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Hi everyone!

Way back in Dev Diary 152, we discussed some planetary changes that we experimented with during summer 2019. At the time, we decided that while we learned a lot from the experiment, they required significant additional refinement before being something we wanted to incorporate into Stellaris.

Summer 2020 gave us the additional time we needed to revive these (and some other) experiments. Our primary objectives were to reduce the mid to late game micromanagement burden and provide quality of life improvements, including generally making the prebuilding of planets more viable, making planetary automation reliable enough to be trusted in the mid to late game, and making dealing with unemployment and pops easier.

We’ll be talking about these subjects in multiple dev diaries over the next couple of months.

Industrial Districts

Planet View Showing Industrial Districts

Azure Chalice is… er, was... a lovely place.

The planet view has shifted things around a bit and now supports the display of up to six district types. Most planets will have five district types available. This extra real estate could also be of special interest to modders.

The new brownish-orange district next to the City District is the revived Industrial District. Industrial Districts are treated as urban districts (and as such are not limited by planetary features), but rather than the Laborers that split their output from the original experiment, we’ve decided to have the districts provide regular empires one Artisan and one Metallurgist job. Gestalts have either two Foundry Drones or Fabricators as appropriate.

Industrial District tooltip (regular empire)

Work, work, work.

Factories and Foundries will still exist but are now planet unique, with the first tier building adding 2 jobs to the planet just like the old versions. The upgraded versions, however, will now add either 1 or 2 jobs of the appropriate type to each Industrial District on the planet.

Ecumenopoli will retain their specialized districts, but can be boosted by the Foundry or Factory buildings. The number of jobs per district on ecumenopoli have been adjusted somewhat as part of an overall economic balance pass. Since Industrial Districts are considered urban, a planet with a mix of City and Industrial Districts can be paved over and turned into an Ecumenopolis using the Arcology Project decision.

Since districts are now much more critical to the development of your civilization, the average size of homeworlds has been increased by 2, and as an additional side effect, the Mastery of Nature Ascension Perk may also become a bit more desirable.

Building Slots

I’m sure you’ve already noticed from the above screenshot, Building Slots no longer list population counts. Instead of relying on population, they're opened up by increasing the infrastructure of the planet. This is generally done by building City Districts (or their equivalent) or by upgrading the colony's Capital building. As a pleasant side effect of this, your buildings will no longer get ruined when a pop gets resettled, ritually killed, or eaten by mutants.
City District tooltip
Planetary Administration tooltip

Build up that infrastructure.

Two new technologies that unlock additional Building Slots have also been added, Ceramo-Metal Infrastructure and Durasteel Infrastructure. They represent the civilian adoption of military technology, and as such require some government techs and the associated armor technologies. The Adaptability tradition tree, for those that have it, still has a tech that grants a Building Slot as well.

As specialized and advanced worlds, Ecumenopoli, Ring Worlds, Hive Worlds, and Machine Worlds start with all of their building slots unlocked.

Habitats are intended to feel a bit cramped, so while Habitation Modules do not open up Building Slots, the Voidborne Ascension Perk will continue to grant two Building Slots to those that choose to embrace living in space.

The MegaCorps out there may ask “but what about our Branch Offices?” - we’ve got you covered.

Locked Branch Office building slot tooltip

Insider Trading. Institutionalized corruption exploited by the upper classes, or just greasing the wheels of trade?

Branch Offices will tie their slots to the level of the colony’s capital building. For example, a Planetary Administration building will grant one Branch Office Building Slot, a Planetary Capital will grant two, and a System Capital-Complex would grant three. If the target empire has the Insider Trading tradition, you’ll have one extra Branch Office Building Slot. (This may grant you a Branch Office building even on newly colonized worlds, if your business plan expects it to be profitable.)

But Why?

By decoupling the building unlocks from population growth, it makes it much easier to “prebuild” a planet to varying degrees. It removes some of the tedium of waiting for that last pop to finish growing before a slot unlocks, as well as the negative experience that occurred when a critical pop moved or died right at the wrong time. This change went through many iterations - in one of them the rural and industrial districts added "fractional" slots, in another the capital buildings gave more slots at each upgrade. The combination of having both City Districts and the Capital Building contributing to the slots, along with the additional techs, finally felt right. It's nice when even a newly founded Colony possesses at least one open building slot since it lets you immediately begin construction of a Spawning Pool or other high value building right away.

