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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!
 
Does this also apply to Earth and Mars with the Sol start?
Yes, the prescripted starts will have increased planet sizes as well.

Although this may be complicated to implement, can I strongly suggest that the availability of building slots take into account queued districts as well as those presently existing?
It currently doesn't support this sort of behavior, so right now you would have to circle back around after a bit. I can totally see the benefit, but I suspect that it would have some unintended consequences to the build queue when you cancel construction and things like that. I'll play with it a bit but I expect it to explode. :D

is it possible to shift production away from consumer goods and mostly or soley to Alloys?
There are production policies that you can shift between Alloys and Consumer Goods. (Which we've increased the magnitudes on.) You can turn off your Consumer Goods production entirely if desired by shutting down the Artisan jobs.
 
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Is there a planetary decision that makes these districts fully industrial or metallurgical?


I also feel this could apply to research, where you can focus on a certain field through districts, and science labs provide more of that job, or you keep it the same, and it just adds normal jobs. Maybe something for modders?
 
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The “Militarised Economy” policies change how much consumer goods/alloys you produce.
Yes that one has been in for a while, and I'm aware that it could be rebalanced to better utilize it, but in terms of specifically min maxing, not just flipping a 25% modifier switch is my question.
 
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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.

Is this going to be a general trend for buildings? (E.g. Research Labs adding researcher jobs to cities) or is this just for the Foundry / Factory?

Additionally, in Alphamod (which already implements industrial district nearly identically to the above example), you can switch the district's even split of metallurgists and artisans to being either all one or all the other (via a decision, on a planetary level) - are there plans to implement a similar feature?
 
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Interesting change, though +1/+1 job split for alloys and consumer goods seems bit weird as usually you need far less consumer goods production than alloys in the late game.

Will there be anyway to reduce consumer goods production and shift it to alloys other than outright manually disabling the jobs? Maybe the alloy building could remove the Artisan job and replace it with another Metallurgist job?
 
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Will we get some more variations with Habitat, Ringworld, and Ecumenopolis districts? Like Industrial districts for Habitats or Ringworlds? Or new arcology types?
 
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Although this may be complicated to implement, can I strongly suggest that the availability of building slots take into account queued districts as well as those presently existing?
It currently doesn't support this sort of behavior, so right now you would have to circle back around after a bit. I can totally see the benefit, but I suspect that it would have some unintended consequences to the build queue when you cancel construction and things like that. I'll play with it a bit but I expect it to explode. :D
From a QA perspective, I 100% expect this will explode in some interesting ways. :D
 
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That's DLC material. Not part of a patch. So they won't say anything
The main feature (like the federation system and the GC) will likely be no DLC feature. But specialization and features like traits/civics/APs and so on will be in a DLC i think. Even a complete expansion is most likely.
 
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Is there a planetary decision that makes these districts fully industrial or metallurgical?
Not currently. It could be interesting though, I'll consider it, or maybe work it into the Civilian/Militarized Economy policy. (I'd rather you not have to slog through every planet any time your needs change.)

I also feel this could apply to research, where you can focus on a certain field, and science labs provide more of that job, or you keep it the same, and it just adds normal jobs. Maybe something for modders?
One of the experimental iterations we did actually had research districts too, but we decided to keep those as buildings following a general rule of tier one and two physical resource production came from districts, but special resources and intangibles came from buildings. (Yeah, habitats and ecumenopoli don't follow that general rule entirely.)

So... In practice, what can we expect? By the total number of buildings available in the habitats with the voidborn perk ?
Your Habitat Central Control counts as a tier 2 capital, so it will open up two additional slots. Voidborne brings you to four. Techs give you two more for six. (Plus a seventh from traditions if you're an antisocial Adaptability empire type.) That said, you won't have more than one factory or foundry on a habitat anymore, and there are a few other buildings that are getting tweaked.
 
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Looking good, I must say that going through a dev diary like this so soon after a patch that addressed some key issues is pretty satisfying.
 
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No, but a fully upgraded alloy foundry building will provide 2+2n alloy producing jobs. (Where n is the number of industrial districts).
I was just thinking about this. Then you'd just need 2 buildings for a decent alloy or CG world! 6 districts would net you 24 jobs, that's pretty good, and it frees up space for other building types, or negates some of the need to unlock all buildings for your industry.
 
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Is there a planetary decision that makes these districts fully industrial or metallurgical?
That would be neat, yeah.

I also feel this could apply to research, where you can focus on a certain field through districts, and science labs provide more of that job
As would this. A feature allowing us to replace Researcher jobs with seperate Engineer, Physicist, and Biologist jobs, jobs that only produce a single research type but more of it, could be useful.
 
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Is this going to be a general trend for buildings? (E.g. Research Labs adding researcher jobs to cities) or is this just for the Foundry / Factory?
I added it to the Energy Nexus, Food Processing Plant, and Mineral Purification Hub today.

Will we get some more variations with Habitat, Ringworld, and Ecumenopolis districts?
Habitats and Ring Worlds get appropriate Industrial districts. Ecumenopoli will retain their specialized districts.

I was just thinking about this. Then you'd just need 2 buildings for a decent alloy or CG world! 6 districts would net you 24 jobs, that's pretty good, and it frees up space for other building types, or negates some of the need to unlock all buildings for your industry.
There are fewer building slots with this system, so it's nice if they have a strong impact when you build them.
 
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I like this a lot. Seems to be a good way to reduce the micro of tediously upgrading every building every couple of years. A few concerns though; first as others have noted the base 1:1 alloy:CG job ratio will get really out of whack into the late game, though it appears you can tailor planets by using foundry and factory buildings. Second is that this doesn't break the issues with population growth; pop growth would still be king, and never stops. Once you hit the "max" population of a planet migration won't push folks away quickly enough. The new system encourages keeping planets rural thanks to the new industrial districts, but such low-pop planets would hit their pop cap quicker and remain a source of pain as they continually over fill. I'd really suggest looking into some sort of empire-wide population growth system that dumps pops into planets as they grow rather than the current system where pops grow on a per-planet basis.
 
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added it to the Energy Nexus, Food Processing Plant, and Mineral Purification Hub today.
Oh that's a very nice buff. And building that applies to habitats I presume?
 
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One of the biggest benefits to Ring worlds and Ecunopoli was the districts that built alloys/consumer goods (which were so much easier and beneficial which is why I'm excited by this change). However with it going standard, I do feel some of what makes those two world types special is gone. Is there any plans to tweak ring world or ecunopolis districts to use a unique job that produces a combination of resources or something to keep them distinct and exciting?
 
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I did like the industrial districts when it was first teased, and this new system looks really interesting overall.

Since you're likely going to see closed buildings slots for longer (or even indefinitely), what about changing the background art to look like the planet's texture/features instead of red locks, which may make the player feel like they need or should unlock all buildings?

Cannot support this enough!

Something to use the planetary features art on the front page (like the below from an old thread here) or even just restoring the old tile art (which is still used for the population tab) would be amazing.

Buildings%20and%20Features%20Mockup.png
 
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