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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!
 
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That's just a misnomer, I'm sorry to say,
When you are actively denigrating the devs, no it's not. If you can't make your point without insulting people, you don't have one.
 
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The industry district rework sounds horribe and will just result in more stupid rng and extra micro that will make it harder to automate planet development.It's the exact opposite of what I would want from a planet rework.
 
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The industry district rework sounds horribe and will just result in more stupid rng and extra micro that will make it harder to automate planet development.It's the exact opposite of what I would want from a planet rework.
Agreed. The industrial district rework will cause a bunch of major issues and doesn't solve any important ones.
 
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The industry district rework sounds horribe and will just result in more stupid rng and extra micro that will make it harder to automate planet development.It's the exact opposite of what I would want from a planet rework.

...Do you think Industrial Districts are randomly generated like Agricultural, Mining, and Generator ones?
They're treated like City Districts, you can spam as many as you need depending on planet size.
 
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This seems like a good change. However, it lacks follow through. It is pretty obvious that science, government, and refinery districts should also be added. All of those relate to buildings you would often spam on one planet for best results. Cut the spam, leave only the specialist/specializing buildings, with all resources covered by districts.
 
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...Do you think Industrial Districts are randomly generated like Agricultural, Mining, and Generator ones?
They're treated like City Districts, you can spam as many as you need depending on planet size.
The RNG is based on planet size; right now, bigger planets are better because they can have more resource districts, but it takes quite a bit of time for that to become apparent, giving those stuck with smaller planets time to compensate (via habitats or conquest), and eventually, once basic resource output is no longer an issue, it evens out again because smaller planets still have just as many building slots. This change would make bigger planets far more dominant over small ones, since they'll have more space for city districts (and thus building slots) and industrial districts (and thus specialist production).
 
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The RNG is based on planet size; right now, bigger planets are better because they can have more resource districts, but it takes quite a bit of time for that to become apparent, giving those stuck with smaller planets time to compensate (via habitats or conquest), and eventually, once basic resource output is no longer an issue, it evens out again because smaller planets still have just as many building slots. This change would make bigger planets far more dominant over small ones, since they'll have more space for city districts (and thus building slots) and industrial districts (and thus specialist production).

The cap on building slots will prevent large planets from having a massive amount of building slots. I suspect even small planets will be able to max out buildings by late game.

Also, the addition of multiple "+1 job per district" will make it so that smaller planets can support more jobs than they previously could. I think people will also be encouraged to make smaller planets be industrial-focused, as they qualify to become ecumenopoli and thus allows an easy transition once they hit capacity.
 
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I think people will also be encouraged to make smaller planets be industrial-focused, as they qualify to become ecumenopoli and thus allows an easy transition once they hit capacity.
Yep, I was already using small planets as early Ecumenopoli by filling them with city districts. Allowing players to also use Industrial districts would make this process itself actually contribute to the economy, rather than just sitting empty with nothing but clerk jobs while waiting for the city building rush and the Arcology Project to complete.
 
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Yep, I was already using small planets as early Ecumenopoli by filling them with city districts. Allowing players to also use Industrial districts would make this process itself actually contribute to the economy, rather than just sitting empty with nothing but clerk jobs while waiting for the city building rush and the Arcology Project to complete.
This wouldn't require industrial districts though. You could just change the prereqs of the Arcology project to require every blocker being cleared and every district built rather than every district being city/industrial.
 
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This wouldn't require industrial districts though. You could just change the prereqs of the Arcology project to require every blocker being cleared and every district built rather than every district being city/industrial.

You could, but it'd be horrible flavor. A planet filled with farms shouldn't turn into an ecumenopolis. I highly doubt making ecumenopolis construction easier was a primary concern when industrial districts were added, but rather an interesting interaction implemented after.
 
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This wouldn't require industrial districts though. You could just change the prereqs of the Arcology project to require every blocker being cleared and every district built rather than every district being city/industrial.
The way it is set up is it converts city districts to residential arcologies at a 2:1 rate on project completion. I guess you could make industrial districts grant an equal split of foundry and factory arcologies, but then you would have strategic upkeep problems (potentially.)
 
The way it is set up is it converts city districts to residential arcologies at a 2:1 rate on project completion. I guess you could make industrial districts grant an equal split of foundry and factory arcologies, but then you would have strategic upkeep problems (potentially.)

Even split by default, but all one or the other if a planetary designation is in place. It could probably be 3:1 or 4:1 though, given how each Arcology has 5 times the job production (although not a direct 5:1 because of the extra jobs from the factory or foundry. I doubt they give a bonus 5 jobs to arcologies).
 
The cap on building slots will prevent large planets from having a massive amount of building slots. I suspect even small planets will be able to max out buildings by late game.

Also, the addition of multiple "+1 job per district" will make it so that smaller planets can support more jobs than they previously could. I think people will also be encouraged to make smaller planets be industrial-focused, as they qualify to become ecumenopoli and thus allows an easy transition once they hit capacity.
Why would people be encouraged to make smaller planets industry focused if industrial capacity is a direct function of planet size? Right now smaller planets make better industrial/forge worlds until ecumenepoli because they have just as many building slots as big planets and need city districts to support large populations anyways (since you already need city districts to support large populations of specialists, this isn't an issue). This change would reduce smaller planet's niche to research/admin cap.

Smaller planets will be able to support less industrial jobs. Planets atm have 16 building slots. Subtracting the capital, robot factories, holo theatres, +output buildings like ministry of production, and galactic stock exchange, that leaves 11. A tier three forge/factory can support 8 jobs, and a city district gives 8 housing. Take a size 11 planet: This can support approx 12 [expansion tradition gives one more district] * 8 = 96 housing, and 11 * 8 = 88 jobs. With this new system, that planet could theoretically support 12 * 4 = 48 industrial jobs... which is way less then before, and it would have no housing for any of those workers!

Granted, I don't think this is an actual problem. I don't mind some planets being much better then others, indeed, the sameness of planets is an issue with the current game IMO. I don't like the change because I have a bunch other issues with it. But it does, indisputably, increase the importance of RNG.
 
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You could, but it'd be horrible flavor. A planet filled with farms shouldn't turn into an ecumenopolis. I highly doubt making ecumenopolis construction easier was a primary concern when industrial districts were added, but rather an interesting interaction implemented after.
If you wanted to add flavor, you could add a variable cost to the arcology project: +x time and minerals per non-city district. The point is that industrial districts are not necessary to reduce the annoying parts of the Arcology project.
 
The way it is set up is it converts city districts to residential arcologies at a 2:1 rate on project completion.
Should probably be chanted to 5:1 rate for City districts and set to 3:1 rate for Industrial districts. Last I recall building an Ecumenopolis the excess of Residential arcologies was ridiculous.
 
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Smaller planets will be able to support less industrial jobs.

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That said, it was an informative post and it'll improve my game.
 
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