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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!
 
Nice QoL improvements, feels a lot more like how the old Autobuild Mod improved the tile based planets & sectors in <2.0 - You could just set up your planets as you'd want them and just wait for pops to fill in.

I'd love to see two things with future colony related changes:
  • Servitors bio-trophies management improvements, since the way it is implemented now, confuses the AI and auto-pop migration. It's also very confusing in the current resettlement screen as bio trophy jobs are counted as open jobs, which doesn't help if you are moving around drones.
  • A better resettlement screen that actually shows the habitability % of a pop that is about to be moved (preferably old world % and new world % so we can easily see when a pop could be a better match on a different world and move it over), preferably accommodating the differences in available job types (bio trophy jobs, slave jobs etc I'd like to know before I pay for the transfer if a pop can't work an open job on that world)
 
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It's been said before in here, twice, but I'll say it again with my own take.

It would be nice if the production of the industrial district could be tied to planetary designation.

On any other world the industrial district produces 1 Artisan and 1 Metallurgist jobs

On Foundry worlds, the industrial district produces 2 Alloy Jobs instead, but the consumer goods building would still add Artisan jobs per district.

On Industrial worlds, the industrial district produces 2 Artisan Jobs instead, but the alloy building would still add Metallurgist jobs per district.


Moving on, will industrial districts benefit from the same or similar housing bonuses as city districts given that they are both urban districts, or will the housing bonuses be the exclusive domain of city districts.
 
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Would this help the AI manage their economy more? And players taking AI worlds, if these industrial districts no longer cost rare resources, then taking a AI managed world won't have them suddenly needing a whole bunch of rare resources? Is it easier to automate districts or buildings?
 
I will never understand the mindset of people who want games to have less things in them and not more.
A game is perfect when it contains everything it needs, and nothing it doesn't.
 
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Having Artisans and Metallurgists together seems very wrong. What if we want more alloys? What if we've stacked a huge amount of -CG% bonuses ontop of enslaving everyone? What if its the other way around and we're an Egalitarian running MAXIMUM WELFARE and have virtually no need for alloys because we've made peace with all our neighbors? In these scenarios we end up wasting tons of jobs for no payoff.
 
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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.

Hallelujah, Great Green Arkleseizure be praised. No longer grinding Pops up on resource-poor planets just to get those building slots, no longer "I'd love to move you guys over to that super rich world that is desperate for workers, but you need to stay or my shiny new *whatever* collapses, so er... keep farming that kelp (not that we really need more food right now) or something", no more population juggling (Ok, I'll move you two guys over there to hit 40, and in... hmmmm... 7 months I'll take the newly grown pop and that guy over there to get that colony to 15, might need to thrown in some 40% hab slaves to make the numbers...)
 
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I like the direction of this a lot. I have a few concerns with tying both resources under one district though.

I'm also a little worried about how having less buildings slots making it a lot harder to gain navy cap. After a certain point in game I just spam all my new planets with fortresses for all that cap. This will be a lot less effective now, unless something changes about fortresses.


Ah yes, the "building queue completed" notification. Honestly, what a terribly useful feature.

If only they hadn't removed it.

Wait. That notification being missing is not a bug? That was the most useful out of all those notifications. Why would they intentionally remove that one?
 
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Wait. That notification being missing is not a bug? That was the most useful out of all those notifications. Why would they intentionally remove that one?
I mean, maybe it's a bug. I haven't exactly memorized every changelog ever. But I don't think it's ever been officially recognized as a bug.
 
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 think the ability to make a planet be entirely metallurgists or artisans base is very important. There will be times where even swapping to militarized/civilian economy will be insufficient to reach the ratio you need, and if you increase the impact of the policy there will be situations where enabling them would imbalance them in the other direction. Being able to adjust an individual planet will allow players to better keep the balance, by tweaking a single planet rather than an entire empire.

I think that the best idea might be using the planetary designations to effect the base value to one or the other (foundries and factories would still give bonus jobs, even if the designation is for the other). The designation for a foundry world shouldn't be better for metallurgists than the industrial designation, or else specializing all planets becomes better.

I'd also like the see the civilian/military economy effect something besides just alloy and CG production. Maybe civilian economy gives bonus trade, while militarized economy gives reduced war exhaustion?

Your Habitat Central Control counts as a tier 2 capital, so it will open up two additional slots. Voidborne brings you to four. Techs give you two more for six. (Plus a seventh from traditions if you're an antisocial Adaptability empire type.) That said, you won't have more than one factory or foundry on a habitat anymore, and there are a few other buildings that are getting tweaked.

