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Stellaris Dev Diary #371 - 4.0 Changes: Part 5

Hi everyone!

This week we’re looking more at the economic changes of the Stellaris 4.0 ‘Phoenix’ update, and how we’re going to update the Planet UI to work with them.

As this is all still in development, things are still subject to change, and I’m going to be using a lot of the UX Design Mockups in this dev diary. The final versions will not match these work-in-progress designs precisely. The Open Beta will definitely not be at these polish levels. Also be aware that numbers on these mockups are all placeholders meant to help the rest of the team get the layout right, so things like the Pop Counts or Production numbers aren’t accurate.

Planets - Districts - Zones - Buildings - Jobs​

As mentioned last week, one of the fundamental changes we’re making to the economy behind the scenes is that planets are now the source of production rather than the pops themselves. This is a generally subtle change from your perspective as a player, but this opened up an opportunity to revamp exactly how planets are structured, and to formalize some of the job hierarchy. A few of you have already guessed some of the things I’m going to share with you.

We’re introducing a new planetary feature: Zones. By specializing Districts, Zones function similarly to how the Forge World, Factory World, and Industrial World designations previously modified the jobs provided by Industrial Districts – only now as a more structured, intuitive, and flexible mechanic.

The 4.0 Planet Hierarchy is:
  • Planets produce and consume resources.
  • Districts provide a base number of Jobs for each level of development.
  • Zones manipulate what Jobs are provided by their District.
  • Buildings typically modify the production of Jobs themselves, though may also provide static numbers of Jobs.
  • Jobs are filled by Workforce, and make the planet produce a single resource by default (unless they have been modified).

Standard planets have a City District that contains your urban development, and remains capped by planet size as it is in 3.14. The City District has four Zones - one will always be locked to a Governmental Zone and contains your Capital Building, while the other three will be selectable. Normal planets also have Mining, Agricultural, and Energy Districts which each have one Zone, and - like 3.14 - are gated by planetary features. Industrial Districts have been removed, as their function has been replaced by Zones.

image3.png

Upgrading Districts is now clearly shown as a button on the Planet UI - this should reduce the number of “it took me X months to realize you can build districts” posts. As part of the increase in differentiation between Districts and Buildings, we’ve changed some of the terminology slightly - instead of building a dozen Districts across a planet, you will upgrade their development level. Functionally this remains the same.

image11.png


Zones are our new addition to the Planet Hierarchy. Zones let you change the nature of their District. By default, the City District will provide Housing and increase the maximum number of Civilians that your planet can support. (Based on design discussions over the past week, we’re leaning towards your Empire Capital having a bonus increasing this number significantly, which has the nice secondary effect of making the conquest of Homeworlds in the early game carry the societal challenge of suddenly creating many angry Dissidents that will be unable to promote back to Civilians as this bonus is lost.) If you build a Foundry Zone, the City District will replace some of their Civilian capacity and housing with Metallurgist jobs for each level of development. If you then build a Factory Zone, the City District will provide both Metallurgist and Artisan jobs, but with further reductions to their Citizen capacity.

image12.png

While you can build multiple Zones of the same type (in your City District, for example), the first Zone of each type built on a planet gains three slots for Buildings. (Duplicate Zones do not grant additional Building slots.) Buildings typically modify the production of their associated Job, and most are now Planet Unique. The majority of Buildings are restricted to the specific relevant Zones that they can be built in, but some can still be built anywhere. The Government Zone and Urban Zone can, however, accept most Urban buildings. The build list will be filtered appropriately.

The majority of Jobs will now have a single output by default, so Researchers are being broken apart into Physicists, Biologists, and Engineers.

Origins and Civics that previously replaced Jobs will now typically instead have a Building that modifies the associated Job. A benefit of this is that it should now be able to stack better with other similar Civics - we hope to be able to reduce restrictions so perhaps you’ll be able to sacrifice willing Pops by flinging them into a black hole for money.

The Planetary Surface​

Your homeworld is a bit of a special case in Stellaris - it’s not a brand new colony, but it’s also not very specialized. It needs to provide a little bit of everything, but could really use some cleanup after all those years of development (becoming an Early Space Age civilization is a dirty job.)

