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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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All very nice and interesting the next changes...but I wonder...after more than 10 years since the release of the game...you still don't intend to "aesthetically" renew the graphics of the UI that are in 80's style!!??
It's about time that a very old and antiquated graphics are updated-

ps: really no use saying you don't agree when it's the pure reality of the facts!!! There are mods (fortunately) that renew it. :):):)
 
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What is the point of splitting researchers? You're pretty much always going to want roughly the same amount of all three types, so making them into separate jobs is a bit of a false choice
Definitely going to help if rushing towards a particular tech and could be good for RP as well, imagine a materialist-militarist empire who has a whole planet covered in city districts using Forge and Engineering Research zones
 
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I really like the idea of habitat infrastructure gradually 'elaborating' throughout the system and spawning stations at suitable system bodies, instead of manually building these with an engineering ship. Do you think this opens for rethinking extraplanetary infrastructure in systems on a more general basis? A system-level interface with a "district"/"zone"-like approach seems ideal for managing mining/research infrastructure, starbase specialisation, trade/logistics, piracy/space crime, maybe even allowed for distributed spacer pops/jobs not based on a planet or habitat, but produced through logistics?
 
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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.



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.


I think it's a bit of wasted potential to keep Generator districts while losing Industrial ones when you could have merged them into Industrial districts with dedicated zones producing energy, consumer goods, alloys, or strategic resources. This would add another layer of player decisions per planet.

Since each district will have zones with buildings based on the zone type, isn't this removing choice from the players? We are now limited by global building slots, so we need to make a decision and trade off what buildings to place. However, with districts and zones, there will always be building slots for that district to be buffed, removing the choice of what to build there. For example, with three slots in a mining zone, one of them will always be the mineral refinery, creating the argument: why even have that slot in the first place if I will always use my first building slot for my mineral refinery? This is just busy work then!

This can only be offset by a really interesting and vast selection of buildings per zone, but I doubt you want to or can create more than three interesting buildings around digging up rocks from the ground.

Was this whole "dedicated buildings per zone per district" approach necessary to allow players to easily mitigate local deficits because of the trading and logistics changes, and thus only serving as a band-aid instead of a deeper and more engaging interaction?

And as always—did I misunderstand something again here?
 
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What is the point of splitting researchers? You're pretty much always going to want roughly the same amount of all three types, so making them into separate jobs is a bit of a false choice
It lets you specialize worlds (ex. all your society research on the planet that has +30% society), lets you delve deeper into one tree if you really want it more than others, and lets you drop entire branches for repeatables (ex. "I have no use for more food, unity, or leader lifespan repeatables: no more society research").

I worry that it might actually be too powerful, though.

Luminarium and physics will go bananas, making it even more broken than it currently is, and everyone else will put much more into engineering, to unlock hulls and alloy production faster (except for fauna empires, who will be all-in on society).
 
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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.
The research buildings and likely others will modify the number of civilians PER DISTRICT. If each district gives 600 civilians and you build research labs and research complexes, each district will give something like 200 civilians and 400 researchers. Again, per city district. Numbers are just examples.
 
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The research buildings and likely others will modify the number of civilians PER DISTRICT. If each district gives 600 civilians and you build research labs and research complexes, each district will give something like 200 civilians and 400 researchers. Again, per city district. Numbers are just examples.

The zones rather than the buildings it seems. So you’ll have a city district that gives 600 civilians, a science zone that turns 200 to researchers, then a lab that boosts or otherwise changes the output.
 
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What is the point of splitting researchers? You're pretty much always going to want roughly the same amount of all three types, so making them into separate jobs is a bit of a false choice
Sorry but I must disgree here, you do not want the same amount of all research, not if you can favor one at least.
In its current state the tech tree is very unbalanced, you will need far more engineering research than physic research. So giving us the possibility to change the amount of each type of research we produce is a very nice addition.
 
