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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'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.

I will never understand the mindset of people who want games to have less things in them and not more.

The problem with districts and buildings is that they have separate UIs instead of being combined into one UI element with buildings on top of districts.
 
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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.
You will hardly ever need to do that, so it's not more micro.

How many jobs do you guys think you're going to needto disable? Like, seriously.
 
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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.
Well check above for the correct explanation. but disabling roboticist jobs and moving 4 more unemployed robots per colony is not fun, once you have 50+ of them :(
 
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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.
Well, with this, it seems like districts are meant to make up your primary economy. Everything you need to expand, and maintain your population, like food, consumer goods, and energy, etc. While buildings are 'special' and used to further improve districts, or produce resources that have more long-term value to your Empire, like research, unity, and crime management, etc. I suppose there is some overlap though, since I did like the idea of at least research districts, plus changing the jobs of city districts depending on your Empire type. I guess I'm a bit so and so, but I'm okay with the distinction.
 
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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.

Supposedly, districts is where the activity is taking place, and buildings provide bonuses. let me direct you to the classic game of Master of Orion 2 to see this distinction in action.

This is mostly how it works for EU4, but not for HOI or CK, or Vicky.

Because somewhere along the way the design got confused, and we started seeing capacity for manufacture/ability added into buildings - this was also the original design, with meta-buildings that add bonuses to buildings. So I agree with you.

This dev diary and new changes is a return to classic form, somewhat.
 
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There are production policies that you can shift between Alloys and Consumer Goods. (Which we've increased the magnitudes on.) You can turn off your Consumer Goods production entirely if desired by shutting down the Artisan jobs.
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.)

Hold up.

You're saying you don't want people "slogging through every planet" to click an option to set their production preference, but you do want people to slog through every planet to manually turn off individual jobs? How is that not much worse than simply having a planetary decision that turns Alloy jobs into Consumer jobs?

Better yet, why not roll this feature into the exisitng planetary specialization feature to actually cut down on the micro by allowing me to do two things at once? Make it so that if I designate a planet as a Forge World, it automatically turns Artisan jobs into Metallurgist jobs. If I'm already specializing a planet I'm already committing to doing one specific thing with it anyway.
 
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Thank you so much for a great dev diary @Eladrin - between the bug fixes done as part of Butler and this upcoming stuff it really feels like Stellaris is back on track again, and I for one am very grateful!
 
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This makes me really happy! I was ready to just leave the forums as well (dont play the game anymore) but this diary and the dev responses in the thread has pulled me back in. It really is my favourite game, but man it has been a rocky relationship at times.

Changes look great, nice to hear from devs. Looking forward to thursdays to come!
 
Well check above for the correct explanation. but disabling roboticist jobs and moving 4 more unemployed robots per colony is not fun, once you have 50+ of them :(
Well maybe if you provided your people with social welfare that wouldn't be a problem, authoritarian tyrant!
 
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Overall I like the direction of these changes. Setting the idea that Tier 1 and Tier 2 resources come from districts and Tier 3 resources and non-tangibles comes from buildings is a good distinction to make as baseline. Then in limited cases where this is blurred, it feels special (like on Habitats, etc.).

I really like decoupling building slots from population. This leads to the notion that certain planets can have different needs in terms of number of buildings. As a few others have suggested, I would carry this into the UI for building slots. Right now, seeing those locked slots creates the idea that they must be opened and utilized or you are missing out on something, which leads to the push to get them open everywhere. If this is removed and slots are shown as the become available, they feel like a bonus that you can now use. I realize this is purely a perception thing, but can be powerful. Think about the difference between the game showing you being over a soft cap in red vs. yellow vs. white.
 
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Why not just allow you construct the building, but only "activate" the building once you have the population required to activate that building slot? That allows you to prebuild buildings in a simple way, instead of this even more convoluted system.
 
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Current beta changes are good and these look promising as well.
Though I'd love to hear the team's thoughts about moving towards "less buildings, more districts" design. Districts are essentially what the old tile system was but hidden behind a different UI, I thought with 2.2 you wanted to move away from it? Or was there a change of plan it regards to this?
 
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Tying consumer goods together with alloys make no sense. Often you need a lot more of one than the other, or you simply want more of one. This is a pain if you want to go full military or no military. Once again you are destroying diverse builds.
 
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Im going to skip over the gameplay pros and cons here, I want to know what the performance impact is. Is this going to significantly reduce end-game lag? Thats my number #1 concern.
 
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What I'm getting from the dev responses is this:
With the addition of the districts, we are now able to specialize more heavily into industry by building up leveled foundries / civ factories and additional industrial districts at the cost of the full housing and additional building slots from city districts.

What I think would be interesting would be the ability to "flip" what a district is through the use of a decision, AlphaAsh gives a good example here with the "AA's District 5" mod (couldn't post a link got spam flagged!) I enjoy this mod not for the ability of what they add, but the idea of having a district that you can take as the base form, but then choose to specialize it. So in this case, I like the idea of the industry district, but I'd like to be able to click some decision of the planet to flip the district into only producing civs / alloys jobs.

I think this would be more interesting / less micro managed than the offered dev reply earlier in thread of turning off artistry jobs and could even open the door of ideas relating to other ways the base districts could be flipped like this, say a robot empire flips their argi districts to just "relay/repair hubs" to keep up with the amenities cost because when they habitate a planet, they don't need to consider what is and isn't a potential agri district.
 
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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.

So Void Dwellers has been nerfed pretty heavily, but the already more powerful Shattered Ring has been buffed *even more*?
6 building slots in total isn't a lot, especially with how two of them need to be Hydroponics Farms and you can't colonize planets for more buildings, leaving 4 buildings slots in total


Tying consumer goods together with alloys make no sense. Often you need a lot more of one than the other, or you simply want more of one. This is a pain if you want to go full military or no military. Once again you are destroying diverse builds.
On the other hand, it'd finally make sense to use the "Militarized Economy" policy instead of just building more alloy buildings
 
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This looks like a great QoL change at least. How reliable it'll be in reducing late game micro, we'll have to wait and see...

If nothing else, it's great to see your commitment to fixing what's not working out great, so much <3
 
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Very good improvements. While I'd prefer dedicated districts for alloys and research, the new industrial districts combined with city districts unlocking building slots will help a lot with the lop sided early game economy. Also will help a lot with the balance between regular empires and void born ones.

I predict the new problem will be an overabundance of consumer goods, since you always need more alloys but only need enough consumer goods for your pops and to keep everything running. There's no way in the early game to get a very large amount of alloys without also producing a lot of consumer goods.
 
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