It’s an unpopular suggestion to most here (because of m’min/max) but I think they need to take some control away from players when it comes to planets, in particular with pops and societal events.
The ‘situations’ changes that are on the way may go some way to fixing this, but I digress. Planets would feel more unique if you had less certain control over pops, what jobs they do, and their reaction to things you are doing.
Right now, you can get pops to work whatever job you want (from disabling jobs to promote others, building districts etc). Unhappiness can largely be dealt with by occasionally building an entertainment district on all planets, or tweaking some policies at the flip of a switch.
This is definitely going to be contentious but I agree.
The jobs system
can be modified in such a way that players never have to look at / touch pops outside of death spirals. Its possible (and indeed we're starting to see it with a few of the 3.3 changes) for Pops to be "intelligently" (lol) moved between jobs, per empire needs (i.e. only take enough amenities to be surplus, then funnel everything in to alloys - provided minerals wont go negative - and so on).
That really just moves planet management back towards districts and buildings, in the latter's case, solving research labs and commercial zones (as the last two "spammable" buildings), such as by adding research districts a lot, and allowing you to build districts {+upgrade the capital} via the colony planner screen [so you'd only ever have to actively look at a planet to build/upgrade a building], would also cut down on micro a lot.
Worm I hope the custodians overhaul the Sector/Planet screen soon.
Alternatively, there is one thing that nobody really talks about, that slipped through the changes years ago. Planets have gotten
bigger. Minimum planet sizes were 8 (with minimum moon sizes being 6) - this was patched up to 10+ a long time ago (I forget which patch).
I've modded this down to 1 for moons and 6 for planets in a test game (using a script, that applied a reversed S-curve to planet-size distribution, make size larger worlds - scaling up to size 30 worlds far less common) and the game works fine. When most of your planets are in the 6-12 range, you find that
- worlds complete SO much faster - planets are quite easy to finish when you dont have to slap down 20 odd districts (brings back some of the tile zen feelings imo).
- resource bloat is far less of an issue (unless using >1x habitable worlds) and
Per the thread. I think it does come down to quantity of planets AND the time taken to resolve the economy on each planet, taken together, which makes things exponentially more unwieldy.
Habitats are the most egregious form of this in that I can have several dozen of the bloody things before midgame, as a voidborne, and its so bad that I dont even take the time to hit randomise name, preferring to use their star-system names to keep track of them.
Slight aside - if you could only build 1 habitat around a star, but could grow it by 4 districts a number of times = #planets in that system (with the game spawning a habitat gfx around each planet to give the illusion of there being many of the things), would that not solve 1 fortress spam, 2 improve performance (fewer worlds to check) and 3 technically count as a habitat buff all at once? [it would probably ruin habitat designations, but i'd happily lose them for a size 40 habitat that shows me everything]
Planets aren't as bad as this - purely because colonies take longer to spring up. I made a suggestion
here for extra galaxy settings. Whilst I didn't elaborate on it specifically, one of them includes making a ratio of habitable worlds (that can normally be colonised right from 2200.1.1.) in to Terraforming candidates.
- This way you could have (say) 3x habitable worlds, but "2.5x-worth" of planets are actually still barren at game start.
- They'll only open up slowly later in the game as you terraform them. adding a small influence cost to terraforming barren worlds specifically (offset by an AP maybe) - in line with Habitats and RingWorlds still costing influence to build - would also further stifle this.
- This still means that late in the game you can have oceans of colonies, but for most of your games it would be more managable (whilst making terraforming a more valuable mechanic).
Unique resources from specific planets would also help 'spice' up the game a lot (get it? Spice?). Right now I never care about conquering a specific part of an other empire, except maybe a system with a ruined megastructure.
I think that alongside making planetary features more prominent (the things hidden in the popout side window that dictate district count and so on),
rare resources are the best way to distinguish planets.
I
wrote up a post long ago on the resources we've lost over the course of stellaris (2.0-2.3 did clean a lot of them out with the economy rework), which may be worth a read, for the curious, on what they all did and how they uniquely spawned in the galaxy (spoiler: most were streamlined away in to the existing strategic gas/crystal/motes, special galactic spawns were cut).
One thing that stood out to me in 3.3. Power Projection's maths offers an interesting way to make "resourceless-deposits" (like betharian stone, or the alien zoo - as
@HFY pointed out) stand out - without all the extra steps of actually managing a new resource (like minerals) that will likely be over-produced.
One of the problems with the old resources like "Neutronium Ore" (it only spawned around neutron stars) was that you only needed 1 and you were done. It didnt scale. Whilst it also didnt give you any real way to spend it actively, or at least make strategic decisions on how to use it (do I want neutronium armor, or kinetic rounds, for example?).
- Power projection uses the (I think) formula of 1-fleetuse/sprawl * 2 to output influence scaled between 0 and 2.
In theory, with the new
scripted values @Caligula Caesar mentioned
here, you could add in rare deposits with unique effects that
also scale with empire size (or other things, like fleet cap usage and so on). Using the alien zoo as an example, one could modify it to output happiness in your empire for all free pops between 1-10%, with this % scaling down from the 10% cap, the larger your empire is. And if you somehow found 2 planets with alien fauna deposits and built 2 zoos, you could, potentially, boost this "zoo happiness buff" up to the 10% cap.
I think that deposits like these with unique (scalar) effects are probably the only thing I would really want to care about in the current version of the game, as they arent "resources" (like alloys) that I can manufacture. And their scalar nature would encourage me to seize multiples of them them through war (unlike the old rare resources, where you just needed 1).
- These could be orbital deposits (e.g. Neutronium ore adds 10% armor points, scaling betwen 10% and 1% based on up to 250 ships using at least 1 armor component or whatever) or
- Planetary deposits [like the zoo above], with conditional effects like, idk, betharian stone makes all lithoids super horny, so it can give +30% lithoid pop growth empire-wide (at X lithoid pop count, falling if >X lithoid pops) OR you can use it to boost power production - again empire wide (scaling inversely number of generator districts).