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Since you halved the Jobs without doubling most outputs, am now permanently short everything.
Energy, Minerals, Food, Unity.

I can't put enough Rural districts on my Capitol to get even.

Only Consumer Goods and Alloys seem to be okay.
 
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I actually have no idea how you came to this conclusion, and would appreciate more explanation.

One of my biggest concerns is actually that Zones currently very heavily encourage and reward the hyper-specialization of planets. (With a small amount of trade upkeep being the primary downside, but a single specialized Trade planet should cover all of those costs.)

You see, I struggle with the fact that we can put multiple different zones into one city district. It makes no sense for a player who wants to create global resources — like having a planet output CG and Research, for example. Pressing the upgrade button on a city district will create more Researchers that consume CG before it hits the global pool — where you explicitly wanted to increase CG income with the city district upgrade.

So why connect zones into one city district? The only reason I saw — when looking at the screenshot posted — was: you don’t want global intermediates anymore (or at least you want the option to avoid them). You want end-products that matter, like Research, Unity, etc. By setting up a multi-zone city district that provides jobs for both intermediates and the end-product, it removes the need to build them elsewhere — reducing what would be two or three planets and 20 clicks to two clicks and one or two planets.

The system seems tailored to check planets in isolation first, with a clear end-product in mind, and then secondly use them on an empire-wide level to output resources used elsewhere.

Sure, this system leans on trade value balance — but to circumvent that requirement, you can always try to balance out local production. City districts with their three zone slots somewhat reduce micromanagement in the long run.

So yes, this system can be circumvented by just having one trade planet, but then the cost of not having local production and importing stuff is too low.
But maybe that’s intended? What is the intent behind having three zones in one district anyway?

Or maybe I’m just going mad about this.
 
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All of the combinations that we added in this pass are either one or two zones. However, one of the changes that I've been considering based on feedback is actually removing one City Zone slot from planets, increasing the free Government Zone to have six building slots, and framing them more explicitly as City Specialization. While this is similar mechanically to "forcing" an Urban Zone, it may make the intent of "zones are intended to be your way of picking what special district you want here" more of a real thing.
I can get behind this. If rural districts each produce 180-200 jobs while each urban zone produces 100, this would make job production of urban and rural districts roughly equal. So in terms of both mechanics and flavor this approach has its advantages.
 
yes. something in the pop changes broke defensive armies. it should be a problem if you allow orbital surrender though.
Yeah I can use orbital surrender to get through regular wars fine, I've just run into issues in the corner cases where the defending planet refuses to surrender to orbital bombardment. So I'm disabling pre-FTLs, fanatical purifiers, and gestalts til it works again.
 
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@Eladrin Thanks for all the hard work on the 4.0 overhaul, it really feels like the whole Stellaris experience is being re-examined and I love that. Its amazing how fresh this very old game feels due to all the effort of the developers. My question is if that work will also apply to QoL issues with running a megacorp, there needs to be some sort of Branch Expansion Planner and some automation/template options to really improve the experience. Mid/Late Game it is really time consuming to determine which planets to drop a branch office on and what to build there. The information provided to the player is very limited and doesn't show the full impact of your decisions in one place, its even harder if you are a criminal syndicate. It feels like all MegaCorps are the ugly step children of the Stellaris universe and would be really nice to see some love for that playstyle. Thanks!
 
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A consistent problem I'm having: The last three beta games I've played have had fantastic starts for my empire placement. I am sad I will not be able to continue them all the way without issues :p
 
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I don't know if it was luck, or if I got doubled guaranteed habitable planets. but all four of those are my artic type.
2025_03_28_5.png
 
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I would have tried to fix things like the old migration push and pull mechanic first before deleting them.

