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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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Ok so much to say on this...


1. The split of choosing minerals, food and energy to be top level organization units, compared to all the rest, is bad. I would 1000% prefer a solution where major resources have their own *districts-whatever*.

2. Having research and industry be part of the city district is bad! Not sure about the proritization of jobs, but it would be horrible to balace making changes there, and that single district hides a lot inside it. To say nothing about how it hides entertainment/police/medical/military inside it.

3. Moddability wise, I wouldn't accept anything else than allowing the addition of more districts, zones and building slots. This UI is incapable of that. I can see how mos mods will go into the simple route of adding more development capacity and points.

4. Yes it is cartoonish to expect singular focused production planets, but this is a major sci fi trope. The game should provide me with a better tools and technologies that in the end, it would be optimal not to do so!

5. It is a different distinction on how a planet is organized, how it looks and on how I want it to be presented to me. The request for more districts is an attempt to match all these 3 forms of organization. It may not make sense to have specific districts for entertainment/police/medical/military, but the UI should allow me to review and expand capacity for those at a glance. Maybe some buildings for those could have levels, beyond upgrades (hello victoria 3)

6. I would love to see megastructures become habitable. I want to live on my Dyson Sphere as an Emperor - don't tell me that thing is empty!

7. This whole organization makes me feel that pop classes are less relevant. Are the devs plan to have zero pop demotion timers? Will there be infinite speed for population mobility?

8. Although I'm excited, I can't say if playing 4.0 will feel good. I need the beta to determine how that screen plays along with the pop/job management screen. Right now I could say it would be bad! Because the expectation is that we as players want to do more with 4.0 than we did with 3.X. If people start playing and realise that they can't do what they were doing in the game in the past, then there will be dissapointment.

9. The beta can't come fast enough. As time passes, it increases the risk of angry players storming into the PDX HQ building for it. Pro tip: If it's going to take long, move the team in to WW2 underground bunkers!
 
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Right now you can reach 1000 pops during a game, so you'll easily be able to reach 100,000 pops.

Reaching a million would be like reaching 10,000 pops right now: probably possible, but it would take a long time and you'll probably start running into performance issues despite the optimization.
Eh kinda unrealistic for a planet to have 100,000 pops like IRL we have 8 billion
 
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Is it me, or are building slots now at 21 assuming you don't build multiple of the same zone?

Also, a theoretical; Say I start with Clone Army, Environmentalist, and Vaults of knowledge. Do I get an extra Zone to accommodate having 4 additional starting buildings, or have some of these been rolled into new Zones instead?
 
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6. I would love to see megastructures become habitable. I want to live on my Dyson Sphere as an Emperor - don't tell me that thing is empty!
A Dyson Sphere is a structure dedicated entirely to solar power collection and is definitely not designed to be habitable, or inhabited by anyone other than whatever crew is assigned to maintain it.

Even if you want to imagine it as your seat of power, it could never support a significant amount of civilians, which is what habitable worlds represent.

And mechanically, one of the main benefits of megastructures is significant bonuses without the need for pops, and thus without the drawbacks from empire size, which is increased by colonies, districts, and pops.

So as cool as it would be to have pops working on a Research Zone at a Science Nexus, or a Military Zone at a Strategic Coordination Center, or even Technicians at a Dyson Sphere since that would actually make sense, I'm not so sure whether it would actually be good mechanically.
 
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9. The beta can't come fast enough. As time passes, it increases the risk of angry players storming into the PDX HQ building for it. Pro tip: If it's going to take long, move the team in to WW2 underground bunkers!
Eh it's the risk of a champagne bottle spontaneously exploding. Now granted, airlines pay huge amounts to guard against extreme low probability, extreme high impact risks, but in this case we can look at Tinto Talks: they're not getting stormed.

Getting community feedback so early they have to rely on UI mockups is good. All the psychic damage the players take from a very long hype train is a worthwhile downside for actionable intelligence with plenty time to manoeuvre.
 
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Also, a theoretical; Say I start with Clone Army, Environmentalist, and Vaults of knowledge. Do I get an extra Zone to accommodate having 4 additional starting buildings, or have some of these been rolled into new Zones instead?
I think the Ranger Lodge would be a better fit in the Agriculture District than the City District; there's no wildlife in the city, while Agriculture Districts have more of a connection to nature.
 