Here’s the work-in-progress UX mockup of what Earth may look like at the start of the game:

image8.png

The unspecialized mess of being an Early Space Age civilization gives us a relatively unspecialized zone that provides us with the basic resources necessary at the start of the game. We’ll eventually want to replace that Zone with a more specialized one.

As we head to the stars, we’ll naturally want to colonize our Guaranteed Habitable Worlds. The new Colonization UI will let us immediately set the desired planetary designation for our brand new colony.

image2.png

Don’t worry, you’ll be able to select something other than Factory World...

Here’s what our new colony could look like once the colonization process finishes:

image7.png

...But why did you choose Mining World for a planet with Poor Quality Minerals?

The Reassembled Ship Shelter provides Colonist jobs that will provide the Amenities and Stability previously granted by the Colony designation. As shown, the technologies required to expand on an alien world are not necessarily the same as those you need back on your home planet.

Our UX designer has created these explanations of the new UI:

image6.png


image1.png

And here’s what our two planets might look like after some time has passed.

image9.png


image10.png

Special Cases​

Ever since MegaCorp, paving the entire world has always been a grand ambition of Empires.

We’re currently thinking that an Ecumenopolis should act like the megacity it is. The Ecumenopolis will have multiple Urban Districts - one large main one and three more smaller Arcologies.

image4.png

Wait, this means you can make a Fortress Ecumenopolis…

Although the gameplay of upgrading a Habitat Complex by building orbitals throughout a system made Habitats more interesting, having to hunt down that last moon to place the orbital proved incredibly annoying.

For 4.0, we’re removing this pain point. Upgrading Districts on a Habitat will spawn Orbitals throughout the system as their Development Level increases. Some of the district capacity will be available immediately upon colonizing the Habitat Central Complex, with the remainder gated by upgrading the Capital Building. We’re also considering having the district capacity for Habitats more closely linked to the deposits available in the system instead of the current behavior where each mineral deposit grants a static amount of capacity.

We expect to see some unique or former districts for habitats be reimagined or return as Zones, such as the Order’s Demesne for KotTG or Sanctuary Districts for Rogue Servitors.

image5.png

Goodbye, hunting for where that last minor orbital is hiding!

Next Week​

Next week, @Gruntsatwork will go into some of the scripting details of Jobs and Pop Groups. We should also have some more information about the upcoming 4.0 livestream.

See you then!
 
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Looking at the zones made me think of how megacorp and overlord holdings work... and inspired a possible idea for the future:
Each empire can set up a holding zone on any other empire pursuant to some requirement. In most cases, this would be a single building slot for an Embassy building/holding if you're allowed one. However, megacorps, overlords, and vassals in return for their overlord, could get up to 4 per world/zone with a catch: Instead of the old building limit being tied to city districts, city districts are tied to max per planet holding slots.

This isn't an issue if you just have a few embassies and a megacorp partner on your capital... but imagine an Ecumenopolis where half a dozen or more megacorps are all competing for both customers and the building space to attract them! Megacorps in particular might fight/bid/compete for building space as it runs out on smaller or highly valuable worlds. Potentially, Federations or Galactic Emperors might require a 2nd or 3rd building slot for their embassy holding zones as well... This also means that to get the most possible jobs out of a planet, even if holdings produce very few of them, you're encouraged to have a more diverse galaxy (or at least a lot of puppet states...)

Unrelated to the above, I think "expand district(s)" is better terminology than "upgrade". Being left at 4/6 mining district "level" when out of building space feels awkward, and using level instead of total districts makes the planet feel.. samey, instead of full of various local centers of industry. Having it be a clear "Expand districts" button akin to the level up one now offers the same "hey, I exist!" presence as a mechanic to new players as well.
 
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This looks incredible and I'm very excited to play the new version. I think it would be very interesting if we were able to pick which districts we wanted on each planet (e.g. being able to replace the Farming districts with additional Energy districts, or having unique district types that you can replace the baseline districts with) to add more variety to the development direction. And for example, instead of turning the planet into an Ecumenopolis being what causes the districts to all become city districts, turning all the districts into city districts (which could require the proper research or ascension / civic unlocks) could be what turns a planet into an Ecumenopolis. If that makes sense.
I believe that the ascension perk should open up just such an opportunity.
 
