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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!
 
What's the ratio on this? 15 Clerks and 5 Merchants on Commercial, and 10 Artisans and 10 Metallurgists on Industrial, I'm guessing?

Also, which rare resource will Industrial segments consume?
So, if this change were applied to an Ecumenopolis, the Industrial and Foundry districts would be merged into a single Industrial district that provides 5 Artisan and 5 Metallurgist jobs, or 10 of either based on planet designation?

Or would the numbers be reduced to account for the jobs added by Factory and Foundry buildings? Reduce the base amount from 5:5⇆10 jobs to 3:3⇆6 jobs, resulting in a 5:5⇆8:2 ratio with fully upgraded Factories and Foundries?
I feel like I was somewhat left hanging on these. Could we see some numbers on Ecumenopolis and Ringworld districts?
 
I love decoupling build slots form population size. Love.

I look forward to slamming down the districts and buildings I want in the late game and pretty much ignore the planet after, instead of having to constantly check if a slot opened up.
 
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While we discuss planetary designations can you make a change to the thrall world? It feels bad to destroy your resource districts/buildings to make it a thrall world and then having to rebuild your resource districts.
 
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One reason is to prevent district bloat, and another is that it's more fitting thematically. As someone said earlier in this thread:

That said, as someone else pointed out, Industrial district icons should be changed to include the alloy icon right beside the consumer goods icon.
Why is 5 districts fine but 6 too many? No other normal district gives two different types of job (the only exception to this rule, IIRC, is ringworld districts, specifically the nexus and commercial districts), and it really *isn't* more fitting thematically, for two reasons:
1. There's no actual difference between a peacetime economy and a wartime economy in Stellaris (outside of ship upkeep from docking). You still need the same number of CGs and as many alloys as you can feasibly produce, no matter what. There's no "retooling for war" that goes on.
2. Retooling existing factories takes significant effort, both in terms of time and resources. Not quite as much as building new ones, mind you, but it isn't free, which is what a planet designation/policy change would be. Replacing CG districts with alloy districts makes just as much sense thematically as changing policy or designation; both are close to the mark but not quite there.

Gameplay wise, just having two different districts is more consistent with the rest of the game, and allows for more control by the player (tying it to planet designations isn't quite as good, since this only works on dedicated forge/factory worlds; if you have these districts on another world, it doesn't help). Gameplay trumps thematic appropriateness for me.

Granted, having thought about the change some more, I actually prefer just keeping it as building slots. Here's why:
1. It's more consistent: specialist jobs => buildings (without special districts which require significant resources to acquire),
2. Having these resources produced by buildings makes the early game economy have more actual trade offs (do I use this building slot for robots? alloys? CGs? research? admin?), whereas this change seems likely to make the only limiter pops, which is a bad thing. More trade offs and limits is good, and turnings CGs and alloys into districts gets rid of that.
3. If CGs and alloys don't require buildings, why even have them? You may as well just get rid of them and replace them with minerals (and reduce miner's effectiveness), since the building slot requirement is gone.
4. It doesn't seem to fix any issues; you only need 5-15 forge/cg worlds total (depending on how many ecus you have), out of dozens or hundreds of planets for a late game empire. The overwhelming majority of planets in a late game empire (when micro is a serious issue) are research worlds, refineries, or maybe fortresses, all of which are unchanged by this. Thus, this change does not allow you to "finish" most planets. Likewise, gating building slots behind some other arbitrary thing instead of pops doesn't actually do much for micro; instead of checking in every 5 pops you need to check in every x districts and every capital building upgrade (which is still gated by pops). This is slightly better, but only slightly, especially since you still need to upgrade all the buildings by hand. Since this is a HUGE change, which will 100% cause a bunch of unforeseen issues and will completely break every single mod that touches the economy, it needs to be justified by a significant improvement, and I don't think it is. The better solution is some sort of planetary template system for building slots, ie, build X at Y pops (since districts change per-planet and can be done ahead of time) combined with a pop-movement rework (universalized GtOS is one way to do that, I think they're trying to make a better way) and planetary development notifications (ie, 0 available jobs left). Two of these are doable with modding, and make a huge difference by themselves; the template system would be harder to implement but would be way less disruptive then this. I think the game (with auto-pop migration and planetary development notifications) is actually in a pretty good place right now, and I'd prefer they iterate on it and make it better rather than do a major rework which will break things left and right.
 
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I love decoupling build slots form population size. Love.

I look forward to slamming down the districts and buildings I want in the late game and pretty much ignore the planet after, instead of having to constantly check if a slot opened up.
You won't be able to do this. You'll still have to wait for pops to grow to upgrade the capital and for your districts to build, and you'll still have to upgrade everything by hand.
 
The introduction of industrial districts is a pleasant addition, however I don’t like how factories and foundries buildings are now planet unique. Removes the specialization of alloy and consumer goods in the early game.

I think the solution could be that the first tier buildings can be built to your hearts content while the upgraded versions are planet unique. Then it still allows you to pump out special resources via buildings should you need it while keeping districts stronger. The militarized and civilian economy policies could also then be more interesting in that it could dictate what jobs are in the industrial districts.

The concept that upgraded industrial buildings give additional jobs to the districts is very appreciating and I hope the basic resource boosting buildings also get this change. The mining guilds civic could also be more interesting that the mining building could also give additional housing to the mining district.

Building slots being tied to city districts, capital building, technologies and the adaptability tradition instead of pops is a good addition. I could see the agrarian idyll civic make it so agriculture districts give building slots as opposed to city districts or perhaps add bonus unity for each empty building slot. Functional Architecture could also give one additional building slot to make it more captivating.
 
Potentially then, higher level ones (like Culture World, Cathedral World, Tech World or Trade World) might do a job replacement for an Administrator? Either for two of the relevant specialists or one of the relevant leader tier jobs?
I always thought that highly developed planets should become your admin centers. Not some new rural colony that you build an admin building on because you need some more capacity and it just has a free building slot
 
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Seems you are going the direction i guessed, Eladrin ; just replicated the changes and the districts (even did it with ringworlds) and im planning on testing some interactions for city districts and other planet specializations (like research, or militar) so it makes the colony designation even more relevant (and ai will be more guidelined).

Tbh yesterday i was pretty much skeptical about the changes but i see the reason behind now, and i think i can even predict some of the future changes but ill watch (closely) and start doing my tests with ais and such, keep up with the good job.

View attachment 650381



View attachment 650383

What are these numbers in the locked building slots for?
 
The phrasing is the Rogue Servitor's fault - they still get two Alloy Drones per Industrial District by default, but if they build the Factory line of buildings they'll be able to shift their added Artisan Drones over. I think this should satisfy the worries about drowning in Consumer Goods.

This will give Rogue Servitors the unique ability to have 5 Alloy Drones per industrial district (though at the cost of a building slot): 2 initial ones + 2 from fully upgraded foundry + 1 from combination of upgraded factory & planetary specialization. Other gestalts don't get the last one and normal empires get only 1 initial one. So in both cases they get 4 max.

It might be better to have two different Forge World specializations, one available only to normal empires and one available only to gestalt empires. And have the job shifting only on the one for normal empires. That would also solve the description wording issue.
 
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It currently doesn't support this sort of behavior, so right now you would have to circle back around after a bit. I can totally see the benefit, but I suspect that it would have some unintended consequences to the build queue when you cancel construction and things like that. I'll play with it a bit but I expect it to explode. :D
What about allow adding buildings to the queue at any time, but the buildings don't actually get built until there are available slots? Or, allow the buildings to be built and they are disabled until sufficient districts are built to unlock each building's slot?
 
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Firstly ... Good ! Positive feedback ... It feels like a long time ago.

