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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!
 

Incompetent

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First, this is 100% a result of changing how building slots are unlocked and 0% to do with industrial districts. Changing how the slots are unlocked could be good, and would be less disruptive. What I'm opposed to is the industrial district.
Second, this... isn't something I ever do. The only cases where I mass resettle is to new colonies (to get to 10 pops), ringworlds and ecus, which don't have that issue. This is not a "normal" part of the gameplay loop, like resettling to manage unemployment or building/upgrading buildings as slots open and you run out of open jobs. You have to go out of your way to do this.

Ah sorry, I didn't follow that part. Yeah, these are two independent changes that have separate pros and cons.

You're right that industrial districts don't change the amount of micro that much, except in the specific instance when you're building a CG/alloy planet, in which case it helps quite a lot because you don't need to wait for many slots and you can just queue everything up. I think this change is at least worth trying out though for reasons other than micro, especially for the early game and for non-Ecumenopolis empires. The main test I think will be whether we get enough interesting and powerful buildings to have serious competition for slots. If not, unlocking building slots will be mostly about making space for mass labs and refineries, which is no improvement on the present situation. As for empires with the Arcology Project, industrial districts won't be relevant in the long run but they could make the implementation of the decision a bit less awkward: you could be allowed to start it with industrial districts, and given a way to choose whether they become foundry or industrial arcologies (e.g. based on which of the booster buildings is present on the planet), rather than having to make an excessive number city districts and finishing the project with an excessive number of residential arcologies.

Changing how building slots unlock (including the auto-unlock for advanced planets) does make queueing up buildings much easier, even if you're not mass resettling. If nothing else, it gets rid of the tedious "multiples of 5" minigame (except possibly for capital upgrades, but maybe they will also be decoupled from population? It wasn't clear from the OP). I suspect most players will just queue up a bunch of stuff and overbuild like they did back when we had tiles, and then unemployment doesn't really come into it until planets are getting full (which is something the devs may also be addressing with population growth changes).
 
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Lorenerd11

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Please make next dev diary about what exactly prevents you from implementing full pops automation?
Looks like you're in luck, this is precisely the topic of the next dev diary.
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.
 
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Cat_Fuzz

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^people are forgetting that machine empires have CRAZY alloy upkeep, which not only cant be supplemented via trade and hydoponics buildings on starbases, but also directly cuts into expansion inherently, via pop cost, colony ship cost, fleet cost, starbase costs, etc

and unlike consumer goods, which are a crazy mineral - cg conversion when it comes to sell them via the market, you cant just "sell" alloys, cause you are ALWAYS going to need them

That's good though as Machines are still OP.

Also part of why the economy sucks right now is because the only really effective plan is allot spam. By restricting alloy production you have to compromise on what to build economically.
 

Maethendias

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That's good though as Machines are still OP.

Also part of why the economy sucks right now is because the only really effective plan is allot spam. By restricting alloy production you have to compromise on what to build economically.

oh machine empires ARe good, dont take me wrong, i was just saying its not as much of a landslide as people make it out to be

especially when you overexpand

it would be so easy to balance their economic power too... IF ONLY paradox would finally give gestalts actual mechanics that force them to do other things besides spam ressources
 
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mial42

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Ah sorry, I didn't follow that part. Yeah, these are two independent changes that have separate pros and cons.

You're right that industrial districts don't change the amount of micro that much, except in the specific instance when you're building a CG/alloy planet, in which case it helps quite a lot because you don't need to wait for many slots and you can just queue everything up. I think this change is at least worth trying out though for reasons other than micro, especially for the early game and for non-Ecumenopolis empires. The main test I think will be whether we get enough interesting and powerful buildings to have serious competition for slots. If not, unlocking building slots will be mostly about making space for mass labs and refineries, which is no improvement on the present situation. As for empires with the Arcology Project, industrial districts won't be relevant in the long run but they could make the implementation of the decision a bit less awkward: you could be allowed to start it with industrial districts, and given a way to choose whether they become foundry or industrial arcologies (e.g. based on which of the booster buildings is present on the planet), rather than having to make an excessive number city districts and finishing the project with an excessive number of residential arcologies.