The name 'Civilian' is honestly a bit confusing and doesn't really communicate well what they are and their purpose. It also is confusing with the whole 'citizen' species as opposed to resident species distinction.

Could you maybe rename them? Possibly 'Dependents' instead to express how these are people kind of reliant on government support and low-paying jobs.

Alternatives include just 'laborers' or 'masses'. Anyway, I just think Civilian is very confusing as a term.
Hard agree, I don't like the "Civilian" designation at all.
 
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I'm mildly but not extremely concerned about building variety.

It seems like, if we have three buildings per zone and they're type-limited, there's very likely a correct choice to use on essentially every planet harvesting a particular resource. For one example, in the above mining zone, there is a mineral processing building and a robot assembly building - the mineral processing building is mandatory, and if pop assembly isn't uselessly low it's also going to be pretty mandatory. Pending unlisted building changes that may change that, either because those are less valuable or because more valuable other things can now compete, that's actually one building choice. The same is likely true for agricultural and energy zones, and probably is as well in other areas. If I need an alloy plant in a zone with only three slots, alloy planets only have two real slots for industry - and so on.

I'm not opposed to the constricted building slots, if it's well implemented it means far more creative choices are available than there are now (where it's just "build most planet unique stuff, then research labs," and I'm barely exaggerating for brevity). But do keep an eye on it in development. Anything mandatory and category-locked essentially reduces the number of slots in that category, so if it's only three to begin with there's not much before there aren't choices at all.
 
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Very interesting rework, will definitely change the way planet management feels. Kudos to all of you for being willing to really shake things up here.

I lost track of this thread overnight and don’t have time to read through 12 (!) pages, but in the spirit of feedback: I agree with the people suggesting the small change from “district” to “districts”. The idea that all planets have four set districts would make them feel, imo, pretty samey and, more importantly, small.

To be consistent, I also agree with the idea of replacing “Upgrade” district with “Expand” districts. It might require updating some of the flavour text here but, personally, I would find it much more immersive.

Can’t wait to get into some of those other tabs next week!
 
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I haven't played Stellaris in FOREVER and this looks pretty cool. On a funny note I thought I clicked on the threads for EU5 and for a few seconds, I was confused AF! lol
On a serious note, and I don't mean to derail, how much has changed. The last time I played was before they had councils...
 
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Honestly civilian because it makes the most sense because it covers every thing from the service sector to health care.
 
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I see there is generally an argument in favor of keeping City and Industrial districts separate, with City districts choosing between Research, Administrative, Military Zones and Industrial districts choosing between Forge, Factory, Refinery Zones.
I want to test it first before deciding wither it feels bad or not.
 
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For 4.0, we’re removing this pain point. Upgrading Districts on a Habitat will spawn Orbitals throughout the system as their Development Level increases. Some of the district capacity will be available immediately upon colonizing the Habitat Central Complex, with the remainder gated by upgrading the Capital Building. We’re also considering having the district capacity for Habitats more closely linked to the deposits available in the system instead of the current behavior where each mineral deposit grants a static amount of capacity.
Love this change. Having to manually place orbitals is -as was aptly put- a pain.
Since we're talking about tweaking them, will the Orbitals still consume the deposits they're built over? I'd love to do a Voidforged Nanotech Empire.
 
Looks very interesting, but at the same time I'm having enough problems trying to conceptualize the planetary 'gameplay loop' that I probably need to sink my teeth into it, when Open Beta arrives, before being able to seriously comment on it.
 
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Interesting overhaul. City District is split into 4 zones but it appears the old Build slot limit of 12 looks to be expanded to 21 for a typical planet and 18 for Ecumenopolis or am I missing something? Another question is what is the building in Sirius Prime's Mining District? Don't seem to recognize it, although it does remind me of the old Gatherer Buildings. Those making a comeback to buff Gatherer output from Miners? Finally, what are you going to do with respect to Culture Workers and Pacifist effects specifically?
 
Jobs are filled by Workforce, and make the planet produce a single resource by default (unless they have been modified).
Will the Culture Worker job drop the ethic-specific production?
Governing ethics attraction would be a better alternative, in my opinion.