Moving the essential secondary resources of Consumer Goods and Alloys to districts frees up the building slots a little bit and creates a greater differentiation between heavily urbanized or industrial planets and resource generating colonies. Qualitatively we also felt that it "feels nice" to be getting more of your physical resources from the district level, leaving the Building Slots for more unique and specialized needs.

Both of these changes also happen to make some planetary automation decisions a little easier - your Tech Worlds should clearly build a mix of City and Industrial districts, for instance, to make room for Research Labs as well as to provide the Consumer Goods needed to pay for them. We do recognize that it may be difficult - or even impossible - to unlock all Building Slots on a planet that has not been urbanized, but those resource generating planets often do not have quite as strong a need for a large number of buildings.

Ideally in the mid to late game you could colonize a planet, set the colony designation you want for the planet, turn on automation, and reasonably expect the planet to be in decent shape - and doing what you told it to - the next time you look at it. (In the early game it's certainly possible, but your empire's economy may not be stable enough to support dedicated worlds and your colonies may be better off with direct caretaking.)

We have a few other experiments that are still ongoing that affect the relationship between urbanized vs. less developed planets that are not entirely conclusive yet. If they prove out we'll discuss them later on in this series of diaries. Our current plan for next week's diary is to talk more about the automated colony management overhaul as well as the automatic and manual resettlement of pops.

As a reminder, we have an ongoing feedback thread related to AI improvements we have in beta on the stellaris_test branch. We'd love to get more people on it and telling us what they think about them. (Please note that 2.8.1 is an optional beta patch. You have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.)

Thanks!
 
I did the thing today that we were talking about where the Forge World and Foundry World designations (and habitat equivalents) will now also shift one job between Consumer Goods to Alloys (or vice-versa) for Industrial Districts if possible. I'll play around with that and see how it works out.

1604680684088.png


The phrasing is the Rogue Servitor's fault - they still get two Alloy Drones per Industrial District by default, but if they build the Factory line of buildings they'll be able to shift their added Artisan Drones over. I think this should satisfy the worries about drowning in Consumer Goods.

Can we build industrial districts on the habitats too?
Yes.

1604680225079.png


There should be a way to specialize the planet fully without further clicks. So say if you want to exclusively build alloys, if you set the artisan number to zero, it should stay at zero even when new industrial districts are built.
If the current experiment works out, you'll set it to a Forge World (which you probably should do anyway if it's your Alloy source) and your Industrial Districts will have 2 Metallurgists by default. (With no Artisans.)
 
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but if they build the Factory line of buildings they'll be able to shift their added Artisan Drones over.
Wait, huh? I thought only the jobs created by the Industrial districts could be shifted over. Does this mean that Rogue Servitors will have an unique ability to produce +4 +5 Foundry jobs, while all other empires are capped at +3 +4?

Not to mention that I planned to have Forge Worlds as a Rogue Servitor that also produce consumer goods on the side with the +1 Artisan jobs from the Factory building. That job being affected by designation would force me not to use Forge World designation on any world where I want to have any Artisan jobs at all.
 
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Wait, huh? I thought only the jobs created by the Industrial districts could be shifted over. Does this mean that Rogue Servitors will have an unique ability to produce +4 Foundry jobs, while all other empires are capped at +3?
All gestalts have two Alloy Drones and no Artisan Drones on their Industrial Districts.

Servitors have access to the Factory line (if they want to add Artisan Drones to their Industrial Districts), but they also have Artisan Drone jobs on the Bio-Trophy buildings (which would be unaffected by the planetary designation).
 
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It's not very important but did you think about the implication of those changes on Special worlds like Resort world and Thrall worlds?
Since those can't build city districts, they might be stuck in term of building slots, no?
 
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What suggestions do you have for the others?