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A Dyson Sphere is a structure dedicated entirely to solar power collection and is definitely not designed to be habitable, or inhabited by anyone other than whatever crew is assigned to maintain it.

Even if you want to imagine it as your seat of power, it could never support a significant amount of civilians, which is what habitable worlds represent.

And mechanically, one of the main benefits of megastructures is significant bonuses without the need for pops, and thus without the drawbacks from empire size, increased by colonies, districts, and pops.

So as cool as it would be to have pops working on a Research Zone at a Science Nexus, or a Military Zone at a Strategic Coordination Center, I'm not so sure whether it would actually be good mechanically.
This is totally off topic but do you not have any clue how unfathomably large a damn star is? You're telling that forum user that it's impossible for the tiniest % of that dyson spheres surface area to host an artificial city somewhere? Nonsense. He's not wrong for having that fantasy.
 
Question, will the "Weather Control Systems" and "Anti-Gravity Engineering" technologies do the same as now by simply adding more housings for the City Districts?
With these changes (including population changes) and the idea of allowing "megaplanets" before Ecumenopolis (or even more mega Ecumenopolis) and Ring Worlds, it might be interesting for "Weather Control Systems" and "Anti-Gravity Engineering" technologies to unlock new levels of planetary development.

For example, "Weather Control Systems" could unlock the underground level giving access to a new location of city, mining and energy districts with their own areas.
Underground districts would be more expensive to build and maintain, however. They could, for example, use Volatile Motes.
Pops working underground might also have greater needs.

"Anti-Gravity Engineering" could unlock the "sky" level, not necessarily flying cities and buildings, but gigantic structures in the air.
With a district location city, energy and perhaps commercial, and rare crystals cost and maintenance.

"Orbital Rings" could unlock the space level.
City District, Research District, Leisure District.

Afterwards, we can even imagine special districts:
- Virtual: for empires with virtual ascension
- Astral and/or Shroud: cost and maintenance in Zro and/or Astral threads.
 
This is totally off topic but do you not have any clue how unfathomably large a damn star is? You're telling that forum user that it's impossible for the tiniest % of that dyson spheres surface area to host an artificial city somewhere? Nonsense. He's not wrong for having that fantasy.
Do you have an idea how hot it would be? It is not an issue of size, it is an issue of sustaining a habitable environment.
 
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This is totally off topic but do you not have any clue how unfathomably large a damn star is? You're telling that forum user that it's impossible for the tiniest % of that dyson spheres surface area to host an artificial city somewhere? Nonsense. He's not wrong for having that fantasy.
In fact, an inhabited Dyson Sphere would be a ring world with energy districts...
 
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Do you have an idea how hot it would be? It is not an issue of size, it is an issue of sustaining a habitable environment.
More nonsense. A habitable area doesn't have to be on the inside, nor do we know the thickness of such a structure, nor does Stellaris with it's space magic etc conform to real world physics. Just the concept of these things existing already breaks countless rules. Don't speak as if your head canon is an immutable truth.
 
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More nonsense. A habitable area doesn't have to be on the inside, nor do we know the thickness of such a structure, nor does Stellaris with it's space magic etc conform to real world physics. Just the concept of these things existing already breaks countless rules. Don't speak as if your head canon is an immutable truth.
It's right next to a star. It would naturally be hot.

And what do you mean "doesn't have to be on the inside"? If you mean on the outer side of the frame, that would still be close enough to be extremely hot.
 
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I think the Ranger Lodge would be a better fit in the Agriculture District than the City District; there's no wildlife in the city, while Agriculture Districts have more of a connection to nature.
Actually, Ranger Lodge as a building really doesn't feel like it has much sense as a building, since its whole thing is about keeping the environment untouched.

Maybe it would be better if Ranger jobs were added directly by the blockers instead.
 
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Said it before, will say it again (especially to counterbalance those who're being negative): Stellaris is becoming the game I've always wanted it to be, and that continues to be true! Really looking forward to playing it! There are folks here saying that they don't like that there are now consequences to hyperspecialized worlds, and to that I say: it's easier to mod consequences out than it is to mod consequences in.

There are a lot of people, myself included, who want drawbacks to one world keeping twenty from starving to death, because that's a logistics nightmare! If I didn't want to think about and deal with the complications of running an interstellar nation (however abstracted and simplified they may be to avoid becoming a space opera The Campaign for North Africa), I would not be playing a space grand strategy game, let alone a space grand strategy game developed by Paradox. I want a well oiled machine to have wrenches thrown into, not a sandcastle to be kicked over.