Also, how will job weights work in 4.0?
Given that jobs produce a single resource, it seems like it should be very straightforward to compare a pop group's total output bonus with its total CG pop upkeep cost from living standards, climate and traits, and then use workforce from the pop group with the best relationship between production and cost. A pop group that is more resource-efficient should outcompete ones that are less so, whether this is because of more productivity or due to lower labour costs.

Upgrading Districts is now clearly shown as a button on the Planet UI - this should reduce the number of “it took me X months to realize you can build districts” posts. As part of the increase in differentiation between Districts and Buildings, we’ve changed some of the terminology slightly - instead of building a dozen Districts across a planet, you will upgrade their development level. Functionally this remains the same.

I would personally prefer the labels "Districts" (plural instead of singular) and "Expand" (instead of "Upgrade"). The singular noun makes it sound like there can only be a single mining area on a world.

By default, the City District will provide Housing and increase the maximum number of Civilians that your planet can support. (Based on design discussions over the past week, we’re leaning towards your Empire Capital having a bonus increasing this number significantly, which has the nice secondary effect of making the conquest of Homeworlds in the early game carry the societal challenge of suddenly creating many angry Dissidents that will be unable to promote back to Civilians as this bonus is lost.)
While I want early conquest to be discouraged, I am very sceptical about this approach. In part because this solution to the issue also affects the rest of the game, in part because it seems so arbitrary that the capital's population capacity should be artificially inflated (while it is not unheard of in real life that non-capitals can be much bigger than their capitals), and in part because it seems like it can easily have undesirable consequences.

Besides early conquest, it seems to also hit midgame diplomatic annexation, as well as those who just want to move their own capital. That last one even seems like a newbie trap, since it is not at all intuitive A) that a world would have a greater capacity for pops only because it is the capital, and B) that a capital world would become ungovernable and descend into mayhem once the government is moved to another world.

I would personally prefer the previously suggested "resistance" approach, with the "civilians" being extra feisty on conquered homeworlds/capitals.

The majority of Jobs will now have a single output by default, so Researchers are being broken apart into Physicists, Biologists, and Engineers.
Is the Society research area being renamed Biology?
Otherwise, "Sociologist" or "Society Researcher" seem like much more consistent names; Biology is just one of six current fields in Society (unless biology, genetics and terraforming are being moved to a new research area of their own).

As we head to the stars, we’ll naturally want to colonize our Guaranteed Habitable Worlds. The new Colonization UI will let us immediately set the desired planetary designation for our brand new colony.
How much room will the starting homeworlds have left for additional growth?
(If we play without guaranteed habitable worlds and end up unlucky with our neighbourhood.)

Our UX designer has created these explanations of the new UI:

It seems a bit redundant to have two mentions of the current development level, especially so close to each other.
I think the graphic symbol with Roman numerals can be dropped.

And here’s what our two planets might look like after some time has passed.

I think it would be more natural for Housing to be next to Job availability / Unemployment, and for Crime to be next to Stability.
I.e. jobs-housing-amenities-stability-crime.

(A side-wish is also that empire rulers would start out ruling the homeworld sector, at the beginning of the game. It would make a lot of sense, as it has a historical basis in how various empires/countries developed administratively (Rome, Spain, Great Britain, USA). It would also stop the minister of diplomatic relations from automatically being in charge of the operations of the, currently, entire empire. It could feel so much more immersive to start as the UNE, click on Earth, and see that Dolores Muwanga, President, is in charge of Earth. And why wouldn't she be? After all, Earth and its sector will likely encompass the entirety of the UNE for the rest of her time as president, before she gets impeached for failing to build those four research stations she solemnly promised.)

I notice that there is a planet in the Habitat background.
If a Doomsday empire builds a Habitat around its old homeworld, will it show a Shattered World in the background?

If colony backgrounds are receiving attention in 4.0, will orbited worlds show up in the background for all climates now?
(I dislike needing to give my species, usually Humans, an undesired climate preference in order to be able to properly see orbited gas giants in the background. I wish all climates could show them.)

Planetary Ascension is on the Management tab.
Will there be a Planetary Ascension affordability notifier, to save us from the increased number of clicks that will be required to just check whether we can afford another planetary ascension?


