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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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Something I would like with the rework would be to distinguish citizens from robots/slaves by having the later be less efficient/pop but more efficient/building (district now). The fact that you now use workforce instead of pops would be great for that.

Imagine for instance that 100 citizen fill 100 jobs at 100% efficiency (times their bonus)
100 robots / slaves could fill 50 jobs at 150% efficiency. Meaning that with 200 of them the district will run at 150% efficiency (times their bonus) but a slave is only 0.75 times as efficient as a citizen.
Numbers are placeholders not meant to be balanced but to show the concept.
I'm not sure I understand how it would work.

Bonuses from pops will now be exclusively workforce related. Pops will produce more or less workforce based on their traits and other pop effects.

If a slave pop produce more workforce, they are more efficient. If they produce less workforce, they are less efficient. I'm not sure you can set it any other way, except what, make slaves occupy 0.75 of a job per pop?
 
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Sounds great, finally Unnecessary bad buildings for roleplay (for example, space communism buildings with increased slots for pops) can take up space not on the planet as a whole, but only add "flavor" to the necessary areas
 
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I'm not sure I understand how it would work.

Bonuses from pops will now be exclusively workforce related. Pops will produce more or less workforce based on their traits and other pop effects.

If a slave pop produce more workforce, they are more efficient..If they produce less workforce, they are less efficient. I'm not sure you can set it any other way, except what, make slaves occupy 0.75 of a job per pop?

If I understood correctly the game need to store 2 values : How a pops fill workforce and what bonus it adds to it. Quoting Eladrin : "Bonus Workforce is allowed to go over the required Workforce for a job, yielding extra production."
So the bonus is counted separately. A way to do what I want would be to have a pop that gives a smaller amount of workforce than normal and a huge amount of bonus workforce. the amount + bonus would be less than the normal amount but because it is partially bonus, there is still space for more pops to work the job.

BTW i realized I put my post in part 5 instead of part 4 where it belongs. Sorry for that.
 
If I understood correctly the game need to store 2 values : How a pops fill workforce and what bonus it adds to it. Quoting Eladrin : "Bonus Workforce is allowed to go over the required Workforce for a job, yielding extra production."
So the bonus is counted separately. A way to do what I want would be to have a pop that gives a smaller amount of workforce than normal and a huge amount of bonus workforce. the amount + bonus would be less than the normal amount but because it is partially bonus, there is still space for more pops to work the job.

BTW i realized I put my post in part 5 instead of part 4 where it belongs. Sorry for that.

It could be that I'm misunderstanding but I don't think it's two values, it's one and how it relates to jobs. For example:

- We have 100 research jobs and 50 human pops who have no traits related to research. This gives a final researcher workforce of 50/100

- On another world we have 100 research pops with 50 blorg who have a research trait giving +50% workforce. Those 50 pops get employed giving us a total workforce of 75/100

- If we move the blorg to the same planet as the humans and they join the humans working in the labs we have 100 pops an a total workforce of 125/100

Numbers for illustration purposes but that's what I was getting from the dev diary.
 
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It could be that I'm misunderstanding but I don't think it's two values, it's one and how it relates to jobs. For example:

- We have 100 research jobs and 50 human pops who have no traits related to research. This gives a final researcher workforce of 50/100

- On another world we have 100 research pops with 50 blorg who have a research trait giving +50% workforce. Those 50 pops get employed giving us a total workforce of 75/100

- If we move the blorg to the same planet as the humans and they join the humans working in the labs we have 100 pops an a total workforce of 125/100

Numbers for illustration purposes but that's what I was getting from the dev diary.

Yes but the quote from Eladrin I added makes me think the game tracks the difference between base workforce and bonus workforce.
If for instance you have 100 workforce allowed by a district that you fill with 200% efficiency pops, you need to count the +100% bonus separately or else only 50 pops will be able to work the job. This contradict the quote : "Bonus Workforce is allowed to go over the required Workforce for a job, yielding extra production."

So the 100 pops will count for 100 workforce and 100 bonus workforce. Two different numbers that have to be accounted separately because only the first count into the district limit but both count into the production.
 
Yes but the quote from Eladrin I added makes me think the game tracks the difference between base workforce and bonus workforce.
If for instance you have 100 workforce allowed by a district that you fill with 200% efficiency pops, you need to count the +100% bonus separately or else only 50 pops will be able to work the job. This contradict the quote : "Bonus Workforce is allowed to go over the required Workforce for a job, yielding extra production."

So the 100 pops will count for 100 workforce and 100 bonus workforce. Two different numbers that have to be accounted separately because only the first count into the district limit but both count into the production.

This week's dev diary will probably clarify it as it's on scripting changes with jobs and pop groups.

