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Currently playing a void-dweller trade-focused empire with catalytic processing.
Must say I do enjoy setting up the colonies with the new system very much

Some notes
Why are civilians reported as unemployed? I get they are uncapped, but they have the civilian job, so they're employed.
1743281928572.png


I honestly think it should be like this:
First the "Jobs available" should be changed to "Empire jobs" meaning those are specific jobs that were created by your empire. Then you should have the "Civilians" which are private citizens working jobs they created themselves and their number should be displayed there in green (not red), so you can tell how many civs you have for colonization purposes. Then the unemployment icon should focus on people who have neither empire nor civilian jobs, and it should be expressed as a %, with a tooltip that detailed who the hell are these people and why aren't they working (Common unemployed, resistance, robots being disasembled, hive pops disconnected from the hive, etc)
I drew how I think it should look like using my horrenous paint skills.
1743283275796.png
 
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Another comment on the void dweller trade build.
I know trade policies are not currently working, but I'm not too sure about their implementation.

Currently the trade resource is in an odd place, you can pile loads of it, but then again it is difficult to use because of increasing costs when exchanging it for goods on the market. What are the plans for trade builds? How are trade policies going to work? Will it be as before, or different?
 
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Feedback on the New Beta Update – UI, Zones, Population, and Design Systems


After extensive playtime with the latest Stellaris beta update, I’d like to provide in-depth feedback on several key systems—particularly the new Planetary UI, zone/job structure, population handling, and economic balance. While I appreciate the ambition behind these changes, there are several areas where execution falls short or introduces new issues that negatively impact gameplay clarity and strategic depth.




1. Planetary UI Redesign


Frankly, the new Planetary UI is one of the least intuitive and most frustrating interfaces I’ve encountered in a strategy game. Several aspects hinder efficient planetary management and add unnecessary confusion:


  • Building Queue Visibility:
    The building queue should default to being open. As it stands, players must manually expand it every time they want to build or check progress. This creates friction—especially for new players—and undermines what should be a streamlined process.
  • Zone Layout & Clarity:
    The interface does a poor job of visually connecting the Government Zone with the three adjacent Zone slots, even though they are functionally tied together.
    Suggested Layout Improvement: Display all districts in a left-hand vertical column, and use the right-hand pane for detailed information on Zone configuration, buildings, and modifiers. This would significantly improve readability and make the flow of planetary planning more intuitive.



2. Zone System – Redundancy and Design Limitations


  • Redundant Zone Types:
    The current split between Industrial, Foundry, and Factory Zones is unnecessary. Industrial Zones already provide a mixed output of Alloys and Consumer Goods, while the others specialize. This kind of redundancy adds complexity without meaningful gameplay differentiation.
    Suggested Solution: Merge all three into a single Industrial Zone, and allow specialization through Planetary Designations or Zone-specific buildings. This preserves strategic depth without bloating the interface or options.
  • Missing Replace Indicator:
    There is no clear UI indication that Zones can be replaced. A small "replace" icon or button would solve this and improve user guidance.



3. Job Scaling & Tall Build Limitations


One of the missed opportunities in the current implementation is that Zones and Buildings provide only flat numbers of jobs—e.g., 100, 200—regardless of planetary population. This is rigid and fails to reward tall empires that focus on densely populated core worlds.


  • Suggested Improvement – Scalable Jobs Based on Population:
    In pre-beta Stellaris, modders could use modifiers such as:

    add_jobs_clerk_per_pop = 0.04 # 1 job per 25 pops

    This approach allowed for population-responsive job scaling, meaning job availability would naturally grow with your population. The new system could incorporate this logic, using scalable job creation that responds dynamically to population thresholds (e.g., 1 Clerk per 100 pops). This would allow for smoother growth, better tall build support, and a more organic economic development system.
  • Tall Playstyles Are Under-Supported:
    The current mechanics feel overtly tuned for wide empires—those that expand quickly across many worlds. Tall empires, which invest in developing fewer but more advanced worlds, gain comparatively little benefit. A more dynamic job system (as suggested above), combined with scalable productivity and building slot expansion, would help rebalance this.



4. Population Growth & Readability Issues


  • Missing Pop Growth Information:
    The removal of any population growth rate display from the UI is a major regression. Players have no way of knowing whether a planet is growing, what the rate is, or what modifiers are affecting it. This data is essential for planning construction, districting, and resource production.
  • Poor Readability of Pop Values:
    Under the new system, individual pops are replaced with abstract population values—e.g., 100, 200, 300+. While this might be a design shift toward abstraction, it makes population management harder to read and mentally parse.
    Suggested Change: Instead of the current scale (1 pop = 100), display population in groups of 10 (e.g., 1 unit = 10 pops). This would improve readability and allow players to conceptualize population size more clearly without needing to interpret inflated numbers.



5. District Design – Prebuilt Limitation


Another concern is that districts now appear to be prebuilt, rather than allowing the player to construct what they need. At the start of the game, all district types—mining, energy, agriculture—are often already present.


  • Suggested Change: Players should begin with only the City District, and then unlock or build resource-specific districts based on their needs and strategic goals. This would return a sense of player agency and progression, while also giving meaning to economic planning.



6. Building Slot Modifiers Not Working


Modifiers that claim to add +1 Building Slots currently appear to have no effect in the beta. Whether these are bugged or simply deprecated in the new system, they should either:


  • Be properly re-integrated to dynamically increase buildable space based on development.
  • Or be removed entirely to avoid confusion.

If tall empires are to be viable, expanding the building slot capacity—based on population or planetary infrastructure—should be an active mechanic.




7. Early Game Resource Deficits


Across multiple playthroughs, regardless of origin or civics, I consistently ran into early resource deficits—be it food, unity, consumer goods, or basic research. As a veteran player (since 2016), I can manage this. However, newer players, especially those the UI revamp is supposed to help, will likely find this punishing and confusing.


If the goal is to improve accessibility, players should start with a more stable economic base, with deficits emerging as a consequence of over-expansion—not a default starting state.




Final Thoughts


While I recognize the ambition and scope of this beta update, the current execution undermines usability, breaks established gameplay patterns, and presents new players with more barriers rather than fewer.


  • The UI lacks clarity and hides critical information.
  • The Zone system is redundant and rigid.
  • Job distribution fails to scale with population, limiting tall empire viability.
  • Key mechanics like pop growth and building slots are either invisible or non-functional.

There is real potential here, and I appreciate the design team's efforts—but the system needs refinement. By focusing on dynamic scaling, UI clarity, and restoring meaningful player control, this update could move from a controversial overhaul to a truly impactful improvement.
 
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Clearly there is a problem with rural district jobs.

A mining district costs 300 minerals and it makes 100 miners jobs.

If my math is correct, 100 miners make 6.4 minerals every month. So it basically need almost 47 months just to pay for itself (that's almost 4 years!).


Now my starting planet can sustain a max of 7 mining districts and my 2 starting colonies can sustain 3 each. So a total of 13 district (if I max mining district on all my starting planets) for a total of 1300 jobs that make a whopping 83.5 minerals per month for a total investment of 3900 minerals (3600 if I exclude the 2 districts that are already built at game start). This is not good.
 
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Re: Gaia world starts and other single planet origins: Gaia worlds are supposed to be artificial paradises perfectly catered to your every need. Why not lean into that? Ditch farms districts and instead add food to civilians and other jobs or a bunch of farmer jobs to cities for free or something - you just pluck your lunch off the local sandwich tree after all. Stick a bunch of free amenities somewhere - who needs entertainers when you have paradise outside your door? Then swap the agricultural districts out for unity districts and you're off to the races.
This might work for Gaia specifically, but a more general solution is still needed for all the other single-planet cases.

Enlightened pre-FTLs also come to mind here.
 
I love that we can get gas from the getgo now.
That means early cloaking is now a reality if you do your research right!
it feels really weird that all the advanced components are unlocked right from the start. I do like the idea that stealth is available right from the start, however.

It would be less weird if there were early techs you would want the other resources for.
 
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Just adding another 2 cents here. So, I played the latest beta (3.99.5) update and got up to year 2250, but my economy is going badly. At least this beta build is workable (unlike the broken beta when it was first released). I am having problems with energy, food, and now consumer goods (the consumer goods were very good at first, unlike the first beta, but now at 2250 without industrial zones of the original system, it becomes too burdensome for the few researchers I have). I have 9 (NINE!!!) agriculture districts on one of my planets; yet normally, this would have fed my empire in the past, but it does not now. Still, not all the jobs are filled; but even then, this early on, it should normally feed my empire.

I am also playing a spiritual fanatic xenophobe empire (but I have slavery banned, so it's just my pops), and normally, this is so simple that I (even as an experienced and good player) never need to sort out pops in the jobs section, as my economy normally is good; but the current system just doesn't seem to work well (I don't want to have to do micromanagement, as it was never required of me in the original system - again, even as a good player). Of course, I am playing through Steam (and not GOG, where I have all the DLCs), so I am playing the vanilla version without DLCs - just to point out.