The planet view has shifted things around a bit and now supports the display of up to six district types.
I think you should still open up some more: Consider to make the 3 common strategic resources ( exotic gases, rare crystals and volatile motes ) into natural deposits ( just like ECs, minerals and food ). With that in mind, their not upgradable buildings would shift into ( fitting ) districts that aren't upgradeable anyways. Even more building-slots would free up. The 3 world-types ( frozen, wet and dry ) could get more differentiation. And to be fair, it sounds like that these resources belong into the district-system anyways: They're produceable resources and to make them exploitable via natural deposits sounds more logical ( at least in my opinion ) than to produce them synthetically via buildings. And even if not, due to the "industrial districts", they can still remain as synthetic products, but shift towards the district-system, too.

Building Slots no longer list population counts.
Instead of relying on population, they're opened up by increasing the infrastructure of the planet.
"Infrastructure" ? You mean city-districts and the level of the capital-building ? Something else ?
 
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It currently doesn't support this sort of behavior, so right now you would have to circle back around after a bit. I can totally see the benefit, but I suspect that it would have some unintended consequences to the build queue when you cancel construction and things like that. I'll play with it a bit but I expect it to explode. :D
There is already a suitable mechanic in place when queuing outposts and mining stations: the moment a constructor ship is prevented from building an outpost or station (e. g. being blocked off by an enemy fleet) an error is displayed and the resources refunded. Alternately, when the constructor starts to actually build something but has run out of resources, an error is displayed and the construction is stopped. In both cases the entire command queue is cancelled.

I don't see why the same couldn't be done with planetary building queues.
 
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Changing rare resources to give special districts instead I really like. Makes planets with them more distinct (something planets have suffered from since 2.2), and having it as a district is much stronger then as a building. Habitats could get the same, for space based rare resources. The only two problems are 1) what happens when you have deposits for both gas and motes and 2) what happens to the other rare deposit buildings, alien zoo and betharian power plant?
 
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Wait, huh? I thought only the jobs created by the Industrial districts could be shifted over. Does this mean that Rogue Servitors will have an unique ability to produce +5 Foundry jobs, while all other empires are capped at +4?
No. The Foundry and Factory lines currently fill the same planet unique slot - you have to pick one industrial focus for the planet.

Although since the designation change gave the regular worlds the ability to specialize in a more flexible way than an Ecumenopolis, I changed it a little bit today so an Ecumenopolis waives the restriction and can build both. (They don't have combined Industrial Districts though, the buildings add to the affiliated District type.)

Regular base Industrial District: 1 Artisan, 1 Metallurgist.
Regular Industrial District with a tier 3 Foundry: 1 Artisan, 3 Metallurgist.
Regular Industrial District with a tier 3 Foundry and Forge World set: 0 Artisan, 4 Metallurgist. (One Artisan converted.)
Regular Industrial District with a tier 3 Foundry and Factory World set: 2 Artisans, 2 Metallurgist. (One Metallurgist converted.)

Gestalt base Industrial District: 2 Alloy Drones.
Servitor with a tier 3 Factory: 2 Artisan Drones, 2 Alloy Drones.
Servitor with a tier 3 Factory and Forge World set: 1 Artisan Drones, 3 Alloy Drones. (One Artisan Drone converted.)
Servitor with a tier 3 Factory and Factory World set: 3 Artisan Drones, 1 Alloy Drone. (One Alloy Drone converted.)
Servitor with a tier 3 Foundry: 4 Alloy Drones.
Servitor with a tier 3 Foundry and Forge World set: Still 4 Alloy drones since there's no Artisan Drones to convert.
Servitor with a tier 3 Foundry and Factory World set: 1 Artisan Drone, 3 Alloy Drone. (One Alloy Drone converted.)

Note: I don't expect you to use the cross-designation often except occasionally in emergencies or when you're planning something big, since you'll lose the other beneficial bonuses of the designations. "I need alloys right now, convert all the Factory Worlds into Forge Worlds temporarily!" A full and proper refitting of your industrial base HOI style from Civilian to Military would involve replacing the Factory line of buildings with the Foundry line and thus take some time.

I'm actually really happy with how this designation thing worked out. Good idea, forum.