And finally:
Will any jobs offer non-100 numbers of positions?
For instance, 80 of one job and 20 of another?
This could be a way of achieving more flavour and differentiation under a "1 resource per job" model.
 
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while I agree that civiulians is an odd term This discussion has been had in the last dev diary to exhaustion.
So please do not start it all over again.
Aye, for those people who need to keep discussing this, let me link my last post on it in that dev diary. That thread isn't locked. Let this one be about the planetary UI.
 
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while I agree that civiulians is an odd term This discussion has been had in the last dev diary to exhaustion.
So please do not start it all over again.
Yeah, exhaustion is an euphemism, I would actually never though people could become that vehement on a thing as trivial than a job name.
 
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Currently the rural districts have a different set of zones available to them. For now, they'll be fairly limited - the Mining District has a Mineral Purification zone, but I see a lot of potential for the future with the system, where there might be different zones available based on rare planetary features. I'd like to see planets have more uniqueness, but we won't have the time to delve deeply into the possibilities for the initial 4.0 release.
Some suggestions for rural zones:
Mining:
Precious minerals (more credits/consumer products/trade)
Fossil fuels (more credits)
Rare isotopes (more research)
Fusion/fission isotopes (more energy)
Local industries (factory/foundry jobs)

Farming
Biofuels (credits)
Agricultural research (society research)
Luxury foods (consumer goods)
Estates (noble jobs, resort jobs)

Energy
High energy experiments (research)
Energy intensive industries (factory/foundry jobs)

Some of these are focusing on different goods to mine/farm, while others use the produced goods locally to cut down on logistics. I know a factory was using so much power on electrolysis that they were considering to build a nearby power plant to lessen the stress on the grid.
 
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Hi everyone!

This week we’re looking more at the economic changes of the Stellaris 4.0 ‘Phoenix’ update, and how we’re going to update the Planet UI to work with them.

As this is all still in development, things are still subject to change, and I’m going to be using a lot of the UX Design Mockups in this dev diary. The final versions will not match these work-in-progress designs precisely. The Open Beta will definitely not be at these polish levels. Also be aware that numbers on these mockups are all placeholders meant to help the rest of the team get the layout right, so things like the Pop Counts or Production numbers aren’t accurate.

Planets - Districts - Zones - Buildings - Jobs​

As mentioned last week, one of the fundamental changes we’re making to the economy behind the scenes is that planets are now the source of production rather than the pops themselves. This is a generally subtle change from your perspective as a player, but this opened up an opportunity to revamp exactly how planets are structured, and to formalize some of the job hierarchy. A few of you have already guessed some of the things I’m going to share with you.

We’re introducing a new planetary feature: Zones. By specializing Districts, Zones function similarly to how the Forge World, Factory World, and Industrial World designations previously modified the jobs provided by Industrial Districts – only now as a more structured, intuitive, and flexible mechanic.

The 4.0 Planet Hierarchy is:
  • Planets produce and consume resources.
  • Districts provide a base number of Jobs for each level of development.
  • Zones manipulate what Jobs are provided by their District.
  • Buildings typically modify the production of Jobs themselves, though may also provide static numbers of Jobs.
  • Jobs are filled by Workforce, and make the planet produce a single resource by default (unless they have been modified).

Standard planets have a City District that contains your urban development, and remains capped by planet size as it is in 3.14. The City District has four Zones - one will always be locked to a Governmental Zone and contains your Capital Building, while the other three will be selectable. Normal planets also have Mining, Agricultural, and Energy Districts which each have one Zone, and - like 3.14 - are gated by planetary features. Industrial Districts have been removed, as their function has been replaced by Zones.


Upgrading Districts is now clearly shown as a button on the Planet UI - this should reduce the number of “it took me X months to realize you can build districts” posts. As part of the increase in differentiation between Districts and Buildings, we’ve changed some of the terminology slightly - instead of building a dozen Districts across a planet, you will upgrade their development level. Functionally this remains the same.