I also find it odd that when I form a unity zone, all I can build are monuments. I would have thought temples would have gone in those zones, but nope. I miss building temple-based (ecclesiastical) worlds.

Interestingly, while playing ensign, most of the empires that have formed around me are xenophobic militarists - is this normal (I ask, as I normally play with forced spawn empires, not random ones)? Another thing: the other empires (and myself) seem to lack intel on one another, which should have been overcome by now (that is, by 2250), where we can know the strength of our fleets, economy, and tech. Another peculiarity: one of my scientists happens to have an ethic that is not part of my empire's ethics (militarist). I am suppressing the faction, and yet in the democratic election, she was the preferred candidate over my normal leader (63 points to 23...)...

Overall, I think the new system MIGHT be able to work, but I am worried about the timeframe here, given its release on the 5th of May. If it's this bad, please return to the normal districts until it's all smoothened out. I do like the new trade system, and the new pop system seems fine (but you'll have to do something with them in the UI, and having hundreds of pops - and into the thousands - seems weird, given the smaller number of resources produced from them), but the overall UI needs improvement.
 
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This might work for Gaia specifically, but a more general solution is still needed for all the other single-planet cases.

Enlightened pre-FTLs also come to mind here.
What I was trying to get at was that bespoke solutions for each category of edge case might be better mechanically and flavourfully than trying to find a one size fits all solution. Enlightened pre-ftls could get an "enlightenment centre" building (or even a holding?) that generates science and unity without it needing to be a general access building. Or there could be an empire unique or capital/homeworld locked building themed around your origin that does science/unity, with gaia world origins getting "has a gaia world" instead.
 
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What I was trying to get at was that bespoke solutions for each category of edge case might be better mechanically and flavourfully than trying to find a one size fits all solution. Enlightened pre-ftls could get an "enlightenment centre" building (or even a holding?) that generates science and unity without it needing to be a general access building. Or there could be an empire unique or capital/homeworld locked building themed around your origin that does science/unity, with gaia world origins getting "has a gaia world" instead.
I can't agree with this, a series of different band-aids for different flavours of the same problem seems a worse solution than just fixing it correctly once.

Are you going to make yet another one for rebelling planets?
 
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Just did a short run with new patch.

so the economy is botched. I'm assuming this is because of the decreased number of jobs per district. Especially for the basic resources this was a problem. I was struggling to keep my population from starving, meaning I didn't have resources for more advanced stuff like research or alloys.

Possible solutions:
1) maybe instead of reducing the number of jobs, reduce the number of starting city districts? My issues in the past patches have been that opening up a new zone massively shifted the amount of jobs. if you have half the number of starting city districts opening up a new zone only creates as much jobs as the current jobs.

2) (my favorite) If we reduce the selectable zones down from 3 to 2 and start the game with a industrial zone and a research/unity zone, you can probably restore the previous job numbers without there being as much problems (if stuff started out balanced enough)

overall, it feels to me that these massive job shifts are mostly a problem at the start of the game when you have only 1 or a few planets, where small shifts in the jobs have a huge impact on the economy and you don't have any stockpiles to offset temporary dips. If you make sure the start is balanced, it shouldn't be a problem in a later game I think.

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It seems like the migration system actually works now. Allowing new colonies to actually grow. Good job.

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In the empire focus:

- allowing you to select your empire focus at the start doesn't work because you need unity to switch it, which you don't have at the start. (give us a free selection maybe at the start?)
- finish a first contact is broken and doesn't complete
- there is an objective to build an industrial district, which are no longer in the game. (hence it can't be completed)

It might also be nice if the objectives we switch out get a negative weight so they don't keep showing up again and again.

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Not a big fan of the reduced number of leader traits. I like constantly seeing my leaders get better.

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Not seeing the build queue standard in the planet view is kind of annoying. I like seeing what's coming next.

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It's not clear you can change zones and how to do that. I had to read this tread to figure out it's even possible to change them.

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I think the blockers and job icons are too big, meaning you can't have an overview in the list.

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Not seeing population growth and what influences it is annoying. I have no idea what's going on. Related to this: what's the point of the species list. it provides no useful information as far as I can tell. Also, why is it a long list instead of like a diagram? (I can't imagine what it would look like late game for a xenophile empire)

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The faction system and ethics isn't functioning and it's making it a lot harder to get your empire of the ground (low happiness and no unity)
 
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Is ist a bug?

I just started a new game as a democratic state with syncretic evolution. As ethics I picked xenophile and fanatic egalitarian.
In this build the factions form earlier(or at all) than in previous. But all the servile pops, which are the majority, are all spiritual.
Which forces me to supress them.

