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Stellaris Dev Diary #374 - Announcing the 3.99.0 "Phoenix" Open Beta

Surprise! An early Stellaris Dev Diary!

Last week I mentioned that on Friday we’d evaluate the current build, and I’d see if I could provide a timeline for the Open Beta. Things have been progressing well, so we’ve decided to put a very early version of some of the 4.0 changes to test a few aspects of the new systems.

The Stellaris 4.0 update changes a lot of things - you can find a lot of the details in the dev diaries of the last two months. This first build of the 3.99 Open Beta only contains a focused subset of the changes, and many are still in a work-in-progress prototype state. It is not polished, or even done yet.

The 3.11 Technology Open Beta very quickly found some performance issues with the Breakthrough Technologies that we were experimenting with, and as the pop systems have advanced far enough to be mostly functional, I want to get some broader gameplay done on that system in particular, even if the rest of the systems have not yet reached a fully playable state. A week of Open Beta gets more testing done than we can do internally over months, even if this isn’t at a level that I would historically have been comfortable releasing to the public. (Just so you know what you’re opting into!)

We also have a feedback survey available that focuses primarily on the Empire Timeline and Focus systems. (Later weeks will have new surveys on different topics.)

So What’s in the Build?​

Last week’s dev diary provides a fairly accurate update about the current state of the build.

Precursor Selection, the Databank, and Species Modification are all functional.

The Databank


Species Modification

The general game pacing adjustments, changes to galaxy generation, and notification changes are all in. The leader pacing changes are in, but we’re reviewing how leaders interact with the new economy before evaluating what changes to make to the traits themselves.

Empire Timeline and Focuses are in a functional, borderline releasable, state. We have added a number of Milestones that will appear on the Timeline, though there’s some polish we’re planning to do before release. Most of the basic Focus Tasks that we want are in, along with some of the Progression rewards for completing them.

Timeline and Empire Focus

The Trade and Logistic described in Dev Diary #369 are largely in, but some of the branch office changes and functionality are still on the to-do list.

Logistic Ship Upkeep in Friendly Space


Buying Energy in the Market


Basic implementation of Pop Groups and the new Job system are in. This includes simultaneous Pop Growth and Auto-Migration, a partial colonization UI, and a partial update to the Planet UI itself. The major economic changes relating to Districts, Zones, and Buildings are only partially in, but I wanted to get the pop changes under some pressure as soon as possible.

Current State of the Planet UI

We also renamed “Bonus Workforce” to “Job Efficiency”.

Any Known Issues or Things You Want to Tell Us?​

The Ship Designer, Hard Reset origin, and Mammalian portraits are all in separate development branches, and will not be appearing during the Open Beta.

This build of the Open Beta build will not support Gestalts, unusual planets like Habitats or Ringworlds, or especially unusual civics, origins, or playstyles. Many Ascensions may be in a strange or dysfunctional state. Since many of the more interesting civics and origins aren’t supported yet, we strongly recommend playing the United Nations of Earth or the Commonwealth of Man, or custom empires similar in complexity. Expect things like Virtuality or Clone Army to be fairly broken right now.

You will likely start with an Amenities shortage at the start of the game. We haven’t decided whether this models an overpopulated homeworld nicely or if we consider it a bug. (It will be less dire once more of the buildings are available.)

Significant parts of the planet UI are still in development, including most “flavor” elements.​


If you manually build a colony ship, it will not appear in the colonization UI. (They can still be used to colonize a planet by pressing the Colonize fleet order.)

How to Colonize if you manually built a Colony Ship

Since the Zones UI is still in progress, you cannot get access to the menu to replace them right now. You’re stuck with your Earth Space Age Industry for this build.

Earth

The Early Space Age zone doesn’t currently have any other buildings you can put into it, so being stuck with it is kind of unfun.

We have not yet updated the Diplomacy traditions to reflect that Form Federation is now a technology.

Clerks haven’t been annihilated yet, and many non-”core” jobs have not been fully converted into the new system. Traditions and other things that modify Clerks have not yet been updated.

Civilians are currently an uncapped job rather than being associated with City District development. Living standards have not yet been updated to provide bonuses to Civilians rather than Unemployed Pops.

Planetary Logistic Upkeep currently pays you Trade if you have surpluses. While it takes money to make money, that’s not exactly what we were going for.

The UI element on the Management tab that is intended to show the size change of each pop group since last month is always “- 0”

Defensive Armies don’t spawn, so every planet will immediately surrender when bombarded. (Ground combat fixed?)

Some strings may not be present, and some icons are placeholder purple. Many.

The Unemployment entry in the planet UI is a little overenthusiastic. Yes, pops grow into their parents’ strata and get upset if they can’t get a job worthy of their upbringing right away, but it shouldn’t be a pressing matter until their numbers get over 100.

The AI isn’t great at picking zones yet. It nods sagely at the first thing it finds that it can afford and decides it’s an offer it can’t refuse.

The base “colony” designation has not yet been removed. Our intention is for the Colonist jobs provided by the Reassembled Ship Shelter to provide the benefits of the old colony designation. (And will thus expire when you upgrade your planetary capital rather than when you reach a certain number of Pops.)

We can’t guarantee multiplayer stability on this build, but we have identified an immediate economic Out of Sync issue that occurs when Windows and non-Windows users are playing together.

Here are the release notes for this build:

Stellaris 3.99.0 ‘Phoenix’ Open Beta Release Notes​

Features​

  • Pops and Pop Groups
    • One of the biggest changes in the Stellaris 4.0 ‘Phoenix’ update, and one of the primary focuses of this Open Beta, is the new Pop system. Rather than being individuals, Pops are now grouped based on Species, Strata, Ethics, and Faction, mostly for calculation purposes. As part of this change, Pop numbers have been increased by a factor of 100, allowing more granular manipulation of Pops by various systems.
    • All Pop Groups on a planet have simultaneous growth every month following the existing Logistic Growth formulas.
      • Underrepresented pops are no longer given population growth bonuses.
      • Fractional growth is not retained from month to month - if a Pop Group would have fractional growth, it has a chance to gain 1 pop that month based on that fraction.
      • All migration is now handled through the auto-migration system rather than push and pull that previously affected pop growth.
      • As more granular and simultaneous pop growth is now possible, the minimum growth for small colonies has been removed. Early colonization will be extremely reliant on migration from the empire capital.
      • Open Beta Note: Xenocompatibility no longer produces hybrid pops, but has not yet been updated to pool all planetary species into a single group for logistic growth purposes. When this is complete, we are likely to remove the Xenocompatibility galaxy setup toggle.
    • A Civilian stratum has been added to represent the masses that do not generally contribute to the empire’s military economy.
      • Open Beta Note: Civilians are intended to replace Clerks, which will be removed in a future Open Beta update.
    • Empires now begin with 2000 more pops, most of whom will be Civilians.
    • More details can be found in Stellaris Dev Diary #370.
  • Planet UI, Zones, Workforce, and Jobs
    • The other major economic change in the Stellaris 4.0 ‘Phoenix’ update is a revamp to how jobs work.
    • Rather than Districts and Buildings being especially similar, we are shifting to a model where:
      • Planets produce and consume resources through Jobs.
      • Districts provide Jobs based on their development. (Mining District: Add 200 Housing and 200 Miner jobs per development level.)
      • Zones manipulate what Jobs are provided by Districts. (Foundry Zone: Replace 200 Civilian jobs and 200 Housing with 100 Metallurgists per development level.)
        • Open Beta Note: Currently the Zones are simpler, and will just provide the jobs. It is our intention for most Zones to convert rather than add.
      • Buildings are planet-unique and change what the Jobs produce. (Mote Harvesters: Technicians now also produce Volatile Motes.)
      • Pops produce Workforce that fills up Jobs.
    • Open Beta Note: The Planet UI is still very much a work in progress.
    • More details can be found in Stellaris Dev Diary #371.
  • Empire Focuses and Timeline
    • The Situation Log now contains a tab for the Empire Timeline, which keeps track of important milestones of your playthrough.
    • The Timeline tab also contains a set of Empire Focus Tasks, which are intended to assist players with forming short and medium terms that align with their empire’s nature, while reducing the randomness of the tech tree.
      • Empires can choose between Conquest, Exploration, and Development as their primary Empire Focuses. You will still gain Tasks from other categories, but they will generally be weighted towards your choice. Some Tasks are basic “Core” Tasks, and will provide progress along all three tracks.
      • Completing Tasks provides progress towards Guaranteed Technology unlocks that are considered critical for that playstyle. You still need to research the technologies, they only provide the research option when you reach progress milestones. If you already have the technology unlocked or as a permanent research option, there is no alternate reward.
      • Because Task completion is retroactive and there are no alternate rewards, there should be no benefit in waiting to complete any that you have.
      • Should you end up with a Task that you find uncompletable or that you do not wish to complete, you can discard it and gain a new Task for a small cost in Unity.
      • It is our intention that empires that behave consistent with their Empire Focus should naturally complete the Tasks of that category.
    • More details can be found in Stellaris Dev Diary #368.
  • Trade has been revamped into a standard resource.
    • Trade is now used as the Market currency.
    • The Trade Routes system has been removed.
    • Ships now have logistical upkeep paid by Trade based on whether they are docked (free), friendly space (reduced), neutral space (normal), or hostile space (expensive).
      • Larger ships tend to have higher upkeep.
      • The multipliers based on location are set in defines.
      • Juggernauts do not have logistical upkeep, and reduce the logistical upkeep costs for ships in their system by 75%.
      • Resources blocks can now include a "logistics" block, which is currently only used by ships.
    • Planets now have logistical upkeep paid by Trade based on their local resource deficits. This represents the additional costs of diverting freighters to transport materials between planets.
      • Local deficit costs vary based largely on the base market value of the resources in question.
    • Trade Policies can set how much of your Net trade after logistics upkeep is converted into other resources.
    • Added galaxy setup sliders for Fleet Upkeep Logistics Costs and Planetary Deficit Logistics Costs.
    • More details can be found in Stellaris Dev Diary #369.
  • The main help button now displays the Databank window where you can explore brief articles on many in-game concepts, reducing the need to navigate to external information sources.

Improvement​

  • Adjective leader trait names reverted, for example Inquisitor to Inquisitive
  • Colonization flow has been improved.
    • You can now pre-select a colony designation and turn on planet automation before colonizing a planet, which will apply when the planet has finished colonizing.
    • Colonization now completes when 100 colonists have grown or migrated to the new planet.
  • Significant improvements have been made to the Species UI.
    • One template per species can be set as the default template for that species, and other subspecies can be set to integrate over time into that default template.
      • Open Beta Note: Current rate of pop integration is likely to change to be slower as well as monthly.
    • The trait selection UI when creating a new template has been improved.
    • The special project window pops up and can be started immediately after creating a new template if desired. It is no longer absolutely necessary as you can use integration to slowly convert your existing pops.
  • The Habitable Worlds slider in game setup now has a 'Rare' setting. There will still be a handful of habitable worlds in the galaxy, mostly from special events and guaranteed habitable worlds. Normalized initializer spawn odds to use a handful of scripted variables.
  • Added galaxy precursor selection to game setup.
  • Leader Adjustments:
    • As part of our game pacing and interruption reduction pass, leaders now gain trait selection moments on even levels rather than every level.
    • Leader positions now have a significantly greater effect on what traits will appear when they level up and gain a new skill.
    • Increased the base number of leader traits to pick from on level up by 1. This is intended to reduce the chance of getting exclusively poor trait options without devaluing other sources of leader trait picks too much.
    • Added an "Auto Select Leader Traits by Default" option to game settings, which defaults to Off. On game start or if you switch to an empire, it will toggle the setting on the Leaders tab to your selection. In Coop empires, this override only applies when the primary player of the country joins it. Changing the setting mid-game will not have any effect unless you switch countries.
  • Significant improvements have been made to Message and Notification settings, providing you much more control over how you receive them.
    • Updated the default message settings
      • Revised strategic resource messages and added toast notifications
      • Changed trader events into notifications with unique icons. Added sound effect.
      • Anomaly discoveries now appear in a toast rather than popping up in the center of the screen.
      • Patron Newsletter event was changed into a notification
      • The Terraforming Candidate Discovered Event is now a notification
      • Order Restored event is now a notification
      • Governing Ethic Shift event has been turned into a toast
      • Faction Formed Events now appear as toasts following the first event
      • Added additional event options to Corrupt Administration event and turned it into a notification
      • The Toxic Terraforming Candidate Discovered Event is now a notification
      • Changed Inter-Dimensional trade increases event into a notification
  • Added concept tooltips to the left Navigation Bar
  • Added the Celestial Orrery system
  • Transport ships can now use cloaking
  • The Ruler Stratum has been renamed the Elite Stratum, to better differentiate them from the actual Empire Ruler
  • The system fleet icon tooltip now shows the total of the fleets' military power listed by that icon, at the top.
  • Added unique event options and localization for new life discovered events
  • Reduced spammy First Contact events
  • First Colony event - Added unique event options and rewards for Ethics
  • Adjusted mass extinction event chain localization and picture
  • The Betrayal event has been revamped to include multiple options
  • Renamed government tab to overview in outliner
  • Reduced the frequency of the Rise of the Manifesti event chain
  • Added missing reward to fanatic materialist for Comet Sighted event
  • Improved readability for event Covenant Formed
  • Changed Storm Spotted alert sound to something less intrusive
  • The low habitability popup now clearly highlights the negative effects
  • Added the two new Society technologies Federation Code and Existential Campaigns
  • Ironman mode is no longer required to earn most Stellaris achievements. An unmodified game checksum remains a requirement, and the use of any debug commands blocks them.
    • The "Victorious" achievement has been changed to "Win the game through any victory condition in Ironman mode."
    • Open Beta Note: Pop related achievements have not yet been updated.
  • Several changes to the starbase UI to improve game flow and overall interaction
  • Reworked Starbase window to harmonize naming and tooltips
  • You are 4x as attractive as you were before.

Balance​

  • FE and Cosmogenesis Escort ships now have the same evasion value of 50
  • Changed Curator Insight cost to empire size
  • The Eternal Vigilance Ascension Perk can now be acquired early if you complete the Unyielding Tradition Tree.
  • Adjusted Anomaly spawn rates to improve the pacing of the early game.
  • Added more variance to whether or not prescripted systems will or will not appear in a given game. (They won't all appear in every single game anymore.)

Bugfix​

  • Fixed the issue of fleets failing to retreat from lost combat if the last ship failed to disengage.
  • Human Pre-FTL societies now obey the Pre-FTL Civilizations game settings slider.
  • Fixed a script error that was causing far more habitable planets to spawn in the galaxy than expected. Feel free to increase the Habitable Worlds slider if you prefer the old behavior.
  • Fixed inconsistent capitalisation causing issues with pre-ftl pop generation
  • Cleaned up the end-game crisis triggers. The Unbidden will no longer be the only ones to show up early to the party.
  • Fix triggers to properly give Fissile Cores, the unique mutation for crystalline entities
  • Treasure Hunters AIs now correctly go through the dialog events
  • Fix Black Needle country spawning starbases
  • Fixed too many AI empires being generated in coop games.
  • Fixed the tooltip for obtaining the Mirror of Knowledge from the Infinity Machine not mentioning the 200 influence it also gives you
  • Amenities icon fixed for Drone Storage and Hive Warren
  • checks if planet owner is primitive before applying sector or system bonuses
  • Set the nanotech ascension path interdictors to use different ship models from the swarmers
  • Spitter Gun mutations have armor penetration
  • Missiles mutations have numerals corresponding to tier in icons
  • Nanite Infused Barb mutation requires nanites to build
  • Ancient Driller Beasts mutations uses 88 as its M size cost
  • Neutron Throwers mutation damage buff
  • Blocked anomalies from spawning on the neutron star for Slingshot to the Stars' quantum catapult
  • Handled dyson sphere flags on dismantling swarm while upgrading
  • Fixed a broken tooltip inside of the "Extended Shifts" edict.
  • Clone Soldier Ascendants can now cyberize
  • Completing Inhibit Self-Deterministic AIs removes it from the situation log
  • Fix the possibility to build multiple Grand Archives at the same time
  • Only display relevant modifiers for Space Fauna ships in tooltips
  • Reanimated space fauna ships cannot upgrade no matter what
  • Black Needle fleet now correctly spawns to defend their base from bombardment
  • Destroy Gravity Snare when there's no valid target anymore
  • Broken Shackles check added for relevant Galcom events
  • Strip Mine Decision is no longer available on artificial planets
  • Inspired Rhetoric will no longer display a placeholder icon
  • Fixed situations start value being added multiple times.
  • Special system initializers now respect the habitable worlds slider in game setup (to a degree).
  • Planetary part of ringworlds no longer take on empire color
  • First Contact was changed into a toast and once again shows the correct localization
  • Added missing pre sapient loc string
  • The dismantle button has regained its missing loc string
  • Resolved scope error caused by toast target scope being set to root
  • Advanced start empires can no longer have mining stations over resources they do not have tech for

AI​

  • Fixed Prethoryn Scourge incorrectly calculating target priority for non-edible pops.

UI/UX​

  • Added an Assign Leader button to the leaders screen that lists available positions.
  • Fixed it not being possible to build starbases in systems with non-central stars from the galaxy view (when a construction ship is selected).
  • Added a message setting button in event popup windows.
  • Hid details that aren't relevant for all species in the galaxy when the Galaxy tab is selected in the Species view.
  • Updated the message settings screen to give more space for the message list.
  • Changed auto-unpause on the message settings screen from a spinner to a checkbox.
  • Adjusted centering of text and icons in toast windows. If a toast with custom description has no icon associated with the custom description, the description will now fill the entire lower section of the toast.

Localization​

  • Add tooltip to Cutholoid Hunter modifier
  • Add tooltip to Voidworm Hunter modifier
  • Turn reanimated cutholoids and voidworms ship size name consistent with other reanimated Space Fauna

Modding​

  • Open Beta Note: We’re still working on Zones and Buildings, and will likely change how we do some of this to be a bit friendlier. Don’t update your mods based on what you see in this build.
  • Add `resettle_pop_group` effect that allows to resettle a specified portion of a pop group to a target planet
  • Add first iteration of `create_pop_group` effect
  • Add kill_pop_group effect that takes a pop group and an amount or percentage and instantly kills them
  • Add `transfer_pop_amount` effect that transfers pops from a pop group to another
  • Removed unused can_resettle_planet game rule and renamed can_resettle_planet_no_owner_check to can_resettle_planet.
  • Removed can_colonize_with_pop game rule and moved its checks to can_colonize_with_species.
  • Added the script effect "copy_traditions_from = { target = FROM exceptions = { tradition1 tradition 2 } }" that copies tradition from a target country into the scoped country
  • Added "add_ascension_perk" and "remove_ascension_perk" effects, scope must be a country, adds or removed the specified perk syntax: add/remove_ascension_perk = perk_key
  • Added "copy_ascension_perks_from" effect: Copies the Ascension Perks of the target country into the scoped country. They are added to the existing perks, and the potential/possible triggers are respected. The perks listed in the exceptions list are not copied. copy_ascension_perks_from = { target = FROM exceptions = { perk1 perk2 } }
  • Added "remove_tradition" effect. Remove the target tradition from the scoped Country. remove_tradition = tradition_key
  • Added effect "remove_tradition_tree" Remove the target tradition tree from the scoped Country. remove_tradition_tree = tradition_category_key
  • Added spawn_design to static galaxy system data, which forces a specific design to spawn in the system.
  • Added gamesetup_settings script for configuring the settings list in game setup.
  • There is now an event_message_type in events that lets you override the default message type EVENT_MESSAGE_TYPE. This can e.g. provide separate message settings.
  • Scripted loc can now be used in concept tooltips and the top bar tooltips.
  • New on_action on_favor_gained that gets triggered when a country receives a favor.
  • Added the used_defense_platform_capacity_percent trigger, letting you check how much of a starbases defensive platform capacity is used.
  • Message notification background is now separated from the message type icon.
  • New on_action on_research_option_added that gets triggered every time a new permanent research option is acquired.
  • The actual script file and line are now printed when there are errors logged in scripted triggers and scripted effects, in addition to the previously available information.
  • kill_pop has been replaced with kill_pop_group. For ease of use kill_single_pop and kill_all_pop scripted effects have been made.
  • Replaced resettle_pop with resettle_pop_group.
  • Added "playme" console command as shorthand for human_ai and ai_ignore_was_human.

Okay, How Do I Opt Into the Beta?​

If you’re ready for a confusing, possibly frustrating, and unfinished experience, and you’re on Steam, you can opt into the Open Beta.