Zones are our new addition to the Planet Hierarchy. Zones let you change the nature of their District. By default, the City District will provide Housing and increase the maximum number of Civilians that your planet can support. (Based on design discussions over the past week, we’re leaning towards your Empire Capital having a bonus increasing this number significantly, which has the nice secondary effect of making the conquest of Homeworlds in the early game carry the societal challenge of suddenly creating many angry Dissidents that will be unable to promote back to Civilians as this bonus is lost.) If you build a Foundry Zone, the City District will replace some of their Civilian capacity and housing with Metallurgist jobs for each level of development. If you then build a Factory Zone, the City District will provide both Metallurgist and Artisan jobs, but with further reductions to their Citizen capacity.


While you can build multiple Zones of the same type (in your City District, for example), the first Zone of each type built on a planet gains three slots for Buildings. (Duplicate Zones do not grant additional Building slots.) Buildings typically modify the production of their associated Job, and most are now Planet Unique. The majority of Buildings are restricted to the specific relevant Zones that they can be built in, but some can still be built anywhere. The Government Zone and Urban Zone can, however, accept most Urban buildings. The build list will be filtered appropriately.

The majority of Jobs will now have a single output by default, so Researchers are being broken apart into Physicists, Biologists, and Engineers.

Origins and Civics that previously replaced Jobs will now typically instead have a Building that modifies the associated Job. A benefit of this is that it should now be able to stack better with other similar Civics - we hope to be able to reduce restrictions so perhaps you’ll be able to sacrifice willing Pops by flinging them into a black hole for money.

The Planetary Surface​

Your homeworld is a bit of a special case in Stellaris - it’s not a brand new colony, but it’s also not very specialized. It needs to provide a little bit of everything, but could really use some cleanup after all those years of development (becoming an Early Space Age civilization is a dirty job.)

Here’s the work-in-progress UX mockup of what Earth may look like at the start of the game:


The unspecialized mess of being an Early Space Age civilization gives us a relatively unspecialized zone that provides us with the basic resources necessary at the start of the game. We’ll eventually want to replace that Zone with a more specialized one.

As we head to the stars, we’ll naturally want to colonize our Guaranteed Habitable Worlds. The new Colonization UI will let us immediately set the desired planetary designation for our brand new colony.

View attachment 1256242
Don’t worry, you’ll be able to select something other than Factory World...

Here’s what our new colony could look like once the colonization process finishes:

View attachment 1256243
...But why did you choose Mining World for a planet with Poor Quality Minerals?

The Reassembled Ship Shelter provides Colonist jobs that will provide the Amenities and Stability previously granted by the Colony designation. As shown, the technologies required to expand on an alien world are not necessarily the same as those you need back on your home planet.

Our UX designer has created these explanations of the new UI:


And here’s what our two planets might look like after some time has passed.

Special Cases​

Ever since MegaCorp, paving the entire world has always been a grand ambition of Empires.

We’re currently thinking that an Ecumenopolis should act like the megacity it is. The Ecumenopolis will have multiple Urban Districts - one large main one and three more smaller Arcologies.

View attachment 1256248
Wait, this means you can make a Fortress Ecumenopolis…

Although the gameplay of upgrading a Habitat Complex by building orbitals throughout a system made Habitats more interesting, having to hunt down that last moon to place the orbital proved incredibly annoying.

For 4.0, we’re removing this pain point. Upgrading Districts on a Habitat will spawn Orbitals throughout the system as their Development Level increases. Some of the district capacity will be available immediately upon colonizing the Habitat Central Complex, with the remainder gated by upgrading the Capital Building. We’re also considering having the district capacity for Habitats more closely linked to the deposits available in the system instead of the current behavior where each mineral deposit grants a static amount of capacity.

We expect to see some unique or former districts for habitats be reimagined or return as Zones, such as the Order’s Demesne for KotTG or Sanctuary Districts for Rogue Servitors.

View attachment 1256249
Goodbye, hunting for where that last minor orbital is hiding!

Next Week​

Next week, @Gruntsatwork will go into some of the scripting details of Jobs and Pop Groups. We should also have some more information about the upcoming 4.0 livestream.

See you then!

There are some really neat features presented, though I do share some of the concerns people expressed in the thread already.

The first is more just a nitpick, but I am in agreement with the sentiment of Districts remaining in plural, and for them to be 'expandable' rather than 'upgradeable', given the development of District(s) is done in quantity rather than quality, with the latter - as per this DD - being the domain of Buildings.


