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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.

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:

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image1.png

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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Mechanically this seems really interesting.

Some UI thoughts:
1. Planetary Features are still hidden in a sub-menu rather than being shown (Which planet has my doorway/spore vents?)
2. Planet Capacity still isn't shown (when you add stuff please update the UI to include it so we can actually play with those systems)
3. Empire sprawl still isn't shown (so you can't see the effects of leaders/ascension levels on sprawl reduction)
4. Ascension level and effects isn't shown (unless it has been removed or turned into development level?)
5. Planet district points filling from right to left while other bars fill left to right feels wrong/inconsistent
6. City district buildings aligned to the left and others aligned to the right feels wrong/inconsistent
7. District points spent, district points spent and development level seem to be redundant information (unless development level is the new ascension level and just is the same as districts built in the mock-up)
8. Agriculture/Mining/Generator districts take up 1/3 of the entire screen (half the interactive space) and are big, bold and bright even when not built (should be a greater difference between planets that have developed districts and those that are undeveloped so I can tell which planet is which when tabbing though them).
9. Stability could be more prominent (low stability kills new players via death-spirals and revolts).
10. Pops are completely absent, no icons, no happiness... I can't tell if this planet is completely empty, half-empty, full or overflowing at a glance (I still miss tiles, now more than ever).
11. No workforce numbers shown anywhere, I assumed there would be some indication of % jobs being filled or something to show if I need more workers or more automation (this looks like an empty planet after a neutron sweep)

Mechanical thoughts:

Rural Districts
If we can choose zones/districts etc it could be interesting to have more rural districts than the standard Agriculture/Mining/Generator. My generator world could have 3 different types of generator districts: Tidal power (with waves in the icon), Solar (showing concentrating salt solar power), Fossil fuel (with flames), Fission and Fusion reactors, Bioreactors (green glows), Wind (with turbines), Geothermal, Orbital solar (with satellites), Betherian plants (with glittery stones), Dark matter reactors etc. each with different inputs, outputs, workforce, build costs, build limits, job titles/ratios and so on, some requring specific planet types or features.

Habitats
Each habitable body in the system could be shown as a blocker (moon, barren world, +6 mineral asteroid, +1 mineral asteroid, ice asteroid etc.) so that clearing the blocker builds the orbital in the correct place and you can see the exact benefit of each orbital. Also it seems like it would be easy to just use the planet art:
Barren World Planet gas giant.png for the blocker icons to give habitats a little life... (artificial worlds lack the uniqueness that planetary features could provide). Also add interactions for building on other special things like trade deposits.

Ecumenopolis
These planets are going to be hard to balance if they can build almost anything (including research) better than a normal world. In theory the trade deficit costs could be significant since it's harder to be self-sufficient... but I'm not sure what's going to stop me making lots of identical, featureless ecumenopolis/machine worlds.
If I'm going to make a lot of artificial worlds I would at least like more events to add features for artificial planets during construction or redevelopment.
 
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While people focus on the major stuff, lemme talk about something minor (but significant still, imo)

I wish not too much flavor will be lost. With some stuff being simplified, like unique jobs, etc—some aspects of it may be lost. The icons, the descriptions, the flavor text...

Really hope that they will remain in one way or another, its these subtle things that ties together into an emergent narrative!
 
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So all buildings are finally unique and we won't have to spam fill colonies anymore with repeats? That change alone is a blessing.
 
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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.
That begs the question, how do you handle buildings that aren't typically tied to any "productive" zone, and which many people like to concentrate on their capital? For example, I love to have the embassy complex, the numistic shrine, military academy, psi corps, sanctum of a shroud entity, empyrean dome, dimensional fabricator, enforcment jobs... or the entertainment and medical buildings. It would suck royally to be limited to just three or four in the main zone.

Similar question towards Cosmogenesis, where do you put the Robot Nexus? Currently, you can build 11 of them on one planet. Will that also be put under the artificial limit? Or if I want to have the Alloy Forge, Auto Forge, Ministry of Production, AND the Ancient Refinery - will the new limit of 3 screw me over then?

Or the classical research lab setup, you mean to tell me that now we can only build two labs, the institute, and that's if I decide to make three research zones?

I get what you try to do here, but as it is, it sounds a bit excessive here in terms of the limits.
 
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Some UI thoughts:
1. Planetary Features are still hidden in a sub-menu rather than being shown (Which planet has my doorway/spore vents?)
4. Ascension level and effects isn't shown (unless it has been removed or turned into development level?)

They're on the management tab.