Following the idea of customizing district jobs:
- Basic resource designation (agrarian, mining, generator) could shift a certain amount of city clerks to the designation job (farmers, miners, technicians) - this way rural focused empires can access building slots without a large punishment as commented in previous posts. The only problem here is that it affects 2 different district types.
- Urban designations (tech, fortress and bureaucratic) could shift a certain amount of clerks to the designation job (researcher, soldier, bureaucrat).
 
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Servitors have access to the Factory line (if they want to add Artisan Drones to their Industrial Districts)
Yeah, I'm just surprised that the job added by the Factory building can actually be shifted over.

Does this mean that Rogue Servitors will have an unique ability to produce +4 +5 Foundry jobs, while all other empires are capped at +3 +4?

Forgot for a moment though that there's going to be two upgradeable tiers, so I got the numbers wrong, regular empires get +4 Foundry jobs with Gestalt authority or Foundry World specialization and a fully upgraded Foundry, and based on what you're saying, Rogue Servitors will get +5.

So, how many Factory jobs will Foundry World designation shift for Rogue Servitors? Just one of them, resulting in +5 Foundry, +1 Factory jobs per district once both Foundry and Factory are fully upgraded, right?
 
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What suggestions do you have for the others?

Making the city planet one give something related to better handling large amounts of pops, rather then just the building of city districts: +1 housing per district, -10% housing usage, -10% amenity usage, something along those lines.

I think most of the rest of planet designations are actually fine, with the only exception being bureaucratic centers having a single catch-all designation across all planet types, and that capitals should give bonus admin cap from jobs (currently they are the worst spot to have bureaucrats, as they don't benefit from the extra stability your capital gives).
 
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I would really like if instead of buildings we would have "infrastructure or social projects" that modify the outputs of the planet. This would make it more realistic and perhaps also versatile. E.g. if instead of a fortress we would have "fortifications level 1", instead of factory perhaps just "industrial development or high-tech industries level 1 etc etc. It just feels a bit restricting that in contect of a whole planet we're talking about planets instead of planetary or system development projects and levels.
 
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All gestalts have two Alloy Drones and no Artisan Drones on their Industrial Districts.

Servitors have access to the Factory line (if they want to add Artisan Drones to their Industrial Districts), but they also have Artisan Drone jobs on the Bio-Trophy buildings (which would be unaffected by the planetary designation).

I think the question is if the extra jobs from the Factory line will be shifted over by the planetary decision. I don't think that's how it works, because if it did it'd be pretty OP.
 
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What suggestions do you have for the others?
Captials (Empire and sectors) could get unique designations (this would mean Empire capitals aren't just locked to the default one). This could either be on the planetary scale, or even the sector scale (Going further with this, old buildings like the planetary supercomputer or galactic stock exchange would be limited to capitals again, but also sector capitals, giving resource specific bonuses to their sector).
Trade designation: There's one for habitats, but not planets.
Urban designation: bonus amenties per job, less housing usage? Something other than just faster build speed and decreased district cost, because that's really only useful if you're going for the Arcology project.
 
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I did the thing today that we were talking about where the Forge World and Foundry World designations (and habitat equivalents) will now also shift one job between Consumer Goods to Alloys (or vice-versa) for Industrial Districts if possible. I'll play around with that and see how it works out.

View attachment 650361

The phrasing is the Rogue Servitor's fault - they still get two Alloy Drones per Industrial District by default, but if they build the Factory line of buildings they'll be able to shift their added Artisan Drones over. I think this should satisfy the worries about drowning in Consumer Goods.


Yes.

View attachment 650360


If the current experiment works out, you'll set it to a Forge World (which you probably should do anyway if it's your Alloy source) and your Industrial Districts will have 2 Metallurgists by default. (With no Artisans.)

Oh yes! This is great! :D

Are you going to be experimenting with the ecumenopolises too? Any possibilities of changes there? Anything planned?
 
Captials (Empire and sectors) could get unique designations (this would mean Empire capitals aren't just locked to the default one). This could either be on the planetary scale, or even the sector scale (Going further with this, old buildings like the planetary supercomputer or galactic stock exchange would be limited to capitals again, but also sector capitals, giving resource specific bonuses to their sector).
Trade designation: There's one for habitats, but not planets.
Urban designation: bonus amenties per job, less housing usage? Something other than just faster build speed and decreased district cost, because that's really only useful if you're going for the Arcology project.