Will the habitat industrial district get more workers then the base two (like the mining/energy/science districts)? Or will it be slightly inferior at only 2?

I added it to the Energy Nexus, Food Processing Plant, and Mineral Purification Hub today.

Will the percentage bonus still be in place, or will it just give more jobs?

Habitats and Ring Worlds get appropriate Industrial districts. Ecumenopoli will retain their specialized districts.

Will the artisans currently given by the commercial segment be changed at all?

There are fewer building slots with this system, so it's nice if they have a strong impact when you build them.


Have you considered changing buildings like luxury housing to instead give +1 housing and +1 amenities per city district? Maybe add a "dense housing" alternative which gives +2 housing and +10 crime per. Also with pops no longer giving building slots, commercial districts suddenly are a whole lot worse, any chance they get a buff in some way?
 
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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

I generally like the idea of something else than the field of red boxes, but to me this markup is quite busy and detracts from my ability to identify at a glance what buildings are present and it is less obvious how may open building slots there are.
 
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A game is perfect when it contains everything it needs, and nothing it doesn't.

That statement sounds really good until you actually play games like that - they're really good, and then you never play them again.

Don't get me wrong, it's good that games like that exist but paradox's mainline grand strategy games aren't that and they shouldn't be that - if you want to have a meaningful modding community, multiple DLCs and above all else a replayable gameplay experience, it's important that you have design space to explore with DLCs and Mods, and varied gameplay - which means different gameplay (and therefor the addition of features which are useful in one run-through but completely wasted in another).

The upshot is, that design philosophy leaves a lot of really great games worse off, and Stellaris is one of them. In games like Stellaris, less isn't more; more is more.

(well technically that's only true as long as more isn't effectively less - i.e. if you add a feature which renders previous features worthless - but that's kinda detached from what we're looking at now)
 
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This is interesting, and less mid/late game micromanagement is always welcome, but please seriously consider this:
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?

Otherwise you have replaced the annoying process of checking back on planets, waiting for their pops to grow with the admittedly less annoying but still annoying process of checking back on planet to see if city districts have completed.

Edit: also starbases
and this:
Since you're likely going to see closed buildings slots for longer (or even indefinitely), what about changing the background art to look like the planet's texture/features instead of red locks, which may make the player feel like they need or should unlock all buildings?
The former concern is spot on, without that it's just shifting the micromanagement from the pop to the districts.
The latter one is simply a brilliant idea to actually "see" our planets and add visual variety to the game without impacting the usability nor requiring more work from the artists.
 
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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.

Have you considered that 2 foundry drones or fabricators could be too strong in comparism to bio empires who need addionally consumer goods and get by that less alloys per district.
 
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)
Cathedral worlds might be overpowered unless locked behind some civic or perk.
Military worlds would be short on amenities unless that one Prosperity Tradition gave them clerks.
Feudalism tends to be more rural than urban, harder to keep your bonded tenants from sneaking off the grounds if there's a more lenient noble within walking distance. Maybe a noble estate unlocks building slots.
I can't see a reason why carbonate lifeforms couldn't have a "nursery world" equivalent to that lithoid one you suggest.
 
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making the prebuilding of planets more viable

There is still a major obstacle to prebuilding: maintenance.
With the old tile system a building without a pop using it didn't have maintenance. I don't get why this isn't a thing anymore with the current system. If all of the jobs/housing/whatever a district/building provides are currently unused, no maintenance should be charged.

When I play a genocoidal race I find myself often destroying the infrastructure of conquered planets to save on the ruinous maintenance, only having to rebuild everything gradually when my own pops slowly repopulate the planet.
 
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I agree that rhere should be a possibility to tune industrial districts to produce either alloys or consumer goods or both.

I see a similar problem now for city districts/clerks: Currently there is already often a mismatch between housing and amenities. Now you also build city districts to unlock building slots. That makes it impossible optimally use clerk jobs!
 
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There is still a major obstacle to prebuilding: maintenance.
With the old tile system a building without a pop using it didn't have maintenance. I don't get why this isn't a thing anymore with the current system. If all of the jobs/housing/whatever a district/building provides are currently unused, no maintenance should be charged.

When I play a genocoidal race I find myself often destroying the infrastructure of conquered planets to save on the ruinous maintenance, only having to rebuild everything gradually when my own pops slowly repopulate the planet.
Completely agree, this would help player and AI alike. And it's simple: If Building Jobs are completely free, disregard the upkeep.
 
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