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What is the point of splitting researchers? You're pretty much always going to want roughly the same amount of all three types, so making them into separate jobs is a bit of a false choice
I never want an even number of them. With Astral Planes enabled I get way too much physics research, an OK amount of society and next to no engineering research. Plus some empires, depending on chosen ascension or civics, might want to focus on one particular research at the expense of the others.
 
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This looks really good and alleviates all of the issues I've had with the district (vs tile) system I've had since it was first implemented.
 
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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.
Based on the image, you unlock zones on your home planet faster than on alien worlds. What happens if you conquer someone else's home planet that has the zones open and filled? Are the ones you haven't unlocked yet destroyed?
 
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As I understood it specialization will not be hurt. If you build only agrarian districts and no mining districts or generator because for some reason your planet allows it, you will not be penalized as building will now scale with districts. If a building adds 1 farmer / farming district, having 20 of them will make the building twice as powerful as with 10. You won't gain additional buildings but I prefer it like that. If that was the case specialization would be the only way to play as it would be so much better than the rest. In stellaris you are incentivised to specialize anyway thanks to the modifiers a planet can have like unique features and if you like micromanagement, you can create a subspecie planet wide to optimize the yield.
Yes the UI will have 2 empty slots but that can almost be a good thing : You will see at a glance that this is your farm world.
If no buildings add flat outputs, then you end up with specialised worlds, lots of empty slots, unused UI space, and no reason to make colonies on small worlds.
(small worlds will not be adding growth, and would cost more per job to build)
If some buildings add flat outputs (like Class-3 Singularity/Waste Reprocessing Center/Silos/Housing) then you'll probably put them on the Generator/Agriculture/Mining Zones of every world you can no matter the designation to use the otherwise empty zones and the building slots they provide. (making worlds look identical)

If the trade lost to planetary deficits is negligible, then we will still have mostly specialised worlds,
If the trade lost to planetary deficits is significant, then we will want more self-sufficient worlds (e.g. you expect to build 1 Agriculture district per X City Districts built locally instead of having that district on an Agricultural breadbasket world).
If the trade loss varies (negligible then increasingly significant, or significant then negligible as specialised planet output increases), then redevelopment of districts and trade/logistics-related buildings may be optimal (silos, ports, recycling, waste reprocessing etc)

No idea what the balance will actually be like without final numbers. But personally I think worlds would look more unique if you picked rural districts, and had more options than the base 3 to choose from.
 
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i love playing with mods that increase the number of building slots but i have to say that i absolutely love every single change coming with 4.0. from the removal of hunting for habitat building spots to the new zones subspecialization, this looks like a very welcome upgrade. excited to test this. also, how much better does the game run now?
 
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I feel like the ludonarrative structure here has gone completely out of the window. Things are far too abstracted.

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

Another example, this snippet:

1740066241259.png


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

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

I commend the effort! But I'm very sorry to say I don't like the look of this. If the team is going to get into the guts of the planetary UI to this extent... they have some AMAZING potential. Feels like the logic of the storytelling just wasn't considered a priority - maybe that's OK, but not my cup of tea.
 
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Those windows look so cluttered. Is that really the best way to arrange this? Stellaris wasn't intentionally complicated, once. Is this meant to be a space production game or a paperwork simulator?
And planets can't consume resources (unless there are things like swamp worlds or storm worlds). Paradox is just shifting the labels from the pops to the planet. If there are good reasons for it, those haven't been 'revealed' yet.

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.
More habitats looks like a good thing.
Red Death pointed out that Para meant Mining District slots, not pop slots. (New menu, new unasked for problems.) Of course, I seem to use habs for different reasons than expected. I'll have to wait for Phoenix to see if I can give it a good playthrough.
I haven't kept up if Para has added a way to scrap habs.
This was a short 'dev diary', but it still looks like it's changing things it doesn't need to.
"A cannonball doesn't have to be big to sink a big ship."
 
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