I started a game with changed ethics to xenophile, egalitarian materialist there the factions matched the empire ethics.

I retried with starting with xenophile and fanatic egalitarian as ethics and the factions formed as expected.
 
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Am I the only one that has "trouble" producing base resources?

Maybe it's a balancing issue: one rural district always makes 180 jobs, but a city district makes way more jobs because of zones. Maybe making that rural zones also increase district jobs?

Maybe I just have bad rolls for planetary features, resulting in less mining districts. Or maybe I'm still used to old Stellaris and I'm being too greedy with alloys and research.

Clearly there is a problem with rural district jobs.

A mining district costs 300 minerals and it makes 100 miners jobs.

If my math is correct, 100 miners make 6.4 minerals every month. So it basically need almost 47 months just to pay for itself (that's almost 4 years!).


Now my starting planet can sustain a max of 7 mining districts and my 2 starting colonies can sustain 3 each. So a total of 13 district (if I max mining district on all my starting planets) for a total of 1300 jobs that make a whopping 83.5 minerals per month for a total investment of 3900 minerals (3600 if I exclude the 2 districts that are already built at game start). This is not good.

7. Early Game Resource Deficits


Across multiple playthroughs, regardless of origin or civics, I consistently ran into early resource deficits—be it food, unity, consumer goods, or basic research. As a veteran player (since 2016), I can manage this. However, newer players, especially those the UI revamp is supposed to help, will likely find this punishing and confusing.


If the goal is to improve accessibility, players should start with a more stable economic base, with deficits emerging as a consequence of over-expansion—not a default starting state.
They cut the number of job in half, but left all teh upkeep the same. Meaning you now start with over 50% of your population as civilians.

There's a delay between a pop taking a job and the automod trait flipping to the automod trait that gains bonuses for that job (this is not new behaviour it's always worked that way). So I think maximum = "The number with the trait" and current = "The number who haven't switched to a bonusified version of the trait yet".
I would call that "automod conversion rate".

Also it clearly doesn't work for robot pops. As I have been telling them. Repeatedly.
It would be nice if they could aknowledge the issue at least?
Some notes
Why are civilians reported as unemployed? I get they are uncapped, but they have the civilian job, so they're employed.
1743281928572.png
Civilians really are a resource, not a penalty. I even think it should be on the top bar:
I love that we can get gas from the getgo now.
That means early cloaking is now a reality if you do your research right!
They just turned off Tech and Planet Feature requirements for quicker testing. Don't expect those mines to be around from start in release.
 
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I think Voidborne and Void Dweller empires should retain access to Research Zones on the Habitation Districts. The reliance on Research Districts puts them at a severe disadvantage.

The problem with the current district setup is that "secondary" districts (resource districts, research districts, secondary districts on ecumenopolis and ring worlds) are strictly worse than urban districts: 1 zone's worth of jobs per district slot, instead of the urban district's 3 zones' worth of jobs.

This means that other empires have no issue getting 300 jobs per district on a research-dedicated world, while Void Dweller empires struggle to do so.
 
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I think Voidborne and Void Dweller empires should retain access to Research Zones on the Habitation Districts. The reliance on Research Districts puts them at a severe disadvantage.

The problem with the current district setup is that "secondary" districts (resource districts, research districts, secondary districts) are strictly worse than urban districts: 1 zone's worth of jobs per district slot, instead of the urban district's 3 zones' worth of jobs.

This means that other empires have no issue getting 300 jobs per district on a research-dedicated world, while Void Dweller empires struggle to do so.

Yeah if capped bottom-row Districts are supposed to be desirable, they need to have more jobs than you could get from Zones.

I wrote up some ideas for numbers here:


Larger numbers of jobs for bottom-row Districts also ought to help with basic resources early on.
 
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I notice everything seems slower, not sure if I'm doing something wrong but my research is dismal. Luckily the AI are all braindead tho.
This is another thing that I really wonder if they can fix in the 4 weeks they have. The AI has seemed to struggle a lot with the new system. Now part of this may be because it's not fully implemented across all Government Types, Origins and Civics so the AI that has the non-implemented versions struggle more. But I see so many AI empires now completely crumbling on Commodore difficulty where they should be getting a moderate bonus to outputs.
 
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Today's update includes some major changes to building/zone/district balance, including "spammable" basic buildings that provide a flat number of jobs.

