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1. This is the new design: those buildings take up multiple slots on the new zones.

2. You can convert one of your 3 city zones into a goverment zone to build more buildings. It sucks.
ahh thank u. ok i guess i then am going to complain about this change and hope the final release will be good
 
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There was no pop demotion fix. that is a biggie - if not the biggest broken item right now.
There is a decent chance that this fixed it:
Code:
Changed every_owned_pop to every_owned_pop_group, so now looping through groups
Or they just forgot to write it down.

At least try the new version before you make a claim.

The UI is so bad that you missed out on how to change zones...
If only they warned us about it.
Oh wait. They did:

They can only tell us. Reading/listening is something you still have to do.
 
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After testing, it looks like the "strata job tiers only being shown when worked" bug was also resolved in v3.99.2 (though I don't see it explicitly listed in the patch notes).

 
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The industrial zone is bug it only alloy 50 jobs
From my testing on a UNE start, it looks like it is working correctly. It should make +50 Metallurgists and +50 Artisan jobs per City District. Are you saying you are only getting +50 Metallurgists? If you have a save file, I can check it out.

indusr_zone_working_stellaris_1.png
 
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Good to see the new industrial zone. I really hope that this new planet management system is extensively revised, because reading people's impressions, it needs some major reworks, not minor adjustments.
 
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The new Districts → Zones → Buildings system is heavily flawed and does not work.

With this system, every job is at risk of becoming a "Clerk"—meaning it is unwanted most of the time and must be manually disabled ASAP before your workers migrate.

I have too little control over my planet’s growth, and job management is a nightmare.

Since the game does not know what the player wants when building another district that adds 1,200 different job slots, we can't even automate job management effectively.

We should move back to a more nuanced system, where districts provide building slots, and buildings provide most of the jobs. This way, we won't reduce planet management to simply building districts at a certain point.
I think it is better to just use multiple District types to generate jobs. Elegant and straight forward solution. No need for Zones and Buildings.
 
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Is it possible to stop population growth on planets?
The Discourage Planetary Growth decision should still do that?
But I heard Rumors it might be bugged and cause decay. Never tried it myself.
 
It the civics masterful crafters that bug then
After testing, yes, the Industrial Zone is not producing Artificer jobs, only Metallurgist jobs. The Factory Zone does work as intended and makes Artificer jobs.

Since they just put in the new Industrial Zone, they likely don't have it wired up for the more exotic/unique origins and civics yet.
 
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Something I would really like to see is the ability to change a zone, because it feels really bad to get locked in to one if you later realize that the planet would have been better with a different set zones.

Before this beta, you could always change what buildings and focus you wanted on a planet, so it would be odd to change this aspect of Stellaris.
You can do this but the UI is WIP so it's quite hidden. Click on the city district and it will pop up a menu of zones with a "replace" button
Thank you, I had no idea about that menu. I will edit my comment to reflect this new found knowledge. c:
 
Something I would really like to see is the ability to change a zone, because it feels really bad to get locked in to one if you later realize that the planet would have been better with a different set zones.
You already can. Click on the city district and you can replace Zones without buildings.
 
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The Discourage Planetary Growth decision should still do that?
But I heard Rumors it might be bugged and cause decay. Never tried it myself.
I got your back!

Discourage Planetary growth does seems to work as intended after a basic test. I did a 1 year experiment on a UNE run and observed pop growth as seen below:

Run TypeStarting PopulationPopulation after 1 yearPop Gain
Base52005245+45
Discourage Growth Enabled52005210+10


Based on the results, that is ~75% reduction in pop growth, as the tooltip suggests. So it doesn't look like pops are decaying with that enabled, at least for a UNE start.
 
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I would like to reiterate an argument I made in the 3.99.1 thread:

The industrial districts may need to be re-added, since consumer goods production needs to be adjustable independently of the urban jobs that use consumer goods.
Re-separating industrial jobs from urban jobs should also help alleviate the cramming situation with urban districts, and avoid undesirable job micromanagement.
(The industrial district's zone and building slots could then be used to further focus the district towards consumer goods, alloys, or strategic resource synthesizing.)

(Based on what I have read so far.)
The industrial jobs may not be particularly well suited for being included in the urban job bundles, since consumer goods are used not only by other jobs, but also for pop upkeep - which is a function of living standards, traits, civics, habitability and other factors. The huge variability of overall demand for consumer goods means that it needs to be possible to adjust that output independently of the other jobs that use consumer goods, similar to how the three basic resources need to have separate resource districts rather than a single "rural" district.

Basically, I think there still needs to be industrial districts in the new economic model, covering consumer goods, alloys, and perhaps also synthetic strategic resources; the composition could be influenced by the zone and buildings. Re-adding industrial districts could also reduce the job pressure issue with urban districts.
 
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The Industrial districts need to be reinstated with the ability to add separate Consumer Goods and Forge zones to them. Urban zones can then be repurposed with the ability to add Commercial, Research, Recreational and Government zones to them.
 
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I think it is better to just use multiple District types to generate jobs. Elegant and straight forward solution. No need for Zones and Buildings.
It is one way to solve this, and sure, it would also result in a more engaging and direct control of planet development. However, it does remove a level of believably to have everything be solved by whole districts instead of buildings when the logic applies.
 
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Robot somehow work as "no category" job while there's empty jobs. Pops still don't work as enforcer.

Force immigration can move 100 pops correctly, but still no early colony migration or just no civilian can do so. Also somehow shows a lots of fragmented civilian pops while all jobs are filled.

Early industry zone give 300 science job and 100 unity job (4 jobs), and industry zone CG (0.5 job) production won't catch up with each district built even with civilian industry focus and building slot building. Old industry district 1 job can support 1 science or unity building with 2 job.

edit : industry zone is half alloy and half CG job...

If there is any deficit, worker will wiggle back and fort to fill the jobs daily with fragmented pops.
 
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Question for those playing the Beta, can you still specialize planets for research and unity production?
Kinda.
There are Research and Unity Zones.
 
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