+/-growth per month already did continual migration very clearly and predictably. It just needed to be updated and balanced so it actually worked. Specifically:
1. The migration numbers were capped so it couldn't actually cause decline. Remove the cap and unemployed+overcrowded pops could actually move.
2. The migration numbers were swamped by free housing after the update to growth made you always want lots of free housing
3. The migration numbers were calcualted after decisions to reduce growth. Setting growth to 0, migration push x0 did nothing.
(bugs and balance issues ignored for years, and yes I did post bug reports)

Migration as a random movement of pops is so unclear to me I still can't tell if migration is working yet.
(I know something is broken, but I think it's both growth and migration - I have 2 0% habitability worlds still with 100 organic pops after 10 years, robots are growing at least)

As for granularity of jobs:
In the beta my 5 farmers produce 0.29 food (a rounding error, I don't need to see resource outputs less than 1)
0.05 pops before fully grown could still have produced 0.29 food (if you wanted lots of useless mini-pops to exist... I don't)

I know it's a personal thing but I much prefer numbers simplified whenever possible.
2738 days I like to see 7 years and 6 months, especially when most calculations are done monthly and not daily.

Instead of 6.1k pops, 100 roboticists and 1000 metallurgists, I'd much prefer:
61 pops, 1 roboticist and 10 metallurgists
(11 characters for numbers or 5 characters to display the same information)

And the huge number of starting flat job buildings?
That feels odd (3 research labs = 2 districts - when my starting habitat has 4 max research districts, 3 Alloy foundries = 6 districts worth of jobs added without increasing empire sprawl).
I thought the whole point of the changes was to reduce building spam and make jobs from districts?
The two halves of your post are directly opposing requests.

In the old system having multiple pop types growing at once was a penalty, because 20 95% grown pops work exactly 0 jobs compared to a single species empire's 19 fully grown pops (or dual species' 18 + 2x50%, and so on).

Since only one pop could grow at once immigration couldn't be garaunteed to target the same pop type as the matching emigration. So emigrating blorg could and did arrive at their destination as immigrating humans.

Since immigration wasn't matched you couldn't have immigration decline pops since all your blorg metamorphosing into humans and dying out would be even more visibly weird.

By multiplying the pops by 100 instead of 20x95% pops you just have 1900 pops all working away, regardless of species mix. This kills the whole problem chain.

You can't have what you want in part A without the x100 pops in part B. UI-wise I'd have no problem with a bunch of the numbers being replaced with "1.2K" or whatever though. Whether emigration in the granular system should be a growth bonus to the affected pops or pop teleportation is less directly related, so no comment there.

E: oh man I really should have refreshed
 
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A consistent problem I'm having: The last three beta games I've played have had fantastic starts for my empire placement. I am sad I will not be able to continue them all the way without issues :p
It would be so good if Stellaris had some sort of galaxy seed or restart feature that generates a new galaxy similar to an already generated one.
 
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The two halves of your post are directly opposing requests.

In the old system having multiple pop types growing at once was a penalty, because 20 95% grown pops work exactly 0 jobs compared to a single species empire's 19 fully grown pops (or dual species' 18 + 2x50%, and so on).

Since only one pop could grow at once immigration couldn't be garaunteed to target the same pop type as the matching emigration. So emigrating blorg could and did arrive at their destination as immigrating humans.

Since immigration wasn't matched you couldn't have immigration decline pops since all your blorg metamorphosing into humans and dying out would be even more visibly weird.

By multiplying the pops by 100 instead of 20x95% pops you just have 1900 pops all working away, regardless of species mix. This kills the whole problem chain.

Whether emigration in the granular system should be a growth bonus to the affected pops or pop teleportation is less directly related, so no comment there.
Migration numbers were buggy for years (and species growth traits were also silly). Without the possibility for pop to decline it wasn't possible to ever use migration push to move pops away from overcrowded worlds, so another migration system was stuck on top.

But with a fix to the migration push/pull system then growing a pop (with species weights) at the same time as declining a pop from an overcrowded planet (with species weights) would gradually have shifted pop demographics over time, even with only one species at a time growing.