Another concern I share - and believe to be of quite high importance - is the loss of (already meager) precision of control over the distribution of job spaces, and in my opinion less than perfect hierarchization of job categories.

With the way Zones have been presented, it seems like there will be no way of having planets without some job-space "wasted" on potentially undesired basic extrection jobs, let alone any way of tine-tuning the ratios of job-type allocation. Or at the very least without clunky juggling of District proportions.

The second part refers to the rather funky - if somewhat understandable - decision to have basic resources as the main differentiator of 'minor Districts'; it makes some sense from the perspective of gameplay, but at the same time extraction is pretty much never important to the point of its subdivisions being the 'parents' of other economic sectors.

My suggestion on how to approach both parts of this conundrum would be as follows:
  • Have the Districts be split by econimic sectors, not basic resources (eg. Extraction [minerals, food], Infrastructure [energy, logistics(?)] and Industry [alloys, consumer goods])
  • Add a 'Size' value to Zones, which would let the player control the extent of each given Zone (The sum of all of District's Zones' sizes should not exceed the District's development, and any changes to a Zone's size should have some small cost and build time; in essence this would make Zones "subdistricts")
  • Optionally, all Districts could have more than 1 Zone.



Lastly, two questions and a less related suggestion.

How moddable will Districts and Zones be? Will it be possible to have mods adding more than 4 District types to a planet, or more than 1 Zone to 'minor' Dsitricts?

With Buildings shifting focus from providing jobs to primarily modifying them, perhaps planet size be looked at, given it'd more than ever be a purely bigger-is-better number?
One way of tweaking this (this is the suggestion) would be have the trade upkeep scale with planet size, to reflect how gravity makes off-world transport harder. Or alternatively, have additional scaled trade upkeep be derived from planetary production, to reflect the same thing as before.
 
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Definitely have some questions about this massive change since it seems like there is going to be so much potential to work with. I hope it really does help you fit certain playstyles and doesn't encourage the same bloat of wide over tall and very specific types of empires...

Questions in order of importance to me.

  1. When looking at the difference between a Wide or Tall Empire, are there going to be any specific planetary advantages that trade out having better jobs, districts, zones, etc as a trade out for not having as many worlds? Or will it still be more efficient for most empires to simply spam as many colonies and worlds as possible to max out their production lines?
  2. Will there be any fun and unique options for Machines, Hive Minds, Megacorps, and other special types of governments or species? Would absolutely love to see things like Assembly Zones, Spawning Zones, and other really high efficiency zones for these special worlds. Even more of a bonus if you could also have Hive or Machine Ecumenopolis Worlds... I've been praying for those forever!
  3. How will this function for special planet types such as Machine Worlds and Hive Worlds? Is there going to be any special focus around making these worlds seem just as special as Arcologies, or are they simply going to function like a normal world with slightly less restrictions and slightly better modifiers?
  4. Will Void Born and other special ascendancies have special options for their Habitats and other special worlds as well over the existing options that normal players get without them? If so, what would that look like?

Finally... some bonus questions unrelated to this post but that have been really burning in my sides for the longest time as a hope.

  • What are the chances of getting some more city tiles and shipsets for Machines and Hive Minds? Would absolutely love to see the current Machine/AI Uprising Shipset be available to the Machines as a standard, if not even more "machine like" options. Same for city tiles. For Hive Minds, it may require a later DLC for it.. but I'd absolutely love to see more biological shipsets and city tiles. Playing something like the Zerg as a Devouring Horde is an absolute must and shouldn't require any mods!
  • This one is a little bit of a question and a little bit of a request... But I've really been hoping for a way to mix Utopian Abundance and the Virtual Ascendancy. Being able to have a population living the life of luxury in virtual utopia seems like such a fun option that I'm surprised it isn't already compatible. As it is right now, when you try to do anything like this your pops automatically get shut off the second they're not working a "real" job... so it's really at odds with the playstyle option. Is this something that may be considered at some point?
Thanks again for any answers ahead of time!
 
This is awesome @Eladrin, hope next step is gov style, imperial for example to actually have dynasty and such.

I like the new planets, now they're not just collection.

I hope, wished that Earth could have a setting to fixate the start on "the known spawn area" that we claim to know where SOL is