Colors for clarity, hopefully it looks decent on the blue background or I'll be sad.
 
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No. The Foundry and Factory lines currently fill the same planet unique slot - you have to pick one industrial focus for the planet.
This was a critical piece of information unclear from the OP - thank you! Yes, this then makes sense as to why our worries about gestalts getting too many jobs of one type wasn't even a thing - but then the fact that both the Factory and the Foundry occupy the same planet-unique slot needs to be made VERY clear, as there's no precedent for this in the game. Every other planet-unique building has thus far meant that you can build only one of that one on the planet, but no other limitations - I can not think of a single mutually exclusive building pair (that the same empire could hypothetically build at the same time).

Also, on a sidenote - really appreciate the level of interaction in the wake of the diary, keep it up!
 
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No. The Foundry and Factory lines currently fill the same planet unique slot - you have to pick one industrial focus for the planet.

Although since the designation change gave the regular worlds the ability to specialize in a more flexible way than an Ecumenopolis, I changed it a little bit today so an Ecumenopolis waives the restriction and can build both. (They don't have combined Industrial Districts though, the buildings add to the affiliated District type.)

Regular base Industrial District: 1 Artisan, 1 Metallurgist.
Regular Industrial District with a tier 3 Foundry: 1 Artisan, 3 Metallurgist.
Regular Industrial District with a tier 3 Foundry and Forge World set: 0 Artisan, 4 Metallurgist. (One Artisan converted.)
Regular Industrial District with a tier 3 Foundry and Factory World set: 2 Artisans, 2 Metallurgist. (One Metallurgist converted.)

Gestalt base Industrial District: 2 Alloy Drones.
Servitor with a tier 3 Factory: 2 Artisan Drones, 2 Alloy Drones.
Servitor with a tier 3 Factory and Forge World set: 1 Artisan Drones, 3 Alloy Drones. (One Artisan Drone converted.)
Servitor with a tier 3 Factory and Factory World set: 3 Artisan Drones, 1 Alloy Drone. (One Alloy Drone converted.)
Servitor with a tier 3 Foundry: 4 Alloy Drones.
Servitor with a tier 3 Foundry and Forge World set: Still 4 Alloy drones since there's no Artisan Drones to convert.
Servitor with a tier 3 Foundry and Factory World set: 1 Artisan Drone, 3 Alloy Drone. (One Alloy Drone converted.)

Note: I don't expect you to use the cross-designation often except occasionally in emergencies or when you're planning something big, since you'll lose the other beneficial bonuses of the designations. "I need alloys right now, convert all the Factory Worlds into Forge Worlds temporarily!" A full and proper refitting of your industrial base HOI style from Civilian to Military would involve replacing the Factory line of buildings with the Foundry line and thus take some time.

I'm actually really happy with how this designation thing worked out. Good idea, forum.

Colors for clarity, hopefully it looks decent on the blue background or I'll be sad.

Ok yeah, things making much more sense now with the fact the uniques are mutually exclusive. I think there should be a "Industrial world" that gives both -20% metallurgist upkeep and -20% artisan upkeep (or maybe nerfed slightly to -15%, or buff the singles to -25%), so that there is no incentive to go for forge or factory world beyond the number of jobs provided. It also makes the whole "I need alloys now!" decision to set a Tier 3 factory world over to being a Forge world come with direct inefficiencies in the upkeep of the remaining artisans.

Is the Ministry of Production still around? With factories and foundries now serving as planet unique, it's kinda lost its niche a little. Now, if empire/sector unique buildings were added back in.... ;D

How many jobs will the Foundry/Factory give to Ecumenopolis districts? I'm guessing 2 or 3 for the Tier 2, and then 4 or 6 for the Tier 3?
 
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I'm honestly not sure if I like the Factory and the Foundry buildings being mutually exclusive. While the ability to set a focus on a specific kind of production that shifts over a job from the Industrial district over to the other one is great, I also liked being able to add some extra Artisan jobs on the side without changing the planet designation from Forge world.
 
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