Self-Indulgent Preamble
I've seen parts of this topic discussed in many threads, so I thought I'd discuss the issue directly. I've been through enough Sales and Corporate Teamwork meetings that I felt I could explain it reasonably well. And I've played enough board games that the system patterns are pretty easy for me to identify. The Devs have stated that part of the design goals for 4.0 is for players to create less hyper-focussed worlds that spam a single building, and they want to see more mixed builds in empires. The problem is that many of the incentive systems in the game go directly against it.
First, a story. taken from a Business Success type book, the name of which escapes me right now:
A Business Consultant was brought into a car dealership by the Sales Manager. The Manager told the Consultant that he didn't like the work culture in the Sales Department. Experienced salespeople were aggressive, protectionist, and refused to help new hires. He wanted them all to operate together as a team. The Consultant sat in on a weekly sales meeting where the Manager berated the Salespeople for their selfish behaviour, and told them all that this Consultant was going to give them ideas about how they could work together. But first, he had an update on their individual sales numbers, and turned their attention to the giant board in the conference room showing who was in the lead. The Managet said, "Remember, Top Salesman at the end of the year get's a Paid Vacation to Hawaii!!!" The consultant's shoulders slumped, this was going to be a tough job.
The point of the story is you can try to argue people into a set of behaviours all you want. But they won't actually change until you change the incentives involved. The Salespeople were all being rewarded individually, and there was a single winner-take-all contest incentivising them to work against each other. You cannot create a cohesive team environment while incentivising those people to work selfishly. When the incentives change to reward teamwork, you get more teamwork. So what's the point of all this pre-amble?
How Stellaris Incentivises Hyper-Focused Planets
There are several systems and situations in 3.14 and 3.99.x that push players into the "problem" of only using Planets and Habitats hyper-focused on one resource/job. Systems like the current implementation of Planetary Specializations, Advanced Buildings, and the new Zones system feed into this.
One way to combat this to add costs and "punishment" until you reach a sort of balance. The can work, although using it too often can lead to lowering enjoyment in the game, making players feel like things are no longer fun. Another way is looking at the system of incentives as they exist now, and adjusting them to create newer, wanted behaviour. If the Sales Manager from the story above moved from a "Best Salesman gets a Vacation" system to a "If total Sales grows by 10%, everyone gets a bonus" incentive, they wwould more likely see the Sales group operate as a team. I think we can do the same thing for Stellaris. I think the base unit we need to work at is what is going on with Jobs. Spamming the same buildings, and the same Zones, creates the net result of spamming the same Job.
So why are players so focussed on making single-job worlds? I see two major aspects at play, one is the way Planetary Specializations give a boost to single jobs, and the second is how the new Zones system along with Buildings also makes single-jobs more efficient.
(Edit: to be clear, I am not suggesting that they implement ALL of these ideas, or that my specific examples are perfect fixes. These are just examples of various options. My goal is to show ways that these systems can be adjusted to make mixed worlds more viable, not to remove mono-resource worlds entirely. I'm also Autistic and controlling my tone via text is hard. I've been told my writing comes off as pretentious. I'm sorry if it does, I do not know how to fix it. Please take these as ideas for ways to balance things out.)
Planetary Specializations
Let's look at a couple examples in the current build:
Incentives: "Build a whole bunch of whatever grants this one job/stratum on this planet, and you get rewarded with efficiency!"
Behaviour: "I build nothing but Alloy Foundries and City Districts with Foundry Zones on this one planet, to get as many Metallurgists as possible!"
Ways to Fix This: Better Incentives
If you want to see more pluralistic worlds, you need to change those incentives. Let me give you an idea of what I mean, following the idea of vertically-integrated supply chains. These are some additional planetary designations that could be added to the game:
Incentives: "Build whatever makes a given vertical stream of resources and you get rewarded with efficiency!"
Behaviour: "I build planets with a mix of raw resource districts, and various Zones/Buildings, to try and keep this entire supply chain on one world."
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Or here's an idea where you focus the world around a set of resources, not just single jobs:
Incentives: "Build whatever generates the various related Resources on this world, and you get rewarded with efficiency!"
Behaviour: "I build planets with a mix of raw resource districts, and various Zones/Buildings, to take advantage of the natual features, while maintaining high efficiency."
