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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:

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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.

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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.

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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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I hope, wished that Earth could have a setting to fixate the start on "the known spawn area" that we claim to know where SOL is
Sol can appear in any galaxy pattern, not just four-arm spirals.
 
In fact, the labor cost can be represented by the maintenance cost of the megastructure.
However, this cost is indeed low or non-existent.
Afterwards, the megastructures in Stellaris are incredibly disappointing in terms of power.

But with the change in trade value, we could perhaps just increase in a "significant" way the cost in energy and alloy of megastructures (including habitat, gate way, hyper relay).
Obviously, these resources must be imported, thus consuming logistics which would be represented by a consumption of trade value, as for the deficit worlds.
We could also add a higher trade value cost to represent the workers who ensure the operation and maintenance.

In return, the power of megastructures could be increased while making it more progressive by adding levels.
If the maintenance cost (workers are needed to create trade value and resources) is high enough, we could remove the number limits for megastructures.

The construction of megastructures (including upgrading) could also consume surplus trade value to represent the transportation of resources and the personnel mobilized.
I'd say why not go further and make megastructures the final evolution of habitats/starbases like Ecu's are for planets? The cost could be in resources and "megastructure construction" jobs, and then they could output super efficient jobs for base and advanced resources, not just a fixed set of base resources. And since you'd need pops to construct them, things like ringworlds wouldn't start out empty...
 
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That new planet UI is sexy as hell! Give my props to whoever it was that designed it. This Diary was much easier for me to understand then the last one, because just a couple of pictures go a long way. Especially thankful for the ones that broke down what the parts are. One thing I thought while reading this weeks diary though, will the help pop-ups be updated with all the new stuff going on? I'm reading the diaries, he's reading the diaries and so is she. But Ricky Bobby over there, he doesn't even know what the internet is, so he isn't reading them and he'll be confused as all heck
 
I'd say why not go further and make megastructures the final evolution of habitats/starbases like Ecu's are for planets? The cost could be in resources and "megastructure construction" jobs, and then they could output super efficient jobs for base and advanced resources, not just a fixed set of base resources. And since you'd need pops to construct them, things like ringworlds wouldn't start out empty...

As already said elsewhere, I would like habitats to be an extension of starbases. Potentially remove the starbase limit, but give a higher maintenance cost including in trade value to simulate the need for logistics.

Then, I don't think we should merge starbases/habitats with other megastructures.
These are quite distinct things.

To avoid having "empty" worlds after construction/colonization, the best would be to use the "situation" system to prepopulate and partially prebuild a world by investing a surplus of resources and pre-encouraging pop migration.
 
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I'm mildly but not extremely concerned about building variety.

It seems like, if we have three buildings per zone and they're type-limited, there's very likely a correct choice to use on essentially every planet harvesting a particular resource. For one example, in the above mining zone, there is a mineral processing building and a robot assembly building - the mineral processing building is mandatory, and if pop assembly isn't uselessly low it's also going to be pretty mandatory. Pending unlisted building changes that may change that, either because those are less valuable or because more valuable other things can now compete, that's actually one building choice. The same is likely true for agricultural and energy zones, and probably is as well in other areas. If I need an alloy plant in a zone with only three slots, alloy planets only have two real slots for industry - and so on.

I'm not opposed to the constricted building slots, if it's well implemented it means far more creative choices are available than there are now (where it's just "build most planet unique stuff, then research labs," and I'm barely exaggerating for brevity). But do keep an eye on it in development. Anything mandatory and category-locked essentially reduces the number of slots in that category, so if it's only three to begin with there's not much before there aren't choices at all.
What I'm hoping for is each worker district type will get 3 "default" buildings and then a bunch of situational buildings that will probably be better than the defaults when available. They could do some fun stuff by making the defaults all do different things but I'd be fine even if they're just carbon copies of each other; there's enough decision points involved in getting to the stage of "I am building farms on a planet which does or does not provide a special building and I have or have not invested research in getting all the default unlocks and I did or did not choose to take a civic that provides an additional building option" that I'm fine with everything after that being such a no brainer that you can hand it off to planetary automation to do the actual button pressing.
 
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Some points I'd like to make concerning an often brought up issue, which is building diversity.

A)The goal is roughly to have at least 6 possible buildings for the 3 slots for every district, that is the minimum.
B) The buildings you saw in the mockups, especially the robot factory, are placeholders. And to be super specific about the robot factory, outside of the government zone, the robot factory will not effect pop growth but instead handle automation.
C) The final goal for planet diversity is that the bonuses the buildings can give you should be roughly equal in their resource-impact. Production/Upkeep/Workforce/NewResource/PlanetModifiers/Automation are some of the categories we are considering for this.
 
