Planetary Strