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Well, it seems like galactic weather control is worthless now.
I see it as literally the opposite. I can now use it, and scientists, to maintain storms to my benefit.

Previously, they were worthless for that. And using them offensively was just such an easy way to delete an empire that I didn't find it fun.

I'm no longer going to need to disable the entire DLC, between that and being able to turn off the precursors if it turns out they're still bad, so I'm quite happy with the change.
 
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Can anyone explain what actual benefit there actually is from constantly seeing these tiny numbers of unemployed Pops and the connected yellow icon on the Outliner accomplishes in the game? Like what action am I supposed to take at this point?

Screenshot 2025-04-05 091906.jpg
 
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So, a beta test.
The term has become so overused by this point that it can mean anything from "proof of concept tech demo" to "we release next week but we're happy to let you do unpaid QA disguised as a pre-order bonus". But it's been three patches and nearly two weeks since
We do not consider zones an experiment.
so I while I can understand still being upset that this beta has hewn somewhat close to the actual meaning of beta I don't understand still being surprised by this beta hewing somewhat close to the actual meaning of beta.
 
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Can anyone explain what actual benefit there actually is from constantly seeing these tiny numbers of unemployed Pops and the connected yellow icon on the Outliner accomplishes in the game? Like what action am I supposed to take at this point?

View attachment 1277074

In a current game model - none. There is a benefit of having red unemployment indicator, you get it after there is a significant number of them. But baseline unemployment is always there so this particular indicator isn't doing anything really
 
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In a current game model - none. There is a benefit of having red unemployment indicator, you get it after there is a significant number of them. But baseline unemployment is always there so this particular indicator isn't doing anything really
It's not always there, only on worlds that are full and also have enough of a populace to grow in the first place
 
Can anyone explain what actual benefit there actually is from constantly seeing these tiny numbers of unemployed Pops and the connected yellow icon on the Outliner accomplishes in the game? Like what action am I supposed to take at this point?

View attachment 1277074
the yellow briefcase tells you that there are pops migrating to fill jobs. Those numbers let you gauge if you have to much unemployment on the planet. Should note: You will get a red briefcase when unemployment gets over 100 pops.
 
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One thing I do like about Zones is that it can make it a bit easier to math things out in your head. For example, if I'm a Xenophobe or Authoritarian Spiritualist empire and I have a planet that has buffs to Mining and Sociology, then I can decide to get my amenities by building an Archive District and placing a Biology Lab there in order to get a mix of Priests for amenities and Scientists to take advantage of the biology bonus, which also provides some Specialists to balance out the slaves. Once I've made that decision, I can scale things up appropriately by clicking a button. Similarly, it does provide a certain level of intuitiveness in regards to unity and science- you can get a good feel for what you need by just levelling your capital's City District and slightly adjusting it with a building.

I do feel, however, that Zones would benefit a lot from having more types of synergies, for 'support' zones as opposed to 'main' zones.

There's a few already if you look for them, such as a planet with a bias towards Minerals being a good place to put a Unity world, since Rare Crystals -> Unity, or Urban zones being a good partner to produce amenities for Rural-focused worlds since they also let you move resource buff buildings into urban slots. More ways to intertwine zones like that would be an excellent step forwards, I feel. Options such as Priests and Rural Strategic Resource Extraction buildings, that add a resource to Zone jobs that other Zones on the planet can use, are where I've been getting the best gamefeel out of using Zones.

Basic resources have relatively few options, so I think there's particular potential for having more buildings along the lines of the Bioreactor and the resource gatherers added to them- possibly even entirely new zones. For example, being able to partially convert a basic resource zone into a maintenance zone- say, a 'Food Processing' zone rather than a 'Farming' zone in order to convert your farmer jobs to a 'factory worker/food processing' job that partially replaces food production with amenities and/or consumer goods- would be a fantastic reason to desire a fertile garden world to rear a decadent trade economy on. Or a 'food packaging' zone that gives food and trade value. Similarly, you might be able to get a 'Hard Labour' zone for mines with the right civics or ethics, so that you can beat crime by building mining zones to throw your dissidents into.

(Not that there isn't opportunity for specialist zones to do this too- Priests turning sources of unity into sources of amenities, or Masterful Crafters turning consumer goods into trade for imports, are both good examples of what could be done. I could see civics like Masterful Crafters or Anglers being made to have upgraded or option-combining versions of pre-existing options to generalise your zones, for example.)

You can do this with buildings, but only to a degree, since buildings are non-scaling and many middle-stage goods like consumer goods are hard to build without a dedicated zone anyway. And the fact that these synergies mostly exist through buildings then limits your options with buildings- my experience so far is that a well-developed planet will have a capital building, a police building, two or so amenity buildings, and a bunch of buildings that are only able to expand on what your zones do anyway, meaning that there's only one or two building slots left free for your personal touch. Moving some of that choice into the zones themselves would thus in turn make it more fun to use buildings, since you can now decide between how much you want to rely on zones versus buildings versus imports to maintain your planet.

In summary, I like the ability to decide on what I want and then get a reasonable balance of stuff by clicking the upgrade button, but there's not enough single-planet synergies for the two City District options to be satisfying on their own. Targeting Basic Resource zones, as the area with the fewest choices to make on any individual planet, would seem like the lowest-hanging fruit to increase the number of single-planet synergies you can make with zones.
 
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This is just a bit more, hopefully helpful, feedback for the planetary UI.

I get the reason for splitting up the original default planetary screen especially as things become more detailed and the new zoning functionality but both the Surface and Management screens have created a bit of a miss match of things and its confusing. Though, I have to say I think the expanding panes are a success and the Colonise window is lovely as is being able to designate the planet as you do it and even turning on automation at the same time. For me this hits on the "Set and forget" which is a good thing.


Anyway - I have no doubt you're working on a improved version of the interface and it looks a bit different to what I'm seeing but really please consider keeping a default "Planetary Summary" tab,(and not calling it Surface). I've re-written my post a few times because I was trying to decide where things could be moved to. In the end, planetary features - imo - should be on the default screen and thats it really. It feels wrong not to be.

To better show the problem is this - a uninhabited planet, much less going on in that screen and nicer to look at but I've learnt nothing more than district makeup and free districts and blockers. Not the type of planet(even if the picture hints at this), its actual size or rare planetary features. Things that are core to looking at, at a glance.

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Additionally, I don't think pops really work in this narrow box... The expandable pane that appears is great yes but I think the Current Population pane needs work somehow, does it display what it needs to? Yes I think it does but I don't know if detailed population information should be in its own tab even, rather than squeezed in here, which I think it has been.

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Anyway, I hope this is taken in the right way, I think there is some actual upgrades in this beta that we will enjoy even if it stays as is. PS I miss the Rural designation.
 
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This is the final update?
Key words: "to the 3.99 Open Beta".

They will be making more fixes before the final release of 4.0 - there will just not be any further open beta versions before then.
 
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The choices of buildings for Archives and Industrial zones are too limited. With these zones what I want is unspecialized production, so labs which specialize my planet in a given type of science are obviously out, while boosting the number of jobs is usually undesirable since if I wanted to do that I'd expand my districts. I think giving these zones access to the full suite of buildings their specialized versions have would be perfectly balanced, since you are still limited to 3 buildings per-zone. This means that since the buildings you're locked out of only effect 40-60% of the jobs in your zone, around half the pops in that zone are missing out on a bonus they'd be receiving if you'd specialized. The only exceptions are planets which recreate the effect of having two hybrid zones of the same type with either a research zone and a unity zone, or a factory zone and a foundry zone, but mechanically it doesn't matter if you build a pair of Industrial zones or Archives vs two specialized zones, so nothing really changes in this respect. In either case you're choosing to make a less specialized planet than you could've and are still limited to the same number of buildings.
 
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I'm still getting a window size error (not an error message) where the windows want to be just a little larger than the settings can account for. I can't tell if I've used the wrong settings or not. I'll get back to that later.
There has been some improvement in the planet's city menu, but also a lot of unneeded changes and a lot of "shrug, I guess" over the civilians. Playing S without mods I end up with a low population result game, so I don't yet know anything about how S's civilians will take a proper Full Empire game in the lategame slowdown-era.
 
I see it as literally the opposite. I can now use it, and scientists, to maintain storms to my benefit.

Previously, they were worthless for that. And using them offensively was just such an easy way to delete an empire that I didn't find it fun.

I'm no longer going to need to disable the entire DLC, between that and being able to turn off the precursors if it turns out they're still bad, so I'm quite happy with the change.
I'd rather have a scaler bar 0-10 option. 10 being ridiculous amounts of devastation, to no devastation. That way people can interact with the destructive aspects if they want to, and allow them to be more consequential then they are now.
 
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A couple things I am seeing having been playing the Beta.

The economy feels better now (though the "start game with massive defecits" bug persists. There is something still 'off' about the economy though, it never feels like it stabilizes quite right, particularly on consumer goods. Amenities are still an issue, and I think Pleasure Seekers are still missing their free entertainers and buffs. However, it's still not /good/. The AI can't seem to figure out the economy and colonize, and there is a critical lack of flexibility. I think restoring the base urban centre's ability to take literally any building would really help smooth out the economy if things start to go sideways, because elsewise the only answer is to redo entire planets if you end up in a bad way on CG or alloys.

Factions are still broken, which really cause a shortage of unity. It's going to be quite hard to get a feel for if pacing is tuned correctly if factions are still broken.

Finally, I am very much pro storms nerf. Devestation is unfun, and also imersion breaking (1: that's what the magnetosphere does, and two, "how the arse does anyone become spacefaring if the cosmic storms are constant)
 
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I'd rather have a scaler bar 0-10 option. 10 being ridiculous amounts of devastation, to no devastation. That way people can interact with the destructive aspects if they want to, and allow them to be more consequential then they are now.
That's a little too game-changing for a slider, I think. The mechanics aren't now and won't later actually be built to be capable of Storm counterplay.
 
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That's a little too game-changing for a slider, I think. The mechanics aren't now and won't later actually be built to be capable of Storm counterplay.
IF it defaults to off or low I don't see it being that big a deal. Sure not everyone would use it, but I really do like having to deal with random tragedies befalling my people sometimes.
 
I decided to try out the beta, and I created an account just to post feedback here. Please let us create more than two zones (ideally up to the number of city districts) or at least weight the two zones we do have. I really like the idea of zones - they make planet size matter for all jobs. Right now, I can spam labs on a generator world, almost always without reducing the number of generator districts. With zones, jobs always come at the cost of districts. On the flip side, jobs only come at the cost of districts, so I could fully dedicate a size 25 world to research (which would require 25 building slots in 3.14).

However, the current system of only two zones is too inflexible. There should be more options than 100% A, 50% A / 50% B, or 100% B. I think a reasonable limit for the number of zones is the number of city districts. You could just scroll to see all the zones (it took me longer than I'd like to admit to figure out I couldn't scroll to see more zones). To eliminate the need for duplicate zones to achieve a desired job mix (e.g. 5 of zone A, 3 of zone B, and 2 of zone C), you could assign a weight to each zone. Like with the number of zones, I think a reasonable limit is for weights to add up to the number of city districts.

Even without weights, I'd rather have a cumbersome UI where I have to scroll through 20+ zones but that maintains the current level of flexibility in creating specific numbers of jobs than a clean and simple UI that only allows 100% A, 50% A / 50% B, or 100% B. Sure, you could go for 50% A / 50% B and then reduce the number of B jobs by 75% to achieve e.g. 80% A / 20% B, but then you are only using 62.5% of the planet.
 
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I think the beta has left a bad taste in a lot of player's mouths. With this been the last patch those players will be in the dark with how the development is going. I hope the developers will be transparent and provide updates to how these systems are developing to help put these worried player's at ease.

I'm one of these worried players who has been playing Stellaris for years, I'm so used to how the game has been, that many of these changes worry me. I know the beta isn't going to be the end product. But it is a taste of what's to come. I see the potential in the idea of zones. But the way buildings are handled and changed within the beta has worried me. The effective reduction of building slots through restrictions and limitations concerns me. We've gone from being able to place 11 buildings freely with few restrictions to having overall more slots but those slots have limitations. We've gone from having buildings that would upgrade to having buildings and their upgrades been separated, with many questionable changes made to their effects. I know that some things will have to change to work with the new systems. I just want some of these buildings to retain their effects and upgrades. I'd rather have new buildings than recycle older ones.

One building and it's upgrade I want putting back together is the holo-theatre. So their main purpose is to provide entertainer jobs to solve amenities issues.

I want monuments to work in 4.0 as they do now. A planet unique building that can be upgraded 2 times. Without requiring a unity zone.

I want gene-clinics and medical workers to work as they did before. I don't want to have to build 3 separate buildings to gain the benefits we did previously. If this must change for balance reasons since Biogenisis genetic ascension makes use of them. Then I suggest only having 2 buildings. 1 for the jobs and the other for the benefits that could be changed with the implementation of a healthcare policy. That allows players to choose what benefits medical workers provide. This could be expanded with unique health care policies for civics that interact with medical workers like natural design. Speaking of which I think that civic should get 2 extra medical workers in 4.0 for medical centers. Because otherwise It'll lose 2 medical workers it gains access to currently.

I want the resource boosting buildings to be put back together and provide their increases. Add in separate buildings for extra jobs and job efficiency. Like auxiliary generators or hydroponic farms. Why not make automation buildings provide job efficiency?

I want the alloy plants and consumer goods factories to be put back together with their upgrades and provide their scaling output bonus and upkeep costs. Add in new buildings for the extra jobs and upkeep reduction.

I wouldn't mind if research labs were changed to work similarly. Increasing research output and job upkeep. With new buildings to provide job specializations, upkeep reduction and the research institute going back to being empire unique.

I've said it before and I'll say it again how buildings are handled in 4.0 will be very important. Now that players will have more limitations on their planets.
 
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The food deficit for vanilla empires is kind of annoying, but from what I've seen its never more than -5 or -6 so shouldn't be hard to balance. As for catalytic, I'm guessing they've not gone through start variations for that civic.

The issue for me is not if the deficit is big or small, but that it doesn't feel intended.

Are we suppose to start on a food deficit for whatever reason now? Fine by me, but I'd like to know is a deliberate decision. I think it probably isn't because how weirdly pops behave and I suspect there's some miscalculation somewhere.

Cheers!​
 
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I think restoring the base urban centre's ability to take literally any building would really help smooth out the economy if things start to go sideways, because elsewise the only answer is to redo entire planets if you end up in a bad way on CG or alloys.
An alternative would be to bring back the Industrial districts, or let worlds have two City districts. Either of those should substantially increase the flexibility of the new economic system.

The additional district could be put in the UI place currently reserved for displaying zones/buildings, which could instead be displayed in the box currently showing planet production/deficits whenever a district/zone is selected (i.e. when no district/zone is selected the box displays production/deficit information, and when a district/zone is selected, the box displays the zone/building information). At least if my reading gave me the right impression of how the UI works.
 
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