Zones & Advanced Buildings
Right now Zones and Buildings come with a pretty direct set of incentives from these formulas:
Behaviour: "Forge World with all City Districts, and multiple Foundry Zones, with just enough Amenities to prevent riots."
Ways to Fix This: Better Limitations
I see a couple options that could be tried:
1) Implementing a system of Diminishing Returns on Zones: The first Foundry Zone gives +100 Metallurgist Jobs, the second one gives +80, the third +60. There's only so many places in the City appropraite for a given Zone, adding more and more makes it harder to find the space to do so.
2) Implementing Diseconomies of Scale on Zones: The second and third Foundry Zone on a planet still adds +100 Metallugist Jobs, but the second comes with a +5% Upkeep for all Metallurgists, and the third Zone adds +10%. It's harder to get more of the exact same worker on a given planet. The more to employ in a single space, the higher the costs get.
3) Building Limitatations to Zone: Advanced Buildings (ex. Alloy Mega-Forges, Alloy Nano-Plants) only apply to Jobs in the Zone they are build in. Each Zone operates semi-independantly, and Buildings can only be used by so many Pops. (This one might be tougher to code, depending how they calculate jobs)
4) Zone Ban Hammer: No repeating Zones on a planet! Might break some builds and shatter some dreams, but this is the easier one to code for sure.
Other Ways to Promote Mixed Planets
1) Trade and Planetary Deficits - Fix the UI
This is a pretty simple and relatively elegant way to represent the fact that trading between planets should have some kind of cost, without implementing a complicated Logistical system in the game, Although, the big problem with it currently is I have no idea how this is calculated, and there's nothing in the Planetary UI that indicates how much Trade is being used to fund the Defecit on my Specialized Worlds, outside of an Empire-Wide "Planetary Deficits" value in the top bar.
Pros: Fairly easy to implement, and it does fit into the fiction pretty well. Think of it like Amenities for Interstellar Logistics.
Cons: Needs more UI and tooltips to explain how it's calculated. This counts as a more punitive way to fix it, as opposed to an incentive-based one. Players will whine about being held back by a new system, like Amenities when it first arrived.
"This seems like it should be really inefficient, I guess. How much is this costing me? I can't actually tell..."
------
2) Rework: Move to a Zones > (Districts and Buildings) System
Change the way Zones work, to limit the ability to Spam multiple Zones. Instead, Zones are now the boxes that contain both Districts and Building Slots. You start a planet off with a City Zone and the 3 base resource Zones (Energy/Metal/Food). Then you can pick a certain amount of Zones to add to each planet, limited perhaps by Planet Type, Unique Features, Tech-Unlocks etc. Each of these Zones will have their own Districts, which provide Jobs. This becomes a sort of customizable 2.xx system, where Districts still dominate.
Pros: Retains more of the granularity of the 3.xx economy, allowing players to make more minute adjustments to total jobs on the planet. It also allows the Devs to introduce new Zones through unique features and DLCs. Also allows Buildings to retain their 4.99.0-4 status as "Job multipliers" without making things too crazy, if other fixes are implemented.
Cons: Another rework, will cost Developer time to implement. Might mess with plans for future DLC. Still includes Building Slots within seperate Zones, a change that some players do not like it.
-----
I think a version of the Zones system can be a really great addition to the game, and I hope at least a few of my suggestions might be able to help with some of the growing pains we're seeing as it develops.
I've seen parts of this topic discussed in many threads, so I thought I'd discuss the issue directly. I've been through enough Sales and Corporate Teamwork meetings that I felt I could explain it reasonably well. And I've played enough board games that the system patterns are pretty easy for me to identify. The Devs have stated that part of the design goals for 4.0 is for players to create less hyper-focussed worlds that spam a single building, and they want to see more mixed builds in empires. The problem is that many of the incentive systems in the game go directly against it.
First, a story. taken from a Business Success type book, the name of which escapes me right now:
A Business Consultant was brought into a car dealership by the Sales Manager. The Manager told the Consultant that he didn't like the work culture in the Sales Department. Experienced salespeople were aggressive, protectionist, and refused to help new hires. He wanted them all to operate together as a team. The Consultant sat in on a weekly sales meeting where the Manager berated the Salespeople for their selfish behaviour, and told them all that this Consultant was going to give them ideas about how they could work together. But first, he had an update on their individual sales numbers, and turned their attention to the giant board in the conference room showing who was in the lead. The Managet said, "Remember, Top Salesman at the end of the year get's a Paid Vacation to Hawaii!!!" The consultant's shoulders slumped, this was going to be a tough job.