  1. Turn off your mods. They will almost certainly cause you to crash.
  2. Go to your Steam library, right click on Stellaris -> Properties -> Betas -> select "stellaris_test - 3.99.0 Open Beta" branch in the Beta Participation dropdown.

Game Properties in Steam


Steps to Test

What’s Next?​

We expect that the next Open Beta update, 3.99.1, will have Civilians in a more complete state, and more of the UI and AI should be in place. Buildings, Zones, and Jobs should also have more progress too.

Our next Dev Diary will be on Thursday, March 20th, but I hope to have an update to the Open Beta before the weekend.


 
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If this is the place to post bugs found so far

Habitats crash the game if you change a district type IE was trying to change from zero g research to Astro Mining bay(if important Fortress Station, will test a new save using commands and other habitats), this crash so far is consistent... so far actually like the new world system, and runs ALOT cleaner with high pops on my machine (tested using console commands to stress test)
 
It may help when they tidy up the UI. There's space for three zones where the early industry thing is, it is less than obvious that additional zones can be added down by the generator (+ in a circle), mining znd agriculture districts, with the click areas for modifying or adding districts at the top of the district boxes.
 
The fact your consumer goods, science, unity, and alloy jobs are all bound to a single district depending on what zones you built makes balancing your production to your upkeep a nightmare. These resources should not all share the same construction pool.
See, this is the most worrying thing about the beta for me. The rest of the problems are clearly meant to be debugged and rebalanced at some point, but this seems intentional.

As to how it could be solved, I think that there would be several options:

Option a) Make Empire capital zones that grant you all the jobs/resources you need (say, make them so each urban district on your homeworld generates a bit of researcher, artisan, metallurgist, enforcer, & politician jobs). Perhaps capital designations would change the proportion of those jobs. That would be a clunky band-aid intended to work only for the very early game and single-planet builds. The moment you fund your first colony, you will start to get an imbalanced economy in need of new planets and constant expansion to keep it in check. The incentive for going giga-wide would stay in place, but at least you won't fall into early-game death spirals as easily as before.

Option b) Create a fourth type of district. You would have mining, agricultural, generator, urban (science & unity), and industrial (consumer goods & alloys, perhaps one might roll trade into it too) districts. It won't exactly solve 100% of the problem, but it would help mitigate it a bit.

Option c) Come back to the old planet management system of yore. Perhaps it could be a temporal stopgap measure so people can test all the other changes of the beta with a bit more leniency.

Option d) Try to come up with an entirely 100% different planet-building system from the ground up. Hardest option of them all, but it might be just what this brave new incarnation of Stellaris needs, rather than trying to fit a cube into a rounded hole.
 
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If this is the place to post bugs found so far

Habitats crash the game if you change a district type IE was trying to change from zero g research to Astro Mining bay(if important Fortress Station, will test a new save using commands and other habitats), this crash so far is consistent... so far actually like the new world system, and runs ALOT cleaner with high pops on my machine (tested using console commands to stress test)
They made it clear that habitats are not supported in this build:
 
Option a) Make Empire capital zones that grant you all the jobs/resources you need (say, make them so each urban district on your homeworld generates a bit of researcher, artisan, metallurgist, enforcer, & politician jobs). Perhaps capital designations would change the proportion of those jobs. That would be a clunky band-aid intended to work only for the very early game and single-planet builds.
Making the empire capital zone special, in that it adds all jobs needed for an upstart empire, would not be very different from the base incomes all empires currently get. The two features could perhaps even be merged.
 
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Making the empire capital zone special, in that it adds all jobs needed for an upstart empire, would not be very different from the base incomes all empires currently get. The two features could perhaps even be merged.
actually, this might be a really good idea if taken a bit further. Each government type could provide a thematic bonus to their capital world. with designations further refining it. And maybe even a special bonus from certain origins to help deal with one planet issues.

Gai world at least could use some bonus jobs to keep itself afloat until you've got the ability to terraform gai planets. And it wouldn't be hard to imagine some bonus to broken shackles. 'Climate Control Adaptationists' that produce amenities or something to flavor them having all those different aliens needing different environments to live in.

Not the best solution, but certainly has a lot of potential.
 
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Having authorities and even civics modify a bit the jobs provided by capital designations would be dope indeed.

And yeah, capitals being the only "jack of all trades" planets could work as a way to avoid falling into economic collapse at the game start. I don't think that it alone would be enough, for the current planet development system presents lots of other problems, but it is still a good first step, I believe.

Additionally, another poster also gave one suggestion that I quite liked: using planet designations/ascensions to fine-tune jobs provided by urban districts, so developing planets would become more flexible.

So rather than giving you, say, a "+5% alloys" you could get a "forge world" ascension that would add metallurgist jobs to all your city districts (or unlock unique districts / zones / buildings, even!).

It could work in order to differentiate planets and in order to make them more self-sustainable without killing the whole "4 tab districts" new planet management idea (plus it would help integrate planetary ascensions and unity builds better into the game).
 
Making the empire capital zone special, in that it adds all jobs needed for an upstart empire, would not be very different from the base incomes all empires currently get. The two features could perhaps even be merged.

