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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.

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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.

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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.

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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.

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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:

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

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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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Maybe I missed this, but can you destroy a district and turn it into something else, on standard planets?
 
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I really love this. I feel that this will make it both simple and interesting to specialize planets. A problem I always had was the tedium of scrolling all the buildings to find the ones I need (even worse if I need to make the same set of buildings on multiple planets with the same designation). I find the solution of having zone specific buildings super cool.
That mean you could add more buildings in the game (and it seem you are already doing that with origin builds if I read correctly) without making scrolling between them a pain.
Big big fan.
 
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I am officially gonna have to relearn the entire planet system. I see this as an absolute win.

I take it that resource zones are unlocked by the same technology that unlock that resources specialized building? (i.e. Food processing centers) And how will hydroponic farms work in this new system?

Press F for Industrial Districts
 
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This small portion of the UI shows you the number of districts built 3 times and building cap of mining districts twice. Two of the times for each are immediately above and below eachother.

I know in the old UI if there were too many districts they went from showing a grid to showing X/Y, maybe do that if needed. But if there's 4/5 districts showing "Development 4/5" is completely redundant and not as good as the UI element immediately below as it doesn't show you blocker presence.

EDIT: forgot to mention while typing my critique: Overall I love this change though, and I think the new UI is a direct upgrade to the old overall.
 
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Wow. That's some drastic changes, but it looks quite promising.

I noticed I can't see Planetary Ascension button on the Mockup UI anywhere. Is it moved somewhere we haven't seen or is the functionality of Planetary Ascensions changed entirely?
 
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Aw, I was hoping trade arcologies would get their own district art similar to the existing arcologies instead of just reusing the habitat/ring world icon. Ecumenopolis has these four unique district icons and none of the districts added since then ever matched that.
Eladrin does describe this as UX mockups, so you probably shouldn't take things like icon choice too seriously.
 
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"Researchers are being broken apart into Physicists, Biologists, and Engineers"
The lengths the Stellaris team will go in order to deny players the tech tree should honestly be studied by anthropologists.
 
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Does this mean ringworlds will get their generator districts back for non-gestalt empires?

Very likely. Haven't made the Ringworld districts yet.

Are the zones used by the three smaller districts the same as the urban district zones, or are do they use a more limited set? What will be the mechanical difference between giving a zone their own district and putting them in the urban district?

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.

1) What determines the zone name? I like the flavour, though it feels slightly odd to start in 2200 with fossil fuel energy, and same for if that’s what name new colonies with no zone in their energy district would have.

Script weights. I expect that we'll look mostly at what zones you have and the development level, but we can also use what technologies you have unlocked. (So no Fusion Power until you have that tech!)

They are purely flavor, and are thus lower priority than implementing the rest of this, will probably start less robust than I'd like it to be in the long term. There's a lot of flavor benefit we can harness there though, which is why we wanted it added there.

2) Have there been any significant passes with the AI given this new system? Currently AI empires are terrible at developing planets and seem to build and designate almost at random. It’s pretty common to see screenshots of AI worlds where amenities are through the floor, there’s homeless and jobless everywhere, and the AI has used random building slots for “luxury residence”

In general the new systems are a little easier for the AI to understand. Developing districts is something it already understands pretty well, so it comes down to picking the correct zones for the district and with better filtering and planet uniqueness among buildings they're less able to make poor choices.

I noticed I can't see Planetary Ascension button on the Mockup UI anywhere. Is it moved somewhere we haven't seen or is the functionality of Planetary Ascensions changed entirely?

Planetary Ascension is on the Management tab.
 
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These are AMAZING changes!
I do have a couple questions regarding the Ecumenopolis though - how much do requirements for turning a planet into one change? Does it, once again have to be maxed out in terms of now residential districts or will we be able to just simply prepare a planet for an eventual Ecumenopolis upgrade without any strict requirements?
Also, will the mineral (or whatever it will be now) cost for Ecumenopolis project scale with planet size? I always felt a bit weird about paying 20k minerals for both size 25 and size 18 planet.
The process itself could also be turned into a situation for a more dynamic shift of the planet, THAT would be some insane flavor capability for us roleplayers :cool:
 
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Oh yeah. Looks great. Bonus points for the end of habitat clickiness.

Does all of this mean a planet can make three advanced things (like science, alloys and soldiers) and no more?
 
The process itself could also be turned into a situation for a more dynamic shift of the planet, THAT would be some insane flavor capability for us roleplayers :cool:
Making it a "step by step process" through swapping out individual districts wold be awesome.

(And also allow for the "3/4 of the planet is a city, but the rest is still farmlands/supermines/whatever" meme/exploit/fun)
 
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so basically, to sum this up, and a few questions

1. Each planet will be able to build 1 main govermental district (or urban districts) and 3 other types of district, with special planets offering special districts to choose from

Q1: Is it possible to build more than 4 types of districts with mods? Quite a few major mods would add amazing planet types that have far more than 4 types of districts. losing this opportunity wouldn't really be what I want

2. Governmental district can support one or more zones, depending on the planet type. Other districts can support one zone once the technology is met

Q2: Is building zones free?
Q3: Can non-urban districts support more than 1 zone?
Q4: Is the zone type being built in non-urban districts fixed? i.e. mining district can only ever build deep core mining zone and not anything else
Q5: Can zones be closed/destoryed once built?

3. Each zone can support up to 3 buildings once built.

Q6: Again, is this 3 building limit changable by mod or special zone/district types?

4. Some buildings can only be built in their respective zone. Usually these buildings will modify the jobs provided by this district. Others are more flexible and can be built anywhere (e.g. robot assembly plant)

5. Building a district is now renamed to "upgrade" a district, except the case where you are building the first district of that type.
 
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Normal planets also have Mining, Agricultural, and Energy Districts which each have one Zone, and - like 3.14 - are gated by planetary features.

What about some specific planets? Like for example it having Beterian Stone or one of the mining resources? Are they also Zoned or are they put into Urban District? Also is it hardcoded or you could mod 2 or more zones per these districts?

The majority of Jobs will now have a single output by default, so Researchers are being broken apart into Physicists, Biologists, and Engineers.
We are back to pre-2.0 folks. Is there a chance to make a "basic" laboratory provide a little bit of everything and then specialize in Physics/Biology/Engineering or have you tried it and decided against it?

Wait, this means you can make a Fortress Ecumenopolis…
By the Worm, what have You done?!?!
 
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I see that the “special case” planets have an Economy tab instead of a Population tab: is there any difference or is it just a matter of when the image was taken during development?
 
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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.
What will happen to Job replacer icons and names? Will Warrior Culture Entertainers be named only Entertainers or is there a localisation/icon replacer system in place that will fix that? It'd be tragic to lose all flavours of priest jobs in this streamlining. :(
 
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