I can see where you're coming from but I'm not sure that's right. I think it just tracks pop number and workforce. So for 100 jobs 100 pops are needed, presumably the game will prioritise hiring pops in order of workforce contribution. Then the output is based on total workforce.

So there's no separate calculation or numbers for workforce and bonus workforce.
 
So gotta ask for the fun of it, with all the changes and free additions being added to 4.0, we ever going to hear about the Space Unicorns promised way back?
1740453860296.png
 
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I love the new UI and ideas, but worried about whether AI player can adapat the change. Their producutivity already have many problems in current version.
The UI shouldn't have any impact on it at all, and several of the poor decisions it often makes (too many entertainers/enforcers/clerks) will no longer be available to it. Plus, non-specialization (which it typically does) has a mild advantage compared to now in not having local resource deficits.

I expect the AI will probably be strengthened by the changes.
 
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I love the new UI and ideas, but worried about whether AI player can adapat the change. Their producutivity already have many problems in current version.

If you click to view dev responses you’ll find one answering a question on the AI. Supposedly it will be better since its choices will be more streamlined. Which makes sense to me as picking from a small number of districts, then zones, then buildings, is easier than having every building option at once.

Plus as Thiend says there won’t be quite as much an issue if the AI doesn’t hyperspecialise. Fingers crossed it will manage things like employment, amenities, and crime better than it does now. Also that it will make sensible strategic decisions when it comes to civilians (I.e not striving to employ all of them when it would be better to let them migrate to a new colony for a specific resource).
 
If you click to view dev responses you’ll find one answering a question on the AI. Supposedly it will be better since its choices will be more streamlined. Which makes sense to me as picking from a small number of districts, then zones, then buildings, is easier than having every building option at once.

Plus as Thiend says there won’t be quite as much an issue if the AI doesn’t hyperspecialise. Fingers crossed it will manage things like employment, amenities, and crime better than it does now. Also that it will make sensible strategic decisions when it comes to civilians (I.e not striving to employ all of them when it would be better to let them migrate to a new colony for a specific resource).
It should help the unemployment problem that there is now a tier of "unemployment" without penalties.

That should stop it from occasionally death spiraling into crime/CG deficit hell. Maybe. Probably?
 
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!
ASCENSION ADVANTAGE FOR SPACE FAUNA!!!.

Hello, honestly the Great Archive DLC is my favorite of Stellaris, all the mechanics included in it are absolutely incredible and fun. But why not do an Ascension to the Space Fauna, making them stronger for the Late Game by focusing only on Space Fauna.
FOR EXAMPLE SOMETHING LIKE THIS:

Name: x

PASSIVE EFFECT:
1 Each Wild Space Fauna SHIP (Each independent ship, not for each fleet) within the borders of your empire will consume 5 food, will obtain the effects of Space Fauna Ships from your empire and will become Hostile against any enemy of your empire within your borders.

2 You will get an edict (expensive to maintain) with X name
effects of the edict: For each Wild Space Fauna Ship within your borders you will obtain in your Space Fauna Ships:
0.2% weapon damage
0.2% sublimic speed
0.2% shooting speed



Benefits and Negatives of this Ascension:

Benefits:

1 It would make a game based on Space Fauna feasible, obtaining scalable bonuses for your Space Fauna Ships, since you are in a late game they become
ineffective against Endgame Crises and already developed Empires.

2 I would add a fun Roll game in which you would focus on attracting the greatest amount of Wild Space Fauna with your decoys and protecting all the existing ones in order to accumulate the greatest number of bonuses to your Space Fauna Ships.


Negatives:

1 The player should be attentive to the amount of Space Fauna that he attracts with his decoys, because if the quantity is exceeded, the maintenance of food could skyrocket to unsustainable numbers.

2 It would require the player to create a large number of Star Bases to attract the greatest amount of Wild Space Fauna with the decoys, and thus be able to make this Ascension feasible, resulting in a large maintenance of Star Bases for the amount created.

3 The player would have to put aside the capture of the Wild Space Fauna in order to make this Ascension feasible, stopping the capture rewards.

4 Having Space Wildlife Fleets defending your borders can be a great thing, but if we look at an open war against any empire, being hostile to them, the moment they enter a system within your borders in which they are, forces the enemy fleets to eliminate them, thereby lowering your bonuses and weakening you for when you have to face them.


EXAMPLE:

Having 100 Wild Space Fauna Ships within your borders you would obtain:
500 food maintenance
20% weapon damage
20% sublimic speed
20% firing speed
X maintenance of unity by the Edict, depending on the size of the Empire.
As an extra and no less important, the high maintenance of your Star Bases because they greatly exceed the limits of your empire due to the large number of these created.