The point of the story is you can try to argue people into a set of behaviours all you want. But they won't actually change until you change the incentives involved. The Salespeople were all being rewarded individually, and there was a single winner-take-all contest incentivising them to work against each other. You cannot create a cohesive team environment while incentivising those people to work selfishly. When the incentives change to reward teamwork, you get more teamwork. So what's the point of all this pre-amble?
How Stellaris Incentivises Hyper-Focused Planets
There are several systems and situations in 3.14 and 3.99.x that push players into the "problem" of only using Planets and Habitats hyper-focused on one resource/job. Systems like the current implementation of Planetary Specializations, Advanced Buildings, and the new Zones system feed into this.
One way to combat this to add costs and "punishment" until you reach a sort of balance. The can work, although using it too often can lead to lowering enjoyment in the game, making players feel like things are no longer fun. Another way is looking at the system of incentives as they exist now, and adjusting them to create newer, wanted behaviour. If the Sales Manager from the story above moved from a "Best Salesman gets a Vacation" system to a "If total Sales grows by 10%, everyone gets a bonus" incentive, they wwould more likely see the Sales group operate as a team. I think we can do the same thing for Stellaris. I think the base unit we need to work at is what is going on with Jobs. Spamming the same buildings, and the same Zones, creates the net result of spamming the same Job.
So why are players so focussed on making single-job worlds? I see two major aspects at play, one is the way Planetary Specializations give a boost to single jobs, and the second is how the new Zones system along with Buildings also makes single-jobs more efficient.
(Edit: to be clear, I am not suggesting that they implement ALL of these ideas, or that my specific examples are perfect fixes. These are just examples of various options. My goal is to show ways that these systems can be adjusted to make mixed worlds more viable, not to remove mono-resource worlds entirely. I'm also Autistic and controlling my tone via text is hard. I've been told my writing comes off as pretentious. I'm sorry if it does, I do not know how to fix it. Please take these as ideas for ways to balance things out.)
Planetary Specializations
Let's look at a couple examples in the current build:
Agri-World: Agriculture District Build Speed +25% Farmer Output +25% | Rural World: Generator/Mining/Agriculture Districts Build Speed +25% Worker Output +10% | Factory World: Artisan Upkeep -20% |
Incentives: "Build a whole bunch of whatever grants this one job/stratum on this planet, and you get rewarded with efficiency!"
Behaviour: "I build nothing but Alloy Foundries and City Districts with Foundry Zones on this one planet, to get as many Metallurgists as possible!"
Ways to Fix This: Better Incentives
If you want to see more pluralistic worlds, you need to change those incentives. Let me give you an idea of what I mean, following the idea of vertically-integrated supply chains. These are some additional planetary designations that could be added to the game:
Materialist World: Focussed on the Research Stream (Metals > GCs > Reseearch points) Mining District Build Speed +25% Miner Output +10% Artisan Upkeep -20% Biologist/Sociologist/Engineer Upkeep -20% | Fortress World: Focussed on Military and Defences (food, metal, CGs, alloys) Mining /Agriculture District Build Speed +10% Miner/Farmer Output +10% Artisan/Metallurgist Upkeep -10% Army Build Speed -25% |
Habitat World: Focussed on creating happy, reproductive Pops (Food, Exotic Gasses, Pop Growth Speed) Agriculture District Build Speed +25% Farmer Output +25% Exotic Gasses from Farmers Output +10% Gas Refiners Upkeep -10% Medical Workers Upkeep -10% | Administrative World: Focussed on bolstering the Empire (Metals, Alloys, Crystals, Unity) Mining District Build Speed +25% Miner Output +10% Artisan Upkeep -10% Translucers Upkeep -20% Rare Cystals from Crystal Miners +10% Bureaucrat Upkeep -10% |
Incentives: "Build whatever makes a given vertical stream of resources and you get rewarded with efficiency!"
Behaviour: "I build planets with a mix of raw resource districts, and various Zones/Buildings, to try and keep this entire supply chain on one world."