If the push/pull system had ever been fixed over the last few years we wouldn't need each species growth tracked individually, it was designed to fix the problem of multiple species growing slower than a single species, and it worked, kinda. I just wish more things were fixed rather than hoping a complete rework does the bug fixing for you.
 
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I actually have no idea how you came to this conclusion, and would appreciate more explanation.

One of my biggest concerns is actually that Zones currently very heavily encourage and reward the hyper-specialization of planets. (With a small amount of trade upkeep being the primary downside, but a single specialized Trade planet should cover all of those costs.)
Eladrin, I can't take your comments about balance seriously, when you are releasing meat battleships with 4 X slots... The game will pay for that in the near future in one way or another...

I understand that you are a DLC/expansion salesman above all, same as the spirit born was in Diablo 4 when it was released, that was better by x100 damage and survivability than all other classes.

I just put this out here, because it has to be said/reminded.
 
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Another run to endgame and another set of notes.

- Accidentally rightclicking a renewal deal from any enclave (curator/artisan/trader) breaks them and stops you from contacting them via the diplomacy menu.
- Advanced Controlled Mutations tech can't be fully researched/reappears in research menu each time after researching
- There is still something odd about rare technologies, can't get them to appear even when in repeatable techs otherwise. I would really love to know if this is a me thing or if anyone else has had similar issues.

The adjusted job numbers feel better. It took a while to get used to and makes planet size more important than before, but now I can actually have a pool of citizens and not just a bunch of open jobs they rush to fill. Auto migration is also working wonderfully, I didn't have to think about moving pops at all.

Ecumenopoli and ringworlds are both OK. Ecumenopoli still has the bug where it deletes everything as it's being created and other than tripling the jobs doesn't provide anything unique at the moment. Really hoping to see some unique zones added to them as they're one of my favourite mechanics in the game. Ringworlds are also in a similar state.

Overall I like the new planetary system a lot. It still needs tweaks and rebalancing, but what's here already shows a lot of promise.

Edit: Forgot about the trade now working. It feels to me like a very background feature. Maybe because I was running masterful crafters and was getting a decent amount of trade on the side from CG production. I like to run very specialized worlds but even then I didn't (clearly) have to think about the trade at all. I don't dislike the resource per say, as it acts as a nice buffer for market transactions whenever you accidentally crash your mineral production to -1k, but it does feel like it's not doing much.
 
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Probably an obvious point that will be fixed: The Beholder is broken, because its unique building is not constructed upon landing.

Maybe change that to a planetary modifier?
 
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Oh god — I finally understand the design intent behind zones.

@Eladrin
Can you confirm or deny this, please?

I took a long, hard look at this, and it finally clicked what the hell is going on with the zones.

View attachment 1272992
What I understood is: we do not want to manage an Empire anymore — we are managing isolated planets!

What does this mean:
Zones are there to set up the fundamentals for a self-sustaining output planet. We don’t have dedicated planets anymore for a single type of resource, but we should look at the final important output at the end of the production chain — e.g., Alloys, Research, Unity, some Strategic Resources. Stuff we want to use on an Empire level.

Then we choose an Urban district, set up the end-producer and the intermediates, and then we check the basics.
We set it up so when we upgrade a city district, we should now produce job slots that provide all necessary jobs to fulfill the end product — like Research needing Consumer Goods, and CGs needing Minerals.
So we build mining zones paired with the city district and the industrial zones, and we can just ignore the job sliders as the system should adjust the production locally until all researcher jobs are filled.

If we do not produce the stuff locally, we must build trade to import the needed goods from other planets — basically building a trade district in the city zone to offset trade deficits.

This whole system is streamlining the entire end-product chain. We should not be moving between different resource planets to adjust outputs to be handled globally in our resource overview — instead, planets should first handle their resources locally, and in edge cases import them from elsewhere, which then requires trade — and in the worst case, even imported trade. And anything overproduced on the side is a neat little side efffect.