An Ascension Advantage like this would be very entertaining and fun and making the Space Fauna Ships effective in a long game. It would be creating something like a Wildlife Protection System on the borders of your empire.
And of course, the vonifications could vary depending on what strength your Space Fauna Ships would obtain by doing tests to see which would be the most appropriate and not make them so strong, but I think it would be between 0.1% and 0.2%, so having approximately 300 or 400 Space Fauna Ships within your borders you would obtain worthy vonifications to be able to face an End of Game Crisis with your Space Fauna only, always remembering that Wild Space Fauna does not always stay within your Borders.
 
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With this change and the changes described last week we are moving closer to the dream of having systems be the basic spacial unit over planets. Shift planetary modifiers to district modifiers, make terrain type a district modifier and have a planet add x potential districts. E.g. an ocean planet could add 12 districts with an “ocean” modifier and 2 districts with an “arctic” modifier. Mining stations instead of creating minerals directly add capacity for mining stations with “space station” modifier.
 
MAJOR QUESTION: As it was already said that several different species would grow simultaneously, will we be able to 'mark' only some pops to grow or some not to grow on a per planet basis?

THIS IS INCREDIBLY IMPORTANT. I will use an example. With the previous system you could move a few of your main pops to have them be rulers on lets say an energy world. Then you would choose for growth and assembly the pops you ant for that world (energy focused ones in this example, though applies to anything really). Afterwards you disable migration for everybody. That way there would be 2 or 3 species in that planet (depending on if you assemble the same or a different species). You could then 'forget' about that planet and rest assured that there where always going to be the X main pops you moved there as rulers, and the 2 other species you decided to grow and assemble there.

If the new system doesn't allow to 'disable' certain species growth/assembly per planet, then in that same example you would end growing all species, eventually having more rulers than the ones you intended. This would essentially remove a possibility that we currently have to ensure we properly control our population.

In this example you might think that there is no problem as the main pop is probably 'good'. But that's besides the point, I could have just moved X chattel slaves, then Y indentured ones. I want the first to stay in a constant number, so I just choose the other one to grow. Now both would grow, and that is undesirable in many scenarios.

And, just in case, enabling population controls doesn't solve the issue as that would be empire wide, and perhaps I do want those chattel slaves growing freely in other places, but not in this planet.

In any case, the question, will this still be possible?
 
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I am also copying what I already asked as those where important points that no dev replied yet, and judging by the likes/agrees to that previous post, a lot of people think the same. So trying to get an answer to those a second time:

Ok, this is very different to what we have now, so I still am not sure on my opinions on the whole thing. However, a couple things that I did spot and have questions/doubts about:
1. Overall, are we having more buildings slots? I ask because the new terminology confuses me a bit, by buildings I mean what we currently have, even if their name changes in 4.0
2. Tied to 1. If civics that alter jobs will instead now give us a building, that carries several issues: now I must pay for a building to do it, the building 'wastes' one building slot, the building has an upkeep. And quite a few more regarding this, if so, some of this civics will become crap (some already are, <eyes nobles>) will they get a buff or redesign? Can we have more than one civic building per planet? As an instance, what IF I want all my nobles in X planet and thus build several instances of the associated building? Regardless of whether or not this is possible, the building idea I do not like much. It comes with costs for civics that already are not too great (some exceptions like merchants might exist).
3. Hiding the planet build queue is a HUGE STEP BACK. A lot of people like the combo of Tab + Tab (or click arrows, whatever you prefer) and quickly check what is needed in each planet. Now it will require more 'hits' either clicks or keys. AWFUl, IMO. This should not go live that way. Lots of people complain already of having to manage several planets, now it is going to be worse by a whole new level, even those who like to manage planets will get the pitchforks xD.
4. Zones, if I understood correctly, change jobs proportions. If that is the case, then what about district development? What I understood was: Upgrading mineral districts raises the 'workforce cap' (more workforce can be used for miners) and building a resource boosting building (or equivalent) will make it so a higher % of civilians switch to Miners, the same with zones. Is that correct?
5. Regarding science, a welcomed change! Question though, will it be something we change manually, lets say by adjusting job priorities? Or how will it be done?
6. The habitats change is great, except for one issue. If it is fully auto, it might do things like build an orbital around a planet with 9 research output. That research is currently 'free' now will require more pops. Is there anything planned so that this automation takes this into account? Perhaps when you click on it it, at leasts warns you on where it will build the orbital. Actually, better, when we click the button it shows a list of bodies, and their output, in system and we just click for the orbital to be built there or something similar.

A personal note: I think that the build districts felt better than developing them. My reasoning is that now it would be like if there was a giant mine in the planet (unrealistic most of the time) that you make bigger. Previously it felt like new districts (companies, areas etc) where being created in other parts of the planet, continents and such. Perhaps the upgrade should be more like 'increase mining operations' instead of 'upgrade mine'. I would still prefer the build more mines thematically, but since I doubt you will go back to it for obvious reasons, at least changing the wording might help. Oh, I realize something:
7. What about features that previously added jobs? They now switch workforce % to said job I assume?