And if you want sandcastle complexity, that's fine! I'm not judging! Have fun! Joy is precious in this uncaring universe. But it's easier for modders to roll things back than to move things forward. We can both have what we want out of this game thanks to the passionate fanbase we share.

I will, however, echo that I really hope the UI team is given enough time and resources to improve on these mockups. They're not fantastic.
 
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Oh I get you now, you're saying that static generation buildings on non-city zones could make things pretty samey since you'd e.g. drop a nourishment complex on the farm zone for every world that's not building farms, but on the other hand if farm buildings only modify farm jobs then the whole farm district section will be dead space on a specialized world.

I'm leaning toward the latter being the better option. Its got its cons but as someone said (can't find the post) it being very visually obvious that a zone hasn't been touched will make your specialised worlds stand out a lot more as you're flipping through them.
Yep.

I think it'll mainly come down to balancing the available buildings for rural zones to make sure there are always a few interesting options and you aren't putting the same thing down on all your worlds without even thinking about it... or leaving them all empty and having minimalist worlds when there's no good options worth the building cost and upkeep. Both are non-choices that would waste a lot of UI-space.

That depends, will building slots require a certain development level? Of course you will want a Class-3 Singularity on your generator world, etc. But your urban worlds, which do not have any development points spent on generator districts, will have little need for it.
If building slots were to require a certain level of development, e.g. 1 slot per 3 Generator districts that would indeed stop you from dropping a Class-3 Singularity in every planet's Generator zone but it would also hit small planets hard as they may never unlock all the build slots in the zone to fully buff their small number of districts, so they pay the same amount per building but it buffs fewer districts and those districts provide jobs that will never be as powerful.

Just thinking aloud about how to balance it all in the new system.


I think it'll be a while before the three rural district's zone and building options reach the level of content that city zones will be starting at (even if they take up more UI space currently in the mock-ups). I hope eventually we will be able to pick from a much longer list of Rural options like:
Mining/Deep Core Mining/Asteroid Mining/Automated Mining/Integrated Mining/Destructive Mining,
Agriculture/Preserved nature/Parks/Titan hunting/Xeno cultivation/Livestock/Gardens/Ocean Harvesting,
Generators/Renewable Wind/Solar/Geothermal/Tidal/Thermocline/Fusion/Dark Matter/Bio-Reactors/Betharian,
some synergy options with industry like Pollution management/Rare resource extraction/Integrated Mining/Catalytic ingredients/Drug production etc.

The system has potential. I look forward to seeing how it works in the beta.
 
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Said it before, will say it again (especially to counterbalance those who're being negative): Stellaris is becoming the game I've always wanted it to be, and that continues to be true! Really looking forward to playing it! There are folks here saying that they don't like that there are now consequences to hyperspecialized worlds, and to that I say: it's easier to mod consequences out than it is to mod consequences in.

There are a lot of people, myself included, who want drawbacks to one world keeping twenty from starving to death, because that's a logistics nightmare! If I didn't want to think about and deal with the complications of running an interstellar nation (however abstracted and simplified they may be to avoid becoming a space opera The Campaign for North Africa), I would not be playing a space grand strategy game, let alone a space grand strategy game developed by Paradox. I want a well oiled machine to have wrenches thrown into, not a sandcastle to be kicked over.

And if you want sandcastle complexity, that's fine! I'm not judging! Have fun! Joy is precious in this uncaring universe. But it's easier for modders to roll things back than to move things forward. We can both have what we want out of this game thanks to the passionate fanbase we share.

I will, however, echo that I really hope the UI team is given enough time and resources to improve on these mockups. They're not fantastic.
I think it would be neat the game kept track of system deficits and mainly used those for logistics cost calculations.

One planet feeding three is not as much of a problem when all three planets are in the same system. A foundry world eating tons of minerals is not as much a problem when there's a mining world in the same system. An entire ringworld depending on a single segment for food or energy is not as much of a problem when it's all part of the same ringworld.

There would still be some logistic cost from the planetary deficits, but not nearly as much as importing all your food or minerals from a completely different system.
 
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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!
In case noone else asked:
1. Have You considered some UI changes towards more than 3 kinds of districts?
2. Will you improve ability of megacorps too look for proper colonies to build holdings on?
 
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