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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.

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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:

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...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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Sweet merciful crap, it's beautiful!

As usual though, my biggest complaint is that I can't play Stellaris until this releases, because the current game feels inadequate by comparison. What quarter can we expect this to launch?
 
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Can we have millions, billions and event trilion of pops or we will have thousands per planet?
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.
 
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So, if I understand it correctly :

- Each planet will have 4 *Districts_new*, which are fundamentally the sum of *District_old" of the same type on a planet.

- One on these is the *City_distric_new* (which we could call *Major_district_new*, which provide... civilian "jobs" only, by itself (and housing)
-> These urban districts can support 3 Zones, each of which can have their own (3?) Buildings inside
-> Building a zone replace a fraction of the total output of the *Major_district_new* by turning specialist into the pertinent job, by 25% for each zone I suppose
-> Ipso facto, all industry happens by adding dedicated zone to this *City_district new*, which replace part of the civian jobs by the relevant ones (except maybe in Eucumenopolis) ; hence a dedicated Forge world would have to build 3 Foundry Zones, for turning as many of the civilian slots into metallurgists as possible

- On standard planets, we have the 3 *Ressource_districts_new* (let's call them *Minor_district_new*) which likewise are fundamentally the sum of *District_old" on a planet
-> These districts can only support one Zone, and at first glace there's only one zone upgarde availible for each type
-> Future patches will probably offers alternatives Zones for theses districts

- On special planets, this separation between "Major-district" and "Minor-district" is kept. It's simply the type of minor districts (and maybe the availible Zones) which change.

- To link with last DD :
-> The jobs generated by this District-Zone setup will "open" Job-Workforce slots (like Jobs now times 100)
-> Current pop on the planet will look at it and answer like "I'd like to make 520 of myself work as a metallurgist, please". Repeat for each pop on the planet
-> The Job system will say "OK, and since you have a trait which help, you'all also give 130 bonus Workforce towards this one, which will not be counted towards the limit"
-> Finally, the Job look at its workforce fullfillement, multiply the Yield-Per-Worforce per the total workforce (for each job), and then we get the total ressource output of the planet

Am I right?
 
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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.
What about Zones by Civics?
Agrarian Idyll and Anglers do sound like a good case for that.
 
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Yes, I actually really like filtering the build options so the build list will be a little less overwhelming. Although when I saw it my first thought was, ok, no more FTL-inhibition on every world. I doubt making entire fortress zones will be worth it to make a Fortress building to mess with AI pathfinding (I also wonder if some zones will have enough options to fill all the slots).

The question I have is will there be any buildings that you want to spam on every world?
A Class-3 Singularity in the Generator district Zone, a Nourishment Complex in the Agricultural district Zone, a Quantum Drilling Plant in the Mining district Zone and so on for the same districts and zones on every world - making them more self-sufficient and using an otherwise empty slot that would be going to waste... while also making your planets more identical and less unique (unless those buildings are all re-worked significantly).

I'm just wondering about the balance of it all and trying to think it all through to the logical conclusion.
What other changes are needed to make it all work as intended?
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.
 
The question I have is will there be any buildings that you want to spam on every world?

A Class-3 Singularity in the Generator district Zone, a Nourishment Complex in the Agricultural district Zone, a Quantum Drilling Plant in the Mining district Zone and so on for the same districts and zones on every world - making them more self-sufficient and using an otherwise empty slot that would be going to waste... while also making your planets more identical and less unique (unless those buildings are all re-worked significantly).
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.
 
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.
Super-excited for this quality of life change for void dwellers. Somewhat concerned about the interaction between auto-placed orbitals and placement of things like orbital rings and arc furnaces. Will orbitals just not block these anymore, if we can't control where they go or demolish them?

Another question is, what exactly is the point of orbitals if they aren't unlocking districts and they're being built automagically? If there's no meaningful choice or gameplay around them, do we still need to have them? Are they pure downside risk, as things which can be destroyed/disabled to inflict devastation on habitats? Might it be simpler to just up habitats' orbital bombardment vulnerability penalties (if that downside risk being posed by orbitals is considered essential) and remove the visual clutter of orbitals throughout systems with habitats?

To a certain extent, the new zone system seems like it kinda does what orbitals were originally intended to do, making bigger changes to how the habitat and its districts work, and coming with building slots.

Having available districts scale up with deposit quality seems like a great change to me; it has been painful to put an orbital on (and lose the production from) a 6-deposit for the same payoff as you'd get from covering a 1-deposit.
 
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Out of curiosity, how will modability be? (as far as you know, considering this is in-dev still)

Especially in regards to numbers of Buildings (Zones?) and districts?
From most to least important:
- Will it be possible to add Districts (especially if a planet ends up with more than 4)
- Is the number of building slots per zone modifiable? (Especially per Zone, so is it possible to have a zone that only has 2/1/0 building slots? What about having one with 4 or more?)
- Will it be possible to add more building/zone slots? (So having 4/12 zones/buildings etc.)
 
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This looks incredible and I'm very excited to play the new version. I think it would be very interesting if we were able to pick which districts we wanted on each planet (e.g. being able to replace the Farming districts with additional Energy districts, or having unique district types that you can replace the baseline districts with) to add more variety to the development direction. And for example, instead of turning the planet into an Ecumenopolis being what causes the districts to all become city districts, turning all the districts into city districts (which could require the proper research or ascension / civic unlocks) could be what turns a planet into an Ecumenopolis. If that makes sense.
 
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Speaking of things looking visually distinct:

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…
Another advantage of sticking with the description Agricultural Districts (plural) over Agriculture District (singular) on regular planets is it allows you to use the singular to more effect elsewhere. If regular planets have their cities section labelled City Districts (plural) but your Ecumenopolis's initial city section is labelled Residential Arcology (singular) that really drives home that this thing is a singular, distinct, planetary scale city and Capital H Huge. A fully developed Ecumenopolis is four Arcologies covering the entire planet. That's crazy! But if every planet has a singular "City District" spanning whatever percentage of the planet you dedicate to it then not only does that feel weird to me in isolation, it makes the Ecumenopolis feel less special too. Flavourwise anyway.
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!
Similarly, on a planet the mines and good farming land and best city spots are scattered all over, and the energy plants should be distributed to best serve them. A singular, continent-sized Farming District feels weird on a naturally occurring planet (unless it's a literal Farming Planet). But on a habitat it's actually easier to do it that way. You're building a planet from scratch. Take an entire quadrant of the station, write "farming" on it, tada and done. Same for the residential sector, put it wherever you like and then run a straight line bullet train from it to the farming sector - it's not like there's going to be a mountain in the way unless you put it there.

I absolutely love the flavour of a planetary scale district where it feels thematically appropriate, but making it the fluff default both limits the possible shape of regular planets in the minds eye and makes the actual places where it would feel right feel less distinct and bizarre.

edit: again, none of this is a complaint against the actual mechanics described. I like what I see of them so much that I really have nothing meaningful to comment on them!
 
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Every last bit of this is great. Part of me is a bit worried about how the AI will handle this but it actually looks simpler and easier to use than the old districts system. Can't wait to try it out in the beta!
 
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A little late to the comment party, but I'm with the other folks who think the interface is pretty clunky with these big tiles dedicated to each district. Couldn't these just be a list with the government zone at the top? then you can add to the list with a button at the bottom? This would also allow more than four districts.

Also, Zone and District are kinda strange choices. It's a hierarchy, but it's not obvious which one contains the other. Why not region and district?

Overall I am very excited to play with these changes.
 
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