While this would help the game start I wouldn’t want the capital planet to be the only one capable of being self sufficient. Immersion wise it wouldn’t make a lot of sense, particularly if the capital is changed or other capitals are conquered. And while it might not be meta I feel something is lost if it becomes impossible to make a world that couldn’t stand on its own feet and rebuild an interstellar empire if it had to.

For all the concerns that 4.0 would make specialisation obsolete in my experience it’s mostly done the opposite. We still specialise our worlds but now it’s much harder to make a functioning jack-of-all-trades.
 
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It's clear that the city menus needs some cleaning up. There needs to be more ability to create the things the civilization needs, like unity points and consumer goods. Autochilton buildings and toaster factories (con goods) are needed more than the program lets on. The lack of flexibility in building on "government zone" and zone things are too limiting. Making an empire be stuck until it withers away is not the goal of (I'm guessing most of) the players. That is one of the reasons that modpacks get made- to fix things. And a clearer way to find the "empire focus" to start bashing the GalMarket together, especially for those with the DLC that has functions that rely on the GalMarket.
These parts of the game are supposed to be simply and to run smoothly. It's the dangers that the player puts himself into that are his problems. NOT mistaken attempts to change the difficulty of the city menus.
 
See, this is the most worrying thing about the beta for me. The rest of the problems are clearly meant to be debugged and rebalanced at some point, but this seems intentional.

As to how it could be solved, I think that there would be several options:

Option a) Make Empire capital zones that grant you all the jobs/resources you need (say, make them so each urban district on your homeworld generates a bit of researcher, artisan, metallurgist, enforcer, & politician jobs). Perhaps capital designations would change the proportion of those jobs. That would be a clunky band-aid intended to work only for the very early game and single-planet builds. The moment you fund your first colony, you will start to get an imbalanced economy in need of new planets and constant expansion to keep it in check. The incentive for going giga-wide would stay in place, but at least you won't fall into early-game death spirals as easily as before.

Option b) Create a fourth type of district. You would have mining, agricultural, generator, urban (science & unity), and industrial (consumer goods & alloys, perhaps one might roll trade into it too) districts. It won't exactly solve 100% of the problem, but it would help mitigate it a bit.

Option c) Come back to the old planet management system of yore. Perhaps it could be a temporal stopgap measure so people can test all the other changes of the beta with a bit more leniency.

Option d) Try to come up with an entirely 100% different planet-building system from the ground up. Hardest option of them all, but it might be just what this brave new incarnation of Stellaris needs, rather than trying to fit a cube into a rounded hole.


I'm incredibly worried about 4.0. All of the bug fixes in the world won't change the fact that the base system as it's currently being implemented does not work, and is honestly not that fun. I'm afraid the Devs will see complaints about the system as "haters" but I've been playing Stellaris since release, and have just shy of 1,600 hours in the game. That's way more than any game I've ever played. I love this game. I even love some of the basic ideas of the system, customizing your Districts on a more macro level. They simply didn't take the system far enough imo. Zones should add jobs to the District, and then Buildings should change some of those jobs (For stuff like Holotheaters, Luxurious Housing, Precincts, Forts, ect instead of being flat bonuses), or add passive buffs (More workforce, workforce producing more, ect) like we're seeing now.

As it stands now, you have so much less control over the planet than you used to that the game becomes boring to play (in my opinion) on top of barely functioning. You have too many Resources to juggle to justify only 3 Zones (I don't count the Basic Resource Districts at the moment) per planet trying to produce everything you need. Opening up more of the buildings to be built in any District, and having them change jobs that the Zone is giving you, would make your building slots feel impactful (Scaling jobs feels better than flat bonuses I think) and give you a reason to have an Energy, Mining, Farming District on every planet so you can change out some of those jobs via the building slots they provide.

I really do hope the Devs listen to the criticisms of the system and not just the bug reports for this Open Beta so they don't make a massive mistake in implementing a system that is much worse than what we currently have in game.
 
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After reading coments, playing few games (only this Starter Pack DLCs) and rereading dev diaries and comments again I probably understand why new districts/zones/buildings systems feels more restricted.

Currently we have three layers of planetary management:
1. We have basic resources districts, which produce resource "from void" (they use pops, but all jobs use pops, so I'll put that part out of brackets for now). Planetary management are simpliest "Build or not build, and how many". Most of the time you have 3-axis solution space, with additional "natural" limitations by features.
2. We have industrial districts, which convert basic resources and convert them into global empire-wide advanced resources (CG for development, make all part of economy work and other "inside", Alloys for expand and all that "outside"), and City districts, which provides local planetary-unique resources (building slots, housing and amenities, last one are slightly different, cause it has many non-planet sources). Planetary management for them are few harder, since you limited only by planet size, you should decide how many building slots you need and how many empire-wide CG/Alloys you want to produce. (and you always can switch between alloys and cg pressing one free button). Solution space are basically 2-axis here.
3. We have building slots taken by buildings, which split into two different subgroups:
a. Planetary-unique buildings, who basically provide planetary-wide buffs to production or scaled with anything else. (I include empire-unique buildings here, as they do the same but for entire empire)
b. Spammable buildings, which convert advanced resources (mostly CG) to abstract and strategic resources. Strategic resources (gas, crystals and motes) work as gatekeepers for upgrades (you need generate them properly to support more productive things, like upgraded weapon, buildings and more), and abstract resources are for global progression, science, unity and influence.
Planetary managment for both have hard limit for 12, so need to decide that buildings you want here. With capital building our options reduce to 11, but still that much.
(I ignore endgame resources since they aren't spammable until some specific civics or ascensions)