------
Or here's an idea where you focus the world around a set of resources, not just single jobs:
Extraction World: Focussed around extracting base resources and getting them off world (Energy, Metal, Food, Trade) Generator/Mining/Agriculture Districts Build Speed +25% Worker Output +15% Traders Upkeep -20% Traders Output +10% | Refinery World: Focused on extracting and refining Advanced Resources (Motes, Crystals, Gasses) Generator/Mining/Agriculture Districts Build Speed +25% Strategic Resources from Workers +10% Gas Refiners/Translucers/Chemists Upkeep -20% Strategic Resources from Strategic Resource Gatherers: +15% |
Incentives: "Build whatever generates the various related Resources on this world, and you get rewarded with efficiency!"
Behaviour: "I build planets with a mix of raw resource districts, and various Zones/Buildings, to take advantage of the natual features, while maintaining high efficiency."
Zones & Advanced Buildings
Right now Zones and Buildings come with a pretty direct set of incentives from these formulas:
- (Number of City Districts) * (Zone type) = Number of Zone Jobs
- (Number of Jobs) * (Jobs Output Multiplier) = Total Output
- (Number of Jobs) * Upkeep * (Jobs Upkeep Reduction) = Total Costs
Behaviour: "Forge World with all City Districts, and multiple Foundry Zones, with just enough Amenities to prevent riots."
Ways to Fix This: Better Limitations
I see a couple options that could be tried:
1) Implementing a system of Diminishing Returns on Zones: The first Foundry Zone gives +100 Metallurgist Jobs, the second one gives +80, the third +60. There's only so many places in the City appropraite for a given Zone, adding more and more makes it harder to find the space to do so.
2) Implementing Diseconomies of Scale on Zones: The second and third Foundry Zone on a planet still adds +100 Metallugist Jobs, but the second comes with a +5% Upkeep for all Metallurgists, and the third Zone adds +10%. It's harder to get more of the exact same worker on a given planet. The more to employ in a single space, the higher the costs get.
3) Building Limitatations to Zone: Advanced Buildings (ex. Alloy Mega-Forges, Alloy Nano-Plants) only apply to Jobs in the Zone they are build in. Each Zone operates semi-independantly, and Buildings can only be used by so many Pops. (This one might be tougher to code, depending how they calculate jobs)
4) Zone Ban Hammer: No repeating Zones on a planet! Might break some builds and shatter some dreams, but this is the easier one to code for sure.
Other Ways to Promote Mixed Planets
1) Trade and Planetary Deficits - Fix the UI
This is a pretty simple and relatively elegant way to represent the fact that trading between planets should have some kind of cost, without implementing a complicated Logistical system in the game, Although, the big problem with it currently is I have no idea how this is calculated, and there's nothing in the Planetary UI that indicates how much Trade is being used to fund the Defecit on my Specialized Worlds, outside of an Empire-Wide "Planetary Deficits" value in the top bar.
Pros: Fairly easy to implement, and it does fit into the fiction pretty well. Think of it like Amenities for Interstellar Logistics.
Cons: Needs more UI and tooltips to explain how it's calculated. This counts as a more punitive way to fix it, as opposed to an incentive-based one. Players will whine about being held back by a new system, like Amenities when it first arrived.
"This seems like it should be really inefficient, I guess. How much is this costing me? I can't actually tell..."

------
2) Rework: Move to a Zones > (Districts and Buildings) System
Change the way Zones work, to limit the ability to Spam multiple Zones. Instead, Zones are now the boxes that contain both Districts and Building Slots. You start a planet off with a City Zone and the 3 base resource Zones (Energy/Metal/Food). Then you can pick a certain amount of Zones to add to each planet, limited perhaps by Planet Type, Unique Features, Tech-Unlocks etc. Each of these Zones will have their own Districts, which provide Jobs. This becomes a sort of customizable 2.xx system, where Districts still dominate.
Pros: Retains more of the granularity of the 3.xx economy, allowing players to make more minute adjustments to total jobs on the planet. It also allows the Devs to introduce new Zones through unique features and DLCs. Also allows Buildings to retain their 4.99.0-4 status as "Job multipliers" without making things too crazy, if other fixes are implemented.
Cons: Another rework, will cost Developer time to implement. Might mess with plans for future DLC. Still includes Building Slots within seperate Zones, a change that some players do not like it.
-----
I think a version of the Zones system can be a really great addition to the game, and I hope at least a few of my suggestions might be able to help with some of the growing pains we're seeing as it develops.
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