I agree that Urban district is underwhelming
 
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Making the city planet one give something related to better handling large amounts of pops, rather then just the building of city districts: +1 housing per district, -10% housing usage, -10% amenity usage, something along those lines.

I think most of the rest of planet designations are actually fine, with the only exception being bureaucratic centers having a single catch-all designation across all planet types, and that capitals should give bonus admin cap from jobs (currently they are the worst spot to have bureaucrats, as they don't benefit from the extra stability your capital gives).
Oh god, yes, Urban Worlds and Rural Worlds really need some actually useful effects, currently it feels like there's no reason to designate planets that way other than when you're currently building districts.
 
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What suggestions do you have for the others?

Fortress worlds could swap out the Clerk job city districts for a Soldier.

Also as many have said, Urban could do with a buff of some kind and it might be good to have planet designations for Trade worlds and Culture Worlds (or for Spiritualists Cathedral World for Priest output and Spiritualist Ethic attraction). Ecumenopolis - Culture might also be nice.

Potentially then, higher level ones (like Culture World, Cathedral World, Tech World or Trade World) might do a job replacement for an Administrator? Either for two of the relevant specialists or one of the relevant leader tier jobs?

As a final thing, having Aristocratic Elite or Feudal Society could allow you to get Feudal Worlds which replace rural worlds and give Authoritarian attraction (and maybe slave bonus output) in addition to worker output, but don't give the district build speed?
 
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Seems you are going the direction i guessed, Eladrin ; just replicated the changes and the districts (even did it with ringworlds) and im planning on testing some interactions for city districts and other planet specializations (like research, or militar) so it makes the colony designation even more relevant (and ai will be more guidelined).

Tbh yesterday i was pretty much skeptical about the changes but i see the reason behind now, and i think i can even predict some of the future changes but ill watch (closely) and start doing my tests with ais and such, keep up with the good job.

1604685029826.png




1604685616167.png
 
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Captials (Empire and sectors) could get unique designations (this would mean Empire capitals aren't just locked to the default one). This could either be on the planetary scale, or even the sector scale (Going further with this, old buildings like the planetary supercomputer or galactic stock exchange would be limited to capitals again, but also sector capitals, giving resource specific bonuses to their sector).
Trade designation: There's one for habitats, but not planets.
Urban designation: bonus amenties per job, less housing usage? Something other than just faster build speed and decreased district cost, because that's really only useful if you're going for the Arcology project.


That's a cool idea. I would like to see a return of sector and empire unique buildings.
 
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Something that I forgot to put in my other comments, but the one thing I'm loving more than these changes is the amount of dev interaction in this thread and transparency as to potential mechanics. Things are being talked about, tried out, and even a day later still getting responses. Great work guys, makes me very hopeful for the future.

One thing I'd really like to see would be making hive worlds and machine worlds actually unique and interesting planets similar to ecumenopoli, rather then just a "hey you know that planetary feature tab? Now you can ignore it even more!" Hive worlds getting a better farming district, synapse district, maybe a pop growth district and/or soldier drone district? Machine worlds with energy, industrial, coordinator, and research.

Also on the note of special worlds, are resort worlds just completely dead now? With no city district construction, they can't unlock more building slots, so once they hit a certain pop amount they literally can't get more jobs. Maybe change it to something like "Only city districts can be built. -12 districts" So that you end up with urban centers to support the tourists and then vast stretches of wilderness for them to enjoy. Could -75% districts instead, but I think a flat number is better.

With pop count no longer being used to support districts, I think that the clerk job becomes even weaker than it already is. For most cases that's fine: city districts it's to give a little bit of job buffer, ring worlds and ecu's it's to provide large amounts of jobs for late game. But the habitat trade district and commercial hub building, already very rarely built, are even worse now (and the commercial hub even more because building slots are more valuable).

Also random fun fact: Both the base level and upgraded precinct houses provide more defense armies than the stronghold/fortress (4 vs 3 for first level, 10 vs 9 for upgraded). I don't think this makes much sense from the story perspective.
 
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