Needless to say, if not all can be replied, then at least some. Some points there are very important though, such as the build queue being (apparently) hidden by default.
 
I feel like the ludonarrative structure here has gone completely out of the window. Things are far too abstracted.

So... I have a planetary feature (like a waterfall) which... allows me to "upgrade" the single, globe spanning "district" that is for energy on the planet? Does this satisfactorily represent colonising an alien landscape?

Another example, this snippet:

View attachment 1256728

So what are we looking at here. It's the "city district". Just the one. So, there is no delineated sense of multiple cities? And this "district" is... what exactly? Well it's the capital. (Always? Across the whole planet?) And it's also a research complex. And it does metallurgy. What kind of image or story should I have in my mind with this stuff? I think it's a blob of concepts thrown together that each deserve their own space.

I also agree with previous commenters that the terms districts/zones should be swapped at least.
(And that still won't fix the fact that the entire galaxy is going to feel like it is filled with machine intelligences for planetary governors. Move to District 2. Zone A. Beep Boop.)

I commend the effort! But I'm very sorry to say I don't like the look of this. If the team is going to get into the guts of the planetary UI to this extent... they have some AMAZING potential. Feels like the logic of the storytelling just wasn't considered a priority - maybe that's OK, but not my cup of tea.

We commend the effort the team is doing, yet I fully agree with this post. Stellaris already feels like a numbers game. Most of the visuals are flat, tiny, and kinda boring.

I understand that this is not the final design, and it's GREAT that PDX is showing this now because we as the player community can highlight that the direction is entirely wrong, and it's easier to pivot now rather than later after investing a lot of time and resources.

It's great that you're taking the community's feedback seriously, that's the best way to take Stellaris to the next stage of its evolution!
 
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MAJOR QUESTION: As it was already said that several different species would grow simultaneously, will we be able to 'mark' only some pops to grow or some not to grow on a per planet basis?

THIS IS INCREDIBLY IMPORTANT. I will use an example. With the previous system you could move a few of your main pops to have them be rulers on lets say an energy world. Then you would choose for growth and assembly the pops you ant for that world (energy focused ones in this example, though applies to anything really). Afterwards you disable migration for everybody. That way there would be 2 or 3 species in that planet (depending on if you assemble the same or a different species). You could then 'forget' about that planet and rest assured that there where always going to be the X main pops you moved there as rulers, and the 2 other species you decided to grow and assemble there.

If the new system doesn't allow to 'disable' certain species growth/assembly per planet, then in that same example you would end growing all species, eventually having more rulers than the ones you intended. This would essentially remove a possibility that we currently have to ensure we properly control our population.

In this example you might think that there is no problem as the main pop is probably 'good'. But that's besides the point, I could have just moved X chattel slaves, then Y indentured ones. I want the first to stay in a constant number, so I just choose the other one to grow. Now both would grow, and that is undesirable in many scenarios.

And, just in case, enabling population controls doesn't solve the issue as that would be empire wide, and perhaps I do want those chattel slaves growing freely in other places, but not in this planet.

In any case, the question, will this still be possible?
I don't really see the problem. If you are at that level of micromanagement, you could still just resettle extra pops of one type on other planets in 4.0 and if you filled all the spots for that type of pop on all your planets... pop control is your friend.

It's probably better to have your pops overfill at first and be resettled than to block their growth too early. In 4.0 each specie will grow so if you prevent some to do so it will be a net loss (at least until you have filled every single job you want that pop to fill)
 
as many already said this planetary ui rework is a great opportunity
what i want is more immersion and indivduality
i want to have a good representation of the planet, i want more art
e.g. if its a water planet i want the water as background under the whole ui
i want to recognize the planet with one look

if you dont build districts the "tile" for it doesnt have to be there, only the tiles for the things i already built
if all tiles are always there all planets looks the same
it should be like a list that is filled the order that i build from left to right
e.g. i have a planet where i only mine, so it only has the mining district, nothing else (besides city of cause) -> at one glance its a mining world
e.g. i first build the energy district 1. step and then food district means energy at the first place on the left, in the middle food district
on another world i first build food district which gets the first place to the left and then energy which will get the next spot in the middle
-> those are different because of the history it was developed -> easier to distinguish
+ bigger art and background for the planet = individual planets that you can recognize

also also bigger building art with backgrounds from the planet as we had in the early days from stellaris with the pop tiles
we germans have a word "kopfkino" translates as movie in your head, kind of your imagination -> the rework has the opportunity to have the planet ui look like a planet that evolves/develops and not like a static tileset
 
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