of artisan and metallurgist into a single "factory worker" job. The industrial district would employ 2 factory workers. Then you have a slider or policy or whatever that decides what portion of the factory workers' output goes into alloys. The rest goes into CG.

So if that portion is 50% 2 factory workers would produce and consume the same amount as 1 artisan and 1 metallurgist. If it's 75%, 4 factory workers become equivalent to 3 metallurgists and 1 artisan. Changing the ratio should probably have some cost, like influence cost or temporary reduction of efficiency as factories adjust to the different demands.

Such a system could also be expanded to researchers, to have them focus more on one of the 3 research specializations rather than producing equal amounts of engineering, society, and physics research.
 
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So... Habitats now only have 1 building slot without Voidborne? If pops don't give them and housing doesn't give them, then they can't get any?

I don't think it will be possible anymore to get max building slots on habitats.
We get 3 from capital building + 2 from tech + 2 from voidborn = 7 slots, while 1 is taken by the capital building itself.
Without the ascension perks you will be restrained to 4 usable building slots on habitats.

It would help, if the advanced habitat techs would unlock an additional building slot on habitats or upgraded habitats getting one. Void dwellers probably need to have an additional building slot built into the origin itself.
 
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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.

Speaking of which, how is it this game doesn't have a "Paved Paradise" achievement for turning a Gaia World into an Ecumenopolis or Machine World?
 
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I don't think it will be possible anymore to get max building slots on habitats.
We get 3 from capital building + 2 from tech + 2 from voidborn = 7 slots, while 1 is taken by the capital building itself.
Without the ascension perks you will be restrained to 4 usable building slots on habitats.

It would help, if the advanced habitat techs would unlock an additional building slot on habitats or upgraded habitats getting one. Void dwellers probably need to have an additional building slot built into the origin itself.

That kinda sucks, and nerfs voidborne pretty hard...no more meme fortress habitats, heh.
 
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Actually, I think this is addressed in the 2.8.1 beta. There's some kind of 'minimum overcrowding' variable now, set to 5, that supposedly stops growth. So instead of '50%' overcrowding, it's a flat '5'. Haven't tested it yet, though.


Hopefully this is addressed. I brought up to 'It gives emigration, but 95% of 0 is 0' thing earlier in the thread, but no response. That's kinda worrying on my end...

in 2.8.1 beta, My colonies kept producing synths non stop - I had several planets with 15 unemployed, so this might be only for meatbags.
 
That kinda sucks, and nerfs voidborne pretty hard...no more meme fortress habitats, heh.
Well expect things to change. You think like that now because we all use habitats for planet slot exploitation.
Under the new design, you won't need as much slots, I'm fine with habs having just 7, it leaves room for other bonuses to work on that number.
 
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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.
Ahh, another buff to your beloved, machines, I see. In case you don't understand: 500 minerals and 480 days less for each alloy producer is a big deal when it comes to early rush builds.

I kind of get the idea of said district being (supposedly) universally useful to all empires, but do you actually remember that different empires have drastically different consumer goods upkeep for their pops? Unless you also plan to address that "little" thing (making consumer goods upkeep per pop somehting universal, independant of living standards or some such), this kind of merge fails at its primary purpose: reduction of micromanagement. When you, practically, swim in consumer goods (or alloys, in case of "I'll start playing the game after tier 50 repeatables" builds) such change only promotes player to manually disable unwanted jobs (often resulting in demoting pops - was that one somehow addressed, btw?) - what's that if not extra micromanagement? Splitting such district would work way better: players will get ahead of AI here, unless you get back to idea of Labourers.

Also, consider adding research/trade districts - that would, at least, steamline entire resource production, making it more intuitive (something Stellaris desperately needs more of, as opposed to mishmash of various edge-case rules it currently runs on).
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.
So, opening up building slots is exclusively for research worlds now? (because you're unlikely to need any kind of housing for other planet types)
 
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The MegaCorps out there may ask “but what about our Branch Offices?” - we’ve got you covered.

Given the QoL focus could we please get some UI improvements for megacorps? It would really be useful to have:

- An expansion planner for grant offices
- A trade page showing who your biggest customers and rivals are
- A galactic map view to highlight who is a megacorp

In fact a trade page would also be good for normal empires. If I need to make a decision about whether or not to go to war with a megacorp it would be good to clearly see on one page what I would lose, and what they would lose.
 
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I feel that we could use a general interface rework, including an easier way to see how many of which species are on which planets without having to use the species modification menu of all things. The current planets and sectors interface doesn't feel particularly useful either somehow.
 
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in 2.8.1 beta, My colonies kept producing synths non stop - I had several planets with 15 unemployed, so this might be only for meatbags.
I think there's a misunderstanding here (perhaps it's with me) - but the variable mentioned is a bandaid fix to stop new colonies having no growth, that is all it does.

The minimum overcrowding variable is the Minimum (not maximum)
At 100 Housing, 50% of 100 = 50 homeless pops and minimum overcrowding value doesn't apply.
At 3 Housing (Reassembled Ship Shelter) 50% of 3 = 1.5 homeless pops before growth is set to 0. Potentially stopping all growth before you can unlock more building slots - the 5 homeless pops minimum is a bandaid fix to always let you reach the next building slot threshold even when you don't have enough housing to support those pops. It is not a fix for any of the other issues with emigration or growth, we still have to wait for those to be fixed.
 
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I've never understood the rationale behind having both districts AND buildings. I mean , the design decision.

I was expecting this separation to be completely removed and having ONLY one concept (I'd go with districts).

- Science district : make sense
- Bureaucratic district: ok
- Military district: I get it

One less concept in the game.
 
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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?
Ah yes, the "building queue completed" notification. Honestly, what a terribly useful feature.

If only they hadn't removed it.
 
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in 2.8.1 beta, My colonies kept producing synths non stop - I had several planets with 15 unemployed, so this might be only for meatbags.
That's consistent even with today; overcrowding and emigration and etc. only affects meatbags. But of course, for synths you can just turn off the assembler jobs.
 
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You can turn off your Consumer Goods production entirely if desired by shutting down the Artisan jobs.
Seriously? More micromanagement is your solution to coupe with the change that is supposed to reduce micromanagement? You guys seriously remind me politicians now: promising one thing, yet doing the opposite.
 
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