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Void Dwellers might need some help.

This is a hefty hole to start in.

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Numbers directly after loading or gamestart are buggy. I think the game is running all calculations with 0% habitability?
Let a month pass to get real numbers.
 
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What’s the current state of the “zone experiment”? Is it here to stay, or is it still in testing?

We do not consider zones an experiment.

We do believe that there are some changes that need to be made, but that the additional level allows us to provide more customization to planets and open up some interesting design space in the future.

Well, I can already report quite the unfortunate bug. After my first colony was formed, the pops migrated away from the new planet and now keep migrating between the planets, unforming the new colony every other month, making so that no improvements can be built on it.

Update: The colony uncolonized

Well that sounds like something to look into for the update later on this week.

Void Dwellers might need some help.

This is a hefty hole to start in.

It should refresh and stabilize after the monthly tick recalculates.
 
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My Colony primary District changed to an Mining District, after the Conquest of an Homeworld from a different Empire, also this Homeworld has 3 Government Zones.
 
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Well, I can already report quite the unfortunate bug. After my first colony was formed, the pops migrated away from the new planet and now keep migrating between the planets, unforming the new colony every other month, making so that no improvements can be built on it.

Update: The colony uncolonized
Yes, it's basically unplayable in this state. I managed to build a new zone since those are done in a few days, but it disappears each time pops migrate away because the capital area becomes deactivated.
 
Disabling population migration doesn't even seem to "fix" the issue.
the Zone still dissapears.
 

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We do not consider zones an experiment.

We do believe that there are some changes that need to be made, but that the additional level allows us to provide more customization to planets and open up some interesting design space in the future.

Thanks for the transparency again!

What are your thoughts on the concerns from people who tested it and pointed out weaknesses—like perceived increased restrictiveness, reduced interaction with planet management, unclear mechanics (e.g., how zones modify city districts, or how building restrictions per zone work), and the fact that this introduces a whole new round of balance work, bug fixing, and UX design—while the pop system is also still to be rework?

And what exactly will be possible with the new system that wasn’t possible before with the old one—and why?

Overall, I’d just really like to understand what the actual end goal of the new system is—maybe something we don’t yet see or know about?
 
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Well, I can already report quite the unfortunate bug. After my first colony was formed, the pops migrated away from the new planet and now keep migrating between the planets, unforming the new colony every other month, making so that no improvements can be built on it.

Update: The colony uncolonized
On my first colony I had a situation much like this, the colony grew to 105 then slid below 100 population, it seemed clear they preferred to live on Earth than on that first colony world. Every other month the city district would hide and then return. A mining district was built, which somehow replaced the City District spot in the UI entirely. I'll chalk that up as a failed run.
 
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On my first colony I had a situation much like this, the colony grew to 105 then slid below 100 population, it seemed clear they preferred to live on Earth than on that first colony world. Every other month the city district would hide and then return. A mining district was built, which somehow replaced the City District spot in the UI entirely. I'll chalk that up to a failed run.
That i unfortually a bug that seems to affect everyone right now. we need either a hotfix or hope they fix it for 3.99.5
 
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On my first colony I had a situation much like this, the colony grew to 105 then slid below 100 population, it seemed clear they preferred to live on Earth than on that first colony world. Every other month the city district would hide and then return. A mining district was built, which somehow replaced the City District spot in the UI entirely. I'll chalk that up as a failed run.
Yep it seems which ever basic resource district you build first replaces the city district entirely. It's pretty rough.
 

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We do believe that there are some changes that need to be made, but that the additional level allows us to provide more customization to planets and open up some interesting design space in the future.
Do you have a solution in mind for how to better manage the fixed job ratios that City Districts provide? Having that fixed ratio feels like that's the one thing about the otherwise really interesting system that's a dealbreaker for some, and at the very least an annoyance to many.
 
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The problem seems to be coming from planets being assigned a Ring World district, not a City District from a planet. I tried building a city distriuct instead and the game let me but build a resource district.
 
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On my first colony I had a situation much like this, the colony grew to 105 then slid below 100 population
I did some tracking for the no category/no ethics pops on the colony.
And I had it happen during colonisation.
 
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Colony city district started turning itself on and off ( development changed from 1 to 0 and back constantly), built a generator district, the impostor city district copies everything i build on the legit generator district to the fake one (sadly not double dipping on those bonuses/workers)
 
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I've solved the colony problem temporarily by setting:
default_starting_district = no
under
C:\Program Files (x86)\Steam\steamapps\common\Stellaris\common\districts\04_ringworld_districts.txt\district_rw_city

Not a long-term solution, and might have some whacky effects on Ring Worlds, but makes expansion playable outside of Ring Worlds until the devs have a better fix.
 
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Damn, can confirm that colonies are bugged. The city district is flickering on and off like everyone else described. I even managed to build a robot assembly plant in there, but when it flickers off and then back on, it gets rid of the building. I tried also resettling 500 robots, thinking it was a population issue, but its still doing it. Even after all the organics fled to the capital and left only the robots, it was still doing it.

Also on a side note... I noticed that the medical center in its tooltip says it provides135,000 amenities. Tested building one of the capital and it only provide 1,350. Someone accidentally added 2 extra digits lol. Easy fix.
 
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I did some detailed tracking of the Colonisation process and made a timeline:

The pops don't seem to migrate. They would be easy to tell, becaue colony pops don't have Ethics. I think they just vanish.
 
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