I get it now. But I don’t know if I like it or not.

It still somewhat limits planet interactions to just upgrading districts after the setup. And the setup just boils down to doing a checklist of the production chain to make sure everything is covered when pressing upgrade on the city district.
I think I get what you're saying and I think you're... 75% of the way there?

It's still about making an empire out of interlocking planets, but moving the choice to increase a "completed" mature planet's production from the job scale to the planet scale. It's about frontloading more decisions into the initial planet setup and when you're happy with that your later planet management of that planet is just clicking ++ as needed.

Before if you wanted to scale up your science planet you needed to:

Build or upgrade a science building
> Build some gases for the upgraded science buildings
> Build some amenities for the scientists
> Build some housing for the scientists
> Build some artisans somewhere for the scientists to turn into science
> > Build some mines somewhere to feed the artisans
> Build some food somewhere for all of these people to eat
> Build some energy somewhere to feed all these new buildings

Which is a lot of steps for just "More scientist please".

What I understand the intention for zones and trade to be is that if you set up your science planet with locally produced trade, CG, amenities, food etc then this condenses down to:

Build a city, which adds science, amenities, housing, and CG
> Build a local mine if the local minerals are looking a too low
> Build a local farm if the local food or gases are looking too low
> Build a local power planet if the local energy is looking too low

Basically, in 3.x and prior you had to choose to either manage planets almost one pop at a time or just fully hand them off to automation. 4.0 pushes the focus to the middle - you set up each planet's net output to be whatever best serves the empire, and once a planet is up and running instead of upgrading every part of the science chain individually you scale up the whole planet at once.

e:
You see, I struggle with the fact that we can put multiple different zones into one city district. It makes no sense for a player who wants to create global resources — like having a planet output CG and Research, for example. Pressing the upgrade button on a city district will create more Researchers that consume CG before it hits the global pool — where you explicitly wanted to increase CG income with the city district upgrade.

So why connect zones into one city district? The only reason I saw — when looking at the screenshot posted — was: you don’t want global intermediates anymore (or at least you want the option to avoid them). You want end-products that matter, like Research, Unity, etc. By setting up a multi-zone city district that provides jobs for both intermediates and the end-product, it removes the need to build them elsewhere — reducing what would be two or three planets and 20 clicks to two clicks and one or two planets.

The system seems tailored to check planets in isolation first, with a clear end-product in mind, and then secondly use them on an empire-wide level to output resources used elsewhere.

Sure, this system leans on trade value balance — but to circumvent that requirement, you can always try to balance out local production. City districts with their three zone slots somewhat reduce micromanagement in the long run.

So yes, this system can be circumvented by just having one trade planet, but then the cost of not having local production and importing stuff is too low.
But maybe that’s intended? What is the intent behind having three zones in one district anyway?

Or maybe I’m just going mad about this.
Yes this, except you're still managing an empire. Instead of always and forever managing your empire by going to every individual planet and setting every single person's individual job personally there comes a point for each of your bespoke, carefully crafted, glittering orbs of industry where if you've done your job right you can just stop by and say "Yes, good job, well done everyone, do that but more please". Which feels much more empirey, to me anyway.

Or maybe I'm also just going a bit mad about this.
 
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Haven't logged on yo the current build, but from the screenshots posted it looks like it's still there.

Something that I think needs to be said about Pop groups is that they are a technical solution rather than a gameplay solution, and it's very rare that a player will care about looking at pop groups outside of investigating bugs.

So stuff like the jobs page should combine all pop groups from the same species because there's not really a lot of circumstances where you care if the people working the consumer goods factory are part of a militarist faction or the materialist one. And I may want to see a breakdown of my planet by species, by strata, by ethics, or by faction, but certainly never all of them at once. In general pop groups should only be shown if the player specifically instructs the UI to display them.
 
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