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not sure about this planet ui

maybe it should be taller instead of wider
If this is a playstyle joke well done.

If it's an actual suggestion... tbh I wouldn't mind if the planet output was a bar on the planet screen somewhat mimicking the main screen GUI instead of its own district sized box. Then there's a box free for possibly getting real weird with things like a district that varies based on planet designation, or maybe a zone for messing with unexploited planet space and uncleared blockers.
 
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Some points I'd like to make concerning an often brought up issue, which is building diversity.

A)The goal is roughly to have at least 6 possible buildings for the 3 slots for every district, that is the minimum.
B) The buildings you saw in the mockups, especially the robot factory, are placeholders. And to be super specific about the robot factory, outside of the government zone, the robot factory will not effect pop growth but instead handle automation.
C) The final goal for planet diversity is that the bonuses the buildings can give you should be roughly equal in their resource-impact. Production/Upkeep/Workforce/NewResource/PlanetModifiers/Automation are some of the categories we are considering for this.
Oh that sounds all very cool! Those categories seem to match very closely to a thing I typed up as an example of "fun stuff" that I then discarded as too pie in the sky so I'm hype as hell right now.
 
i don't like the removal of industrial areas
it will make the game less diverse and more boring
also guys, how many bugs will there be in the game 4.0
are you seriously reworking so much stuff, breaking the current economic system and you think that version 4.0 will be more optimized? i think it will be the most buggy version, not optimized.
 
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i don't like the removal of industrial areas
it will make the game less diverse and more boring
also guys, how many bugs will there be in the game 4.0
are you seriously reworking so much stuff, breaking the current economic system and you think that version 4.0 will be more optimized? i think it will be the most buggy version, not optimized.
Eh, industrial areas were silly anyways and it's not like city world with factories will be the same as a city world with temples or a city world with research labs

Also now planets will be MORE diverse because you can mine on your factory world because that now needs only two district types, not three - so you can build some infrastructure on your mining world rather than having a boring pure mining world and a boring pure factory world, that will notably decrease the amount of width you need and make each planet unique ♥️
 
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I hate this. Having a planetary spanning single "Energy District" feels awful (e: so awful I accidentally hit post while still typing). I'd really, really prefer if they were still referred to in the plural. This shouldn't impact the Zone flavour as "I have decided all cities will have a section zone for science" makes at least as much sense as building a single science zone that scales with city size.

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?

If "Build district" and "Upgrade district" are functionally identical, then "Build district" should be retained, it gives a better sense of filling out a world

I also strongly echo the sentiment that it's essential to keep DistrictS, plural. Having a single district for each type is cartoon sci-fi level stuff. You know all those stories where each planet has just one city and like 3 other points of interest. Star Wars is guilty of this a lot, but Stellaris should be better.

Speaking of things looking visually distinct:

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

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?
I just wanted to address all these comments. Here is what I think would work really well:

1740151929882.png


This would just be some localisation/naming tweaks.
1. "Zone" goes away and is named "District" (thus we avoid having two generic bucket terms of indistinct heirarchy)(we also retain the sci-fi "district" linguistic staple).
2. "Upgrade" becomes "Build" (could also have been "construct" or "build new" or "establish new")
3. "District" becomes "Settlement" for rural locales or "City/Cities" for urban ones.

That's it. You'll notice that the mock-up text "Development 2/5" element is still totally workable in this scenario, I like it a lot. (Lastly it occurs to me scripted loc could be used to retheme these for hives and machines, which probably deserve it. Zones is great for machines! (And habitats)

Edit: Woops I notice I forgot to replace one of the instances of "Zone" with "District" in the "Click to Add new Zone" text in green, but you get the picture.
 
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As someone that hasn't been following the rework, can someone tell me briefly how buildings work now, or point me to where to do this? Like, are we limited to 12 buildings per planet now?
Please bear with me, I have a headache right now.
Ah okay it's in the dd, max of three per zone or district it seems, so... 21? Huh interesting.
And and grunt mentioned that there should be at least 6 per zone a few comments up, got it.
 
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I just wanted to address all these comments as I strongly feel the same way. Here is what I think would work really well:

View attachment 1257135

This would just be some localisation/naming tweaks.
1. "Zone" goes away and is named "District" (thus we avoid having two generic bucket terms of indistinct heirarchy)(we also retain the sci-fi "district" linguistic staple).
2. "Upgrade" becomes "Build" (could also have been "construct" or "build new" or "establish new")
3. "District" becomes "Settlement" for rural locales or "City/Cities" for urban ones.

That's it. You'll notice that the mock-ups "Development 2/5" element is still totally workable in this scenario, I like it a lot. (Lastly it occurs to me scripted loc could be used to retheme these for hives and machines, which probably deserve it. Zones is great for machines!)

Edit: Woops I notice I forgot to replace one of the instances of "Zone" with "District" in the "Click to Add new Zone" text in green, but you get the picture.

I also agree that dropping the plural is a bad change. But on Reddit a content designer said they’re pretty committed to it which is a shame. Having “city districts” with a button that says “expand” would be a small but much better implementation than implying our planet has one city to be upgraded.
 
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As someone that hasn't been following the rework, can someone tell me briefly how buildings work now, or point me to where to do this? Like, are we limited to 12 buildings per planet now?
Please bear with me, I have a headache right now.
Ah okay it's in the dd, max of three per zone or district it seems, so... 21? Huh interesting.
And and grunt mentioned that there should be at least 6 per zone a few comments up, got it.
Districts are districts. You build them based on planet size etc.

Zones say what jobs a district provides. So if you add a Science Zone to your City District then you will generate a bunch of scientist jobs based on how many cities you have.

Buildings modify the jobs generated by their zone. So you could build a Supercomputer Building and Sapient AI Controlled Labs in your Science Zone to increase the output of your researchers and reduce the population needed to fill the roles (big pop changes discussed in previous diaries). Max 3 per zone out of an intended minimum of 6 building types to choose from per zone type.

Basic resource districts have only one zone and it's locked to providing the appropriate resource job (but Eladrin said planet modifiers might change that). Your city districts also get the colony zone for free so you still get some jobs per city district even if you haven't added any specialised zones yet.
 
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Districts are districts. You build them based on planet size etc.

Zones say what jobs a district provides. So if you add a Science Zone to your City District then you will generate a bunch of scientist jobs based on how many cities you have.

Buildings modify the jobs generated by their zone. So you could build a Supercomputer Building and Sapient AI Controlled Labs in your Science Zone to increase the output of your researchers and reduce the population needed to fill the roles.

Basic resource districts have only one zone and it's locked to providing the appropriate resource job (but Eladrin said planet modifiers might change that). Your city districts also get the colony zone for free so you still get some city jobs per district if you haven't added any extra zones.
Thanks a lot my dude!
 
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I also agree that dropping the plural is a bad change. But on Reddit a content designer said they’re pretty committed to it which is a shame. Having “city districts” with a button that says “expand” would be a small but much better implementation than implying our planet has one city to be upgraded.
Seriously??? o_O What aspect of the design do you think forces them to "commit" to this text rather than some other text?
What am I missing?
 
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Seriously??? o_O What aspect of the design do you think forces them to "commit" to this text rather than some other text?
What am I missing?

I was paraphrasing but that’s the impression I got. I don’t really understand the reasoning. This was the reply to a request to retain plural districts in order to not make planets feel like they have one city, farm, mine etc

I see where you're coming from, but we'd be trading one form of dissonance for another, as there is only one industrial 'district' you can interact with in the UI.

 
I also agree that dropping the plural is a bad change. But on Reddit a content designer said they’re pretty committed to it which is a shame. Having “city districts” with a button that says “expand” would be a small but much better implementation than implying our planet has one city to be upgraded.
There seem to be a few pure name choices that are just outright not correct that are apparently locked in already for some reason.

Districts is actually technically wrong as is, because a district should be an area distinct from other areas/districts. Your fourth industrial district is not distinct from your fifth industrial district, it's literally exactly the same. However, we aren't upgrading districts in this new system - their function is not upgraded. We're expanding them. Expanding a singular district works and makes sense, upgrading a singular district implies something other than size changing and... it just isn't the case. The buildings in a zone are upgrades to the district, the thing currently called upgrading the district is expanding it.

As far as the names, civilian and resident are non-exhaustive of the things that can be within them, not mutually exclusive, and not talking about the same characteristic. Properly paired with resident, the other categories should be slaves and citizens - everything that has no job but isn't being purged falls within one of those categories, and nothing falls within two simultaneously. Paired with civilian, the other option should be military. Nothing within the category "happy pops with no player-made jobs" is military and many things outside that category ARE civilian, so that isn't an option that accurately represents the game. The first option isn't fully clear either (because the employed pops are also within those categories), which is why I personally favor "The Masses," as a term that doesn't describe anything except being individually unimportant... which they are, any time they would be within that category.

I don't think either of these is a huge functional problem (although having slaves, residents and citizens categorized on planets as residents, residents and civilians may actually be confusing to new players), but its a little odd that something so inconsequential to change has been doubled down on to not change it.
 
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