10. Pops are completely absent, no icons, no happiness... I can't tell if this planet is completely empty, half-empty, full or overflowing at a glance (I still miss tiles, now more than ever).
11. No workforce numbers shown anywhere, I assumed there would be some indication of % jobs being filled or something to show if I need more workers or more automation (this looks like an empty planet after a neutron sweep)

There's a horizontal bar that has the total pop, job and unemployment numbers between the planet graphics and the districts. Pops themselves are on the Population tab.
 
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I absolutely love this. Just one minor thing is that building capacity seems directly tied to how diversified your planetary economy is, which would punish specialization, with specialization already receiving quite the punishment from the new logistics system(which is valid tho). Maybe let duplicate zones also have building slots
 
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  • I wonder if refineries will get their own zone?
    • available only in City Districts?
  • Will rare resources extraction get their own zones?
    • In normal resources Districts?
      • With each normal resource getting a zone of one related rare resource?(food=gas/mine=crystal/energy=mote)
 
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That begs the question, how do you handle buildings that aren't typically tied to any "productive" zone, and which many people like to concentrate on their capital? For example, I love to have the embassy complex, the numistic shrine, military academy, psi corps, sanctum of a shroud entity, empyrean dome, dimensional fabricator, enforcment jobs... or the entertainment and medical buildings. It would suck royally to be limited to just three or four in the main zone.

Similar question towards Cosmogenesis, where do you put the Robot Nexus? Currently, you can build 11 of them on one planet. Will that also be put under the artificial limit? Or if I want to have the Alloy Forge, Auto Forge, Ministry of Production, AND the Ancient Refinery - will the new limit of 3 screw me over then?

Or the classical research lab setup, you mean to tell me that now we can only build two labs, the institute, and that's if I decide to make three research zones?

I get what you try to do here, but as it is, it sounds a bit excessive here in terms of the limits.
If I understood correctly, in the case of science and laboratories, we build a scientific zone. In it, a laboratory, a scientific institute and maybe something else. Since this is a zone of urban areas, then in order to increase the number of scientists, we will simply need to build urban areas and this will increase the number of scientists, in fact, it will be a specialization of the planet in science, similar to the current one.
 
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With some of the recents DLC's adding new, yet niche building, the problem of somewhat lacking build slots was becoming more promenant. With the new system lowering build slot counts. Will players that are not very deep in the role playing bog find enough of justification to build stuff like alien zoo's or storm shelters?
 
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I have to say I really love the changes, especially with buildings! It looks like there's less micro and my choices will matter a bit more. Which is pretty much what I was hoping to see!
 
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Liking what I see at this point, but a (very minor) thing: if the researcher job for physics and engineering are named after the whole field, why is the society one named after a single category? Sure, biologists developing, say, military tactics is probably not any stranger than sociologists developing cloning technology. Either name will be a bit incongruous because society is something of a hodgepodge research field in Stellaris. But at least sociologists is congruent with the naming scheme of the other two.
 
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They're on the management tab.
Good to know planetary features aren't forgotten. I just hoped we could see them at a glance when tabbing through planets. It will be interesting to see how the management tab works (I had assumed management was just the old 'decisions' tab).

I hope the Ascension level part of the management tab will include the actual result of increasing ascension levels in the tooltips (lowering sprawl etc). I hope things like Empire sprawl and Planet Capacity are detailed somewhere in the UI.
There's a horizontal bar that has the total pop, job and unemployment numbers between the planet graphics and the districts. Pops themselves are on the Population tab.
I saw the bar (Individualist5.8kPop job.png, 0, Unemployed1.8k). But at one point we could tell at a glance if a world was empty or full:

I just miss when all the information was available at a glance on the planet screen - local species, happiness, outputs, buildings, features, blockers, alien pets etc.
Obviously there's more stuff now, it's just harder to tell at a glance what is going on compared to old screenshots.
 
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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.
I don't really see that as a bad thing, I don't think it's bad that natural resource districts work a bit differently than urban districts.
 
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Hmmmm, this will take some getting used to. On first glance, it seems almost needlessly complicated? Particularly talking about the layers of districts --> zones --> buildings.

It seems like standard planets have the typical Mining, Agriculture and Generator Districts, but artificial worlds have three identical Districts that you then specialize via their Zones? What's the point of that, exactly? Can you build three Astro-Mining Bays on one habitat? And is their any reason you would want to do that instead of spending all your slots in fully upgrading just one?

A comment on naming: Since the "Build/Upgrade" button increases development by one, maybe just label it "Develop"? Either that or just go back to calling it "number of districts" rather than Development.

On the UI: most of it is clear, but the Development bar at the bottom makes the roman numerals next to the district name obsolete. Maybe just make the bars more prominent and place them closer to the "Upgrade" button.
 
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