With Open Beta changes, first layer are still same, but second and third reduced hardly. Now on districts layer we merged city and industrial districts into one, so there is no actual decision - you just spam cities, and for additional expansion you sacrifice opportunities to add basic districts instead. Subgroups of building are splitted now -- spammable variants (unity, science, soldiers, e.t.c.) become Zones, which is basically binded to City, convert it into Science/Unity/Soldier/etc districts in terms of old system.
Planetary-unique buildings still same, but now they are splitted between zones, so each zone has actually less decisions too. And you limited by three zones at maximum, and until some Planetary Unification tech you actually limited by two. On colonies it`s even harder, cause you limited by one in each colony until some tech.
With that, you cannot make "half-unity-half-research" zone, you must chose one and spam it - and where is only three slots for that.

And problem become harder then it comes to three or less planets to function -- okay, you can provide basic resources from their own districts, and with their own zones you have a place to put some strategic resource production -- but then you have one capital zone and three options -- and you need produce CG, Alloy, Science, Unity, Amenities, Housing and at least some criminal suppression from that. Okay, amenities, housing and criminal suppression can work from Capital zone (but it hard, cause most building for that not scaled with planet size), but now you have three zones for four resources - and it becomes very fragile system where you have to juggle zones to keep from falling into a death spiral.

So, basically solutions space reduced from ~15 to, like, 4, and that`s very tight pants to wear.

Two suggestions:
1. Make Precinct Houses and Luxury Residences scaled with City Districts size.
2. Deeply thinks which zones can and should exists. Remember but most of the time it`s only two options per planet and three if it`s capital, so locking artists behind their own zone will make constant trouble. Maybe some mix or universal zones, which provide several different jobs? Or tweak buildings, so they will modify that jobs provided by districts rather than zones itself?
 
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You can have 7 zones per planet, eventually ! Yes 7 !

There's the Government Zone (in the housing districts)
There's the box with three zones and your home world comes with the 'early industry' thing
There are three further zones that can be created, one in each of the energy, mining and agriculture districts

The UI can be improved to make this clearer perhaps and how you add, replace, etc.

There are no buildings that obviously provide unity at present other than the oddly named Autochthon monument (I get the concept, but the name has always seemed weird). I suspect other buildings may be added representing cultural institutions / monuments; museums, monuments, monasteries, etc.
Unity zone obviously helps, but there aren't any buildings to boost except the oddly named Autochthon monument which goes in the Government zone.

Something triggers 'Scum and Villainy' (crime and disorder) and I think that's either scrapping the early industry zone / building.
I think it's necessary to put something in place to replace it pretty quickly, even in advance, that will provide amenities.
Difficult to keep a roster of 6 Leaders unless you regularly dismiss the expensive ones in the early game.
 
It’s hard to give any feedback right now really but based on what I’ve played:

The districts > zones > buildings feels like a step back in player experience. Feels like a lot of choice was removed and the scaling of jobs and how that’s expressed is lost. It used to be a simple + 2 jobs and +2/5 housing but now everything is so heavily depended on city districts with so little control over what jobs are actually being built. A small part of this is due to how much of an alpha this test is but still. Not to mention that basic resources getting districts feels pointless, it’s a none choice right now. A lot of this is till being worked on but I’m not sure if simply more districts or minor easing of building restrictions would make it much better.

Maybe being able to select which zone gets a city district and remove the limit on zones, or at least have an administrative capacity tied to it. That would introduce some choice. If I can build 10 city districts and I want 4 zones but I can build more if I wanted (alloy, consumer, unity and research) I can have 3 city to alloy zone, 4 to consumer zone, 2 to unity and 1 to research. Buildings can still buff or tweak the jobs accordingly. In the same way as now mining jobs add to the mining/agri/energy zone and buildings buff / alter it currently.

I’m not sure what to do with basic resource districts to make them not feel left out. After a while energy and mining districts will be deconstructed anyway, using kilo and megastructures and food coming from starbases or domesticated space fauna now or trade.

Maybe unique origins and civics can have other districts then fill the role of city districts like anglers and subterranean.

I’m also not sure what role planetary ascension now plays with zones / buildings. Feels like the mechanic should just role into zones from a thematic view.

It’s hard to say but it feels restrictive and clunky from a user experience and general management feel. I like having far more control over jobs now, but what happens when a zone is deconstructed? All those jobs at once become unemployed?

This is early but I’m also not a fan of the current UI, just overall layout. Management has nothing to offer, it’s arguably less useful than the army tab right now (I know it’s early but still), and a lot of the menus feel like a lot of empty space.

Timeline is okay I guess, I like the design
Visually, and the process to get ahead is fine, but static resource targets aren’t a good metric, getting a monthly income of X is a better metric for a lot of these if the intention is to steer new players.

Like a lot of the smaller changes.
 
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Hello, fairly long time player but first time poster. I've been tinkering around with trying to make a meta build for the open beta as a thought exercise and I've got some early impressions.

1. With the zone system the way it is, anglers is undeniably very very powerful since you basically gain the ability to make consumer goods quite competitively without having to devote some of your limited city zones to consumer goods specifically, along with the obvious benefits associated with being able to generate some passive trade. Can't really compare it to everything else though since so much is unimplemented.