Changing how building slots unlock (including the auto-unlock for advanced planets) does make queueing up buildings much easier, even if you're not mass resettling. If nothing else, it gets rid of the tedious "multiples of 5" minigame (except possibly for capital upgrades, but maybe they will also be decoupled from population? It wasn't clear from the OP). I suspect most players will just queue up a bunch of stuff and overbuild like they did back when we had tiles, and then unemployment doesn't really come into it until planets are getting full (which is something the devs may also be addressing with population growth changes).
Agreed on changing how building slots unlock. The "multiples of 5 minigame" is quite annoying to deal with. But a template system would still fix most of this, and a proper auto-pop migration system that takes these multiples into account would fix the rest.

The fact that industrial districts don't change the total amount of micro much, while causing a bunch of other issues, is a reason not to make the change. I appreciate that they will reduce the micro related to forge/factory worlds and the Arcology project, but (a) as I mentioned above, forge/factory worlds are a small fraction of total micro and (b) there are other ways to rework the Arcology project that wouldn't cause those issues (for instance, simply require that all slots have districts and that there are no blockers, and have three versions of the decision; forge arcology, industrial arcology, and the current regular arcology).

Again, either they should go all the way and make every non-planet-unique job have its own district (which WOULD massively help with the micro) or they should implement some kind of template system* (which would also massively help with the micro and be less disruptive). IMO, just industrial districts are the worst of both worlds; you get all the disruption and downsides of radically overhauling the economy without massively reducing micro.
If, for whatever reason, I could only choose one resource to get this treatment, it would be research: Research is the thing that gets spammed most late game, and is thus responsible for the most micro, and it has a more complex production chain then factories/foundries, so making it a district thing rather than a building thing wouldn't remove the uniqueness of it as a resource (except for hives).

*The way I'd have the template system work is that you choose what gets built in each slot ahead of time and then you have an auto-upgrade option that upgrades the capital when possible and a random building when num_free_jobs = 0. So a research world template might look like this:
5: Robot factory
10: Research lab
15: Research lab
20: Research lab
25: Holo theatres
30: Research lab
35: Research lab
40: Research institute
45: Research lab
50: Research lab
55: Research lab
60: Slave processing facility
65: Research lab
70: Research lab
75: Galactic Stock Exchange

When you choose to automate the planet, you'd be allowed to select an existing template or create a new one, then choose whether or not the auto-upgrade feature mentioned above is turned on. That would remove all the pointless repetitive building micro without introducing any new problems at all.
 
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Critical Ethics

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My dream is a to flip the verification of the build queue. Currently the game verifies if something can be built when you try to build it, so you can't queue up a building for a slot that's not available yet. I'd like to be able to queue up whatever and have it verify if it's buildable when it reaches it in the queue. So I could queue up a blocker removal job and some districts to build in the cleared up space at the same time. Under the new unlock system I could also queue up a city or a capital upgrade and immediately queue up the building for the soon-to-be-unlocked space instead of having to come back later.
 
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FleetingRain

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Maybe something like they gain no building slots from city/industrial districts, instead they gain a flat amount on every planet like +3?
Oh, yeah, Agrarian Idyll empires not being reliant on city/industrial districts for building slot unlocks does sound like a good idea. I feel that it should still be based on colony development, so maybe it should just count resource districts towards it as well.

Damn, now that would be one suitable but sudden Agrarian Idyll buff.

Yes, something like those would be great.
 

shadow737

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I like this more fleshed out version far better than what was originally discussed. Has some real potential. Can't wait to see what else we get in this planet economy rework.
 
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TyrannisUmbra

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This actually seems like an awful change. Having Industrial districts split between alloys and consumer goods will INCREASE micromanagement, not decrease, since alloys are needed in vastly higher quantities than consumer goods (in fact, I rarely need more than a few CG producing buildings in current build as is, and even in my biggest empires I almost never need more than one planet for CG production). This will cause the need for people to manually disable jobs and re-enable them when CG need increases, and this is some of the worst problematic micromanagement currently in the game.

Not only that, but the building change misses the mark completely about why pre-building is bad. The reason why pre-building is bad is not because we can't do it without pops, it's because building buildings you don't need creates job balancing problems and enabled buildings that aren't being used still cost you upkeep, so you're just throwing resources into the void. And not only that, you're paying resources up front for buildings that you won't be using for hours worth of gametime, when you could be using those resources to build other things that you will use right away. With the change to buildings, it will still be bad to pre-build buildings and districts, just like it is now. And coupled with the way industrial districts work, these changes don't do the job of lessening micromanagement, and in fact make the problem worse.

Splitting CG and alloys would prevent additional micromanagement problems from being introduced by the industrial districts, and in order for pre-building to be okay to do, the upfront cost for a building/district would need to only be paid when actual construction starts (but that introduces more problems with queueing -- if you lack the resources right now the next queued item would cancel. In order to fix this problem, building/district queues would need to pause when they don't have resources to continue, instead of cancel), and additionally, buildings/districts whose job slots are not being used would need to cost no upkeep.
 
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Tamwin5

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Great work. One issue with massively buffing certain planetary designations is making them all competitive.

Special Designations:
Empire Capital +5% Stability, +10 Amenities, +100% Governing Ethics Attraction
Hive Capital +5% Stability, +10 Amenities,−20 Deviancy
Machine Capital +5% Stability, +10 Amenities,−20 Deviancy, +5% Drone Output
Fallen Empire Capital +10% Stability

Are all worlds that will be unable to adjust their alloy production in the above manner (no access to Forge and Factory world designations). The Empire Capital designation is already uncomfortably limiting - it's the worst place to build bureaucrats as it lacks extra admin and the stability bonus is wasted, most costly place for research and alloys as there's no way to reduce job upkeep and it's the slowest place to build all districts and buildings. If the designations aren't improved while all other designations get buffs it will be even more frustrating.

Perhaps instead have the bonus from the current designation given as a planetary modifier instead? Otherwise there's the perverse incentive to make a useless world your capital to suffer a smaller penalty.

Also it should go without saying but I hope that you go down the entire list and make sure that each planetary designation is worth using... I don't think I've ever really used:
Refinery World (the jobs from districts will always be more impactful to buff than the small number of refinery jobs on the world),
Fortress World (only useful if you're losing a war),
Urban World (only useful when building an Ecumenopolis, never used outside this single situation),
Rural World (always worse than specializing a world),
Resort World (I want to be able to use this on small worlds - using it on large tomb worlds instead feels... silly),
Penal Colony (crime isn't a problem, if anything it's a bonus thanks to the overpowered deal with crime lords),
Thrall-World (I have really really poor RNG and it never seems to come up in my games for some reason - could be that the base weight is 35 vs the 130 for Penal/Resort worlds for some reason).

I'd do the following:
1. Refinery Worlds add extra Chemists/Translucer/Gas Refiner jobs (converting clerks from city districts based on buildings)

2. Fortress Worlds add extra Soldier Jobs (converting clerks from city districts based on buildings)

3. Urban world - Reduce the housing and amenity use of urban jobs (specialists in cities expect to live in cramped single-room apartments with no gardens)
OR
Convert a portion of the clerks from city districts into administrators or the equivalent based on civic - Merchant Guilds/Technocracy/Exalted Priesthood/Aristocratic Elite get some extra Merchant/Science Directors/High priest/Noble jobs. Perhaps 1 job swap per 6 Urban districts (so a max of 4 jobs swapped on a size 25 urban world).

4. Rural worlds - Reduce the housing and amenity use of worker strata (so you can potentially completely avoid city districts, workers don't expect holotheatres and grand temples or luxury housing). I'm struggling with this designation to be honest... there's a little too much overlap with energy/mining/farming and making it too good would make 3 other designations useless.

5. Resort World - Remove the automatic +100% Habitability, and remove minimum planet size (so a small Gaia world is better than a large tomb world). Scale the +15% Amenities on other colonies by Main-species Habitability (so a Tomb World resort is only good if your primary species has tomb world habitability). Also allow existing worlds to use the designation - you shouldn't avoid upgrading a planet in the hopes of eventually getting a technology to be able to use it and be prevented from using the world if you accidentally built something. Perhaps add a special unlimited job "Relaxing" that is automatically taken by unemployed pops on the world (that gives the same bonus as being unemployed under high living standards but without any penalties).

6. Penal Colony (This would be better if crime was more punishing... can't really fix it in isolation sadly... perhaps give other planets a stronger alternative to 'Deal with the crime lords' that reduces crime and increases stability but requires a penal colony somewhere to enact)

7. Thrall-World (increase base weight from 35 to 130 to make it consistent with the other world designations rather than hidden behind RNG - also allow built up worlds to be converted over - I'd have more suggestions if I had been able to actually use them more often)

  1. The trouble with doing this is that it's very easy to have, say, 3 or 4 refineries on a planet with no cities. Now, it's admittedly unlikely to get that far, but I could see slapping down several refineries on a newly colonized planet because you need those resources (and you already have spare building slots due to the 2 from technology). Similarly, Habitats don't get building slots from habitation districts, and those habitation districts grant no jobs, so I could easily see a habitat with only refineries built. With this new update I think it's going to be much more common for dedicated refinery worlds to exist (likely on habitats), as you no longer need extra pops to keep the slots open. Considering this, I think the refinery world designation is fine, but I wouldn't mind the upkeep reduction being increased to 20%.
  2. See above, same potential problem. I colonize a small, low habitability planet at a chokepoint, and just slap down some fortresses. They even provide housing, so no need for districts until a few more pops grow. I think the best way to make this designation stronger is to have it give +1 (or 2) naval cap from jobs, as that way it provides some benefit beyond just local defensiveness.
  3. The benefit from urban worlds should be them better capable of handling a large amount of pops: lower amenity usage or increased production, lower housing usage or more housing from city districts. Even something like -10% sprawl from pops. I very much disagree with it adding ruler jobs, as that basically ensures you never want to ever change off, as you'll be dealing with multiple unemployed rulers. It also makes upgrading to an ecumenopolis annoying for that same reason.
  4. For rural world, just buff the worker bonus to 10%. If you have more than half of the planet as a specific job, then you should specialize. I honestly don't think this should be something you consider for a dedicated mining or farming world.
  5. I 100% agree with removing the 100% habitability. It just makes no sense, especially since the pops actually living on the world aren't tourists. If you are working all day catering to entitled people on vacation, the fact you are living in a blasted radioactive wasteland is going to make things so much worse. I disagree that it should be scaled off of amenities though, as it does make sense people would enjoy going to some super hostile or extreme location for a quick adventure. Either the bonus amenities should be scaled based on excess amenities on the planet (with a bonus for tomb or Gaia), or it should be flat, with bonuses from being a tomb world, Gaia world, or various special features: Atmospheric hallucinogen/aphrodisiac, Natural Beauty, Titanic life etc. That way you want to select an "interesting" world to be your resort world, rather than just a random one. As for how the mechanics of a resort world will work in the new system, It'll have to change. I think resort worlds should allow city districts, but come with a massive penalty to available districts. Something like -75% or -12. Tourists would need some urban areas for their hotels and gift shops. I really don't like the idea of a "relaxing" job, as the people on a resort world are the people who live and work there, not the people temporarily visiting.
  6. Yep, Crime needs some actual teeth, and the negotiate with crime lords deal needs a hard nerf. Under no circumstances should a planet with the crime lord deal be better off than a planet with no crime at all.
  7. Have you been skipping the neural implants technology? It's the one which lets you build slave processing facilities, and it's a required pre-req for thrall worlds. I suspect there is some coding reason why they need there to be no districts, no reason to add the requirement otherwise.
 
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PlasticFacecrops

Second Lieutenant
Oct 27, 2020
106
150
This actually seems like an awful change. Having Industrial districts split between alloys and consumer goods will INCREASE micromanagement, not decrease, since alloys are needed in vastly higher quantities than consumer goods (in fact, I rarely need more than a few CG producing buildings in current build as is, and even in my biggest empires I almost never need more than one planet for CG production). This will cause the need for people to manually disable jobs and re-enable them when CG need increases, and this is some of the worst problematic micromanagement currently in the game.
Significantly mitigated by the fact that the Forge World designation switches the CG jobs for more Alloy jobs.
 
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