Stellaris 3.99.5 ‘Phoenix’ Open Beta update​

Beta Features​

  • Added the Betharian Zone. (To Mining Districts!)
  • “Venerable Scientist" (Mandarin Language) Voice Advisor
  • Added new color variants for stargazer portrait

Fixes and Improvements​

  • Unbroke all colonies.
  • Fixed issues with Catalytic Processing civics.
  • Fixed the zone planet modifiers not being applied if districts have multiples of the same zone type.
  • Fixed the Chosen's habitats.
  • Pirates are a little less gung-ho to form.
  • Planetary deficits now cost trade instead of providing it.
  • Increased the base rate of Auto-Migration.
  • Pops will now automatically migrate to planets with 20% habitability or higher instead of 40% or higher.
  • When the maximum number of auto-modded pops changes, the current number is now updated correctly.
  • City Districts now change their name and descriptions based on their zone specializations.
  • Compressed unity jobs and added job swaps.
  • City set graphics scale adjusted.
  • Updated Empire Progression Rewards to always display which technology is unlocked.
  • Allowed rural zones on ringworlds.
  • Removed bonus production on tier 1 buildings, removed tier 1 buildings planet limit.
  • Pop count, Housing, and Amenities on the planet view now use short notation (such as 13.4k rather than 13405).
  • Replaced Upgrade buttons for districts with icons.
  • Background graphics added for all districts.
  • Added progress bars to the zones that are being built or replaced.
  • District/Zone/Building Construction tooltips added.
  • Changed how selected District is being highlighted.
  • Highlight the selected zone slot when building new zones.
  • Display old zone name, icon and building slots if the zone is being replaced.
  • Display the icon and name of the zone being constructed.
  • Rural district zones can now also be built by clicking anywhere within the empty zone slot.
  • Further Timeline UI adjustments, fixing background masking.
  • Added designation description in the colonization UI.
  • Adjusted district numbers in the colonization UI to show the max amount of possible districts.
  • Added functionality to deselect a selected colony designation.
  • Rearranged and tweaked colony modifier displaying in the colonization UI.
  • Added new databank icons.
  • Added starting notification for selecting Empire Focus.
  • Added planetary deficits to the Planetary view,

How Do I Opt Into the 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 - 3.99.5 Open Beta" branch in the Beta Participation dropdown.

All previous 3.99.* Open Beta branches will also remain available. If you are having issues accessing the latest version of the 3.99.* Open Beta, please see this forum post for troubleshooting.

For more information on the Open Beta, as well as the intentions and goals of releasing such an early, unpolished version, please see this dev diary.

This week's feedback survey looks at first impressions of Precursor selection, Databank, Species Modification, and Game Pacing Adjustments.


I feel like I can give better feedback now the beta is in a more stable fashion. The pop change achieves the performance goal. I find certain resources difficult to come by. Mainly unity and consumer goods. Alloys and trade are the easiest to resources to get. Never had a game where I was selling alloys because I was maxed out that early in the game. I am aware some of it is playing the standard human empire. The empire I play most often is a spiritualist. I'm also still experimenting how to best build planets. I haven't found anymore game breaking bugs since building robots deletes organics pop. The resettlement policy does seem a bit jacked with how migration works now. Resettlement laws seem a bit goofy now eith how the game works. Can't wait for more news on season 9.
 
The game is definitely too slow, because of the lack of jobs/output, as others have poiinted out by others/ I would say this feels playable, but it doesn't feel /good/. AI seem to be getting stuck on their home world because they can't get their economy going, and it takes a long time to get out of the "lurching from deficit to deficit" phase of the economy. If the goal is to also incentivize a more blanaced economy, mission hard failed. It's basically impossible because no planets even can produce resouces, even rural worlds are bable able to sustain themselves, and I am reliant on hydroponics bays and space depots to stay alive.

Lack of feedback on growth is another big problem. I need to know how fast population is growing to know where to build. I also don't know if my hedonism enternatiners are properly providing pop growth because I don't know who much growth I have and what modifiers are applying. I need to be able to easily see the planetary growth rate someplace easily.

Amenities feel better now, but there need to be more places to put holo theatres/medical clinics. Robot factories have a similar problem of not having enoguh eligible districts to put them in. I qould suggest they be legal for all zones rather than just urban ones.

Finally, please keep the build queue open by default, and make it easier to get to the replace zone zone interface.
 
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This is another thing that I really wonder if they can fix in the 4 weeks they have. The AI has seemed to struggle a lot with the new system. Now part of this may be because it's not fully implemented across all Government Types, Origins and Civics so the AI that has the non-implemented versions struggle more. But I see so many AI empires now completely crumbling on Commodore difficulty where they should be getting a moderate bonus to outputs.
Right now from what I've seen the AI is still doing mostly nothing, other than building a bunch of Government zones (which should not even be possible).
 
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