I don't know if catalytic processing is good though, while I'm able to use domestic planetary production to reduce imports and juice up my trade revenue I have so many surplus minerals from the few mining stations I have even without any mining jobs that it seems like they'd go to waste otherwise, but at the same time what am I going to do with the food from my starbases? In general it seems really easy to pile up way too many basic resources due to how developing more alloy/cg/unity/etc production capacity seems to be bottlenecked. I guess I might buy at least one of each basic resource district for the zone building slots anyways but that seems very gamey, also am not a huge fan of the way rare resources seem to be tied to the basic ones too either ngl but I suppose that could be tweaked.

Frankly I think a bunch of the starbase resource generating buildings like solar panels or hydroponics are overdue for nerfing and 4.0 is as good a time as any to get it done.

2. The early industrial building you get that gives you jobs in exchange for -50% researcher efficiency is awful and I don't think its intuitive to have players basically have to rush to tear down their infrastructure asap to be competitive. Granted I am a little weird in that I start out with an abundance of cg and a food deficit for my build but still. From the sounds of things a lot of people seem like they immediately have to do economic crisis management at game start. I myself really wish that favoriting jobs actually worked, manually deallocating workforce is a pain.

3. I basically ignored amenities (aside from using a slot for luxury housing) and crime completely with crime lord deal and I didn't seem to have any issues with stability? That might be because I'm running authoritarian stratified economy or something though. If amenities are actually required to maintain stability for other build types that seems like a potential issue for balance. At the same time having a whole dedicated zone for it seems massively overkill and I'd rather just shove more workforce into more productive sectors and take what seems to be a negligible stability hit.

4. UI definitely needs a lot of work, it was difficult for me to figure out how to replace the early industrial zone, there's no easy way to tell the expected economic output of a job per 100 workforce units or something else standardized, I don't even know where to find pop growth, and etc. I feel like the build tab should just be present by default rather than being tucked away personally but that's a minor nitpick.

5. If trade overflow is supposed to convert into resources based on your policy at a one to one ratio that definitely doesn't seem to be working on my end when I tested it. Also for things like trade purchase overflow limits that cause prices to go up or down I think it'd be good to include some sort of UI element that tells players where the limits are set.

6. I really don't like the timeline system, maybe have it as an optional tutorial thing as a framework but if the goals in that reward guaranteed techs for being researched that is going to be abused SO hard for tech rushes. As is I was still able to tech rush swarm missile cruisers at a reasonable timeframe, albeit with less alloys than I would normally have, and that's with me ignoring the timeline. I dread to see what other more dedicated folks could do to abuse that.

Here's some pics:

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I didn't really bother with trying to maintain the full leader council since my leaders die so fast (running overtuned origin with pre-planned growth & fanatic xenophobe, and I use imperial governance for the free replacement leaders that heirs give you plus the 10% bonus capital resources seems useful for tall builds). I haven't tested military conflict yet but frankly with how much in alpha things seem to be I don't know if that would work at all, so much stuff seems not even testable. Current state of the game seems to favor stacking pop growth and pop assembly asap in order to unlock zones on planets as quickly as possible.

I'm pretty sure slavery hasn't been implemented since when I tried to adopt slaver guilds it didn't really show on the pop management page. Honestly just in general so many civics have to be completely and utterly reworked to the point it almost seems like paradox would be better off releasing a sequel rather than trying to radically change the game so much. I like what paradox seems to be trying to go for in theory to stop snowballing from being as big of an issue as it is, but there's a lot of game design work to be done to rebalance and reimplement EVERYTHING to the point its even testable. If someone can point me to a list of officially supported civics and such to test that would be greatly appreciated.
 
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Instead of the Autochthon Monument perhaps Cultural or Heritage sector.

I am finding it easier to use the planetary interface now I by trial and error understand it better. Using the drivers to adjust the amount in agriculture, factories, etc.

But it feels like micromanagement rather than strategy and like a game of population management rather than exploration, civilization building and interstellar conflict.

Something in there, I suspect demolition of the early industries triggers Scum and Villainy which seems capable of drowning your civilization in crime. Some advice on how to avoid / mitigate that would be good. Maybe don't do it until you can add that additional zone and have a plan to add amenities or so e such.

Also think the Timeline feature might be useful for new players, but for those who've been with Stellaris for a while it seems like an unnecessary commentary. I just go 'oh look, that's moderately interesting'.
 
There are no buildings that obviously provide unity at present other than the oddly named Autochthon monument (I get the concept, but the name has always seemed weird). I suspect other buildings may be added representing cultural institutions / monuments; museums, monuments, monasteries, etc.
Unity zone obviously helps, but there aren't any buildings to boost except the oddly named Autochthon monument which goes in the Government zone.
The Unity workers are Bureaucrats and they have a buff building.
Also, looks like 3.99.02 is out now.
 
And invading does not work
Having the same problem here.

Couldn't liberate a planet that they had taken from me in an earlier war, nor can I take their capital on a broken ringworld origin. The enemy is a hive species, if that is important. Have noted that ringworlds aren't working from the dev notes.

Is there any chance of disabling deeply broken features (like ringworlds) so we can get as far into the game as possible?

Cheers!