• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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!
 
  • 121Like
  • 109Love
  • 11
  • 4
  • 4
Reactions:
Okay, that's the doing part, but it seems rather weird and arbitrary to have only 4 slots.

besides, the development level seems a rather poor choice of a word as it opens a can of worms like higher tech level should allow increasing the developmental level of
the District
Maybe exploitation level?

How does the new system work with deposits? Same? Changes?
 
  • 5
  • 4Like
Reactions:
Is the number of city zones locked to three? (aka is it not moddable?) And similarly, is the number of non city districts also locked to three?

Pls say no, my mods cry out in despair
 
  • 2
Reactions:
I think that Decisions, Ascension (though it is better to completely rewamp it) should be on the Surface tab with Districts. They should be easily accesible.
 
  • 6
  • 1
Reactions:
This all looks great, can’t wait to see how it all comes together. The flavor possibilities are endless.

Two wholly inconsequential questions/suggestions:
  1. Are you planning to have the district icons change depending on how you specialize them with zones? It would be a nice bit of flavor to see the standard city become the industrial zone icon if you end up specializing your planet for alloys or CGs, or to have the ecumenopolis districts reflect their purpose using the current icons (sorta implied with that ‘trade arcology’ at the bottom, I hope).
  2. Since you’re redoing the whole UI anyways, can we have the tile-style environment backgrounds back for the building icons? (They actually exist in game right now, you have to go to the jobs tab to see them though.)
 
  • 9Like
Reactions:
Does it? We already had a single urban district, then two urban districts in 3.0, and three resource districts by default.

In some ways, consolidating urban and industrial districts into a single district type with zones feels like a soft return to districts' 2.2 roots.
Consolidating Industrial and Urban districts into the City district, makes the fact that there are districts only for Food, Energy and Minerals stand out even more IMO.
 
  • 4
Reactions:
The pop growth changes sounded like it would finally make stuff like life-seeded or ocean paradise more fun to play with just one megaplanet.


This change sounds like it will make that idea even more painful. Besides the initial early space age industry you need several techs to even have alloy, consumer good and research production on the same planet and then have no place to defend against invasions much because of the lack of a defensive zone.


I hope there is a way to play restricted to few or even just one planet like additional zones numbers from civics or traditions, or shifting the alloy and consumer goods production into the agricultural district with catalytic civic, the military stuff partially on civilians with citizen service etc. to still be able to have a well rounded planet that can stay on its own.
 
  • 15Like
  • 2
  • 1
Reactions:
At first I wasn't sure what the point of Zones would be, but reading the dev diary fully I now really like them I think. The new UI seems way more intuitive and easier to get an overview. The way you get more buildings now is way better I think and doesn't have this arbitrary feeling maximum it had before, where you sometimes had to do some math to see if you didn't accidentally go above it.

Excited to test it when we will get to.

Wonder if the Ecumenopolis and Habitat having only 2 Zones in their main District is just a still in development thing or if they'll have indeed one fewer Zone.
 
  • 2Like
Reactions:
Oh hey, that Chapel comic on development differences is relevant again!

Though getting more serious, this is a lot of changes. It has me worried about how managing the focus, especially in advanced resources, of planets is going to be. If I add a culture or research zone to a planet with a consumer goods zone, am I suddenly going to have my consumer goods crash as a large number of pops switch from consumer goods to unity/research?

But on the other hand, research production is being split apart again, which is nice and no longer capped by planet building slots.
 
  • 1Like
  • 1
Reactions:
I really dig the use of half-transparent images as the background in the planet UI, plus overall use of transparency as a way to hint what you will get. This is exactly what I was talking about when mentioning that Stellaris lack punch and identity in that regard. Wonderful job!
 
  • 1Like
Reactions:
Our UX designer has created these explanations of the new UI:

As a long time player it feels obvious that the number and squares in the upper right of districts is the total available number of districts for the planet but i feel a bit of text (total planetary developement) would help disambiguate the meaning of it.

Other than that the change seem nice. I wonder how orbital rings will be treated on this interface.
 
  • 1
  • 1Like
Reactions:
The pop growth changes sounded like it would finally make stuff like life-seeded or ocean paradise more fun to play with just one megaplanet.


This change sounds like it will make that idea even more painful. Besides the initial early space age industry you need several techs to even have alloy, consumer good and research production on the same planet and then have no place to defend against invasions much because of the lack of a defensive zone.


I hope there is a way to play restricted to few or even just one planet like additional zones numbers from civics or traditions, or shifting the alloy and consumer goods production into the agricultural district with catalytic civic, the military stuff partially on civilians with citizen service etc. to still be able to have a well rounded planet that can stay on its own.
I support. I also want the game to increase the number of opportunities to invest resources in planets for high development. This will be a kind of alternative to investing resources in the fleet, capture and wide expansion.

I would like to have the ability to develop several worlds by investing in them and be competitive in comparison with those who like to capture everything they see.
 
  • 4Like
  • 1
Reactions:
I know that it's the focus of an other dev diary but there is no trade upkeep shown on planets with deficits. Will it be there and is missing or will you put it in an other tab ? Or maybe it's just exactly equal to the trade production of the ecumenopolis so neither is shown as normal ?
 
Neat stuff! I'm not sure how to feel about zones at first. On the one hand, it's cool to have planetary specialization be a part of the district/building system. On the other hand, it feels like a bit much to now have three different types of "buildings" per planet and I worry that the AI will not be able to effectively plan and use them. As others have said too, I hope that this doesn't mean that we're locked into 4 district types per planet... As I said in the thread I made earlier I'd love to see starbases and habitats merged into a single entity that fulfills the functions of both and has shipyard & trade districts.

The other thing I can't puzzle out in this UI is housing and what some of the other pop numbers are.
 
  • 2
  • 1Like
Reactions:
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?
 
  • 13
  • 2Like
Reactions:
The new system of districts and zones looks like it has a lot of potential. I can totally see civics, origins, and even events and archeology sites unlocking unique zones.

I am totally in favor of habitat districts being tied to the deposits themselves rather than the number of deposits. It was always strange and annoying to me to realize that a system of three 1 mineral deposits was better for habitat mineral production than a system with one 6 mineral deposit.
 
  • 2
Reactions:
Wait, this means you can make a Fortress Ecumenopolis…
Attention, triggered. An urban district with buildings Fort, Academy and Shield Generator. What does this look like? Those civilians are getting trained into soldiers that can defend the planet? Can the academy do more besides making assault troops start with more EXP? Will the 4.0 shield generator require jobs to keep running?
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.
Does that include boring planets suddenly being made exciting by a midgame Shroud cosmic storm? As in, what used to be a farm planet suddenly tearing all that up to make mining districts because the Shroud made miners (with an appropriate building) dig up some exotic resource?
 
  • 2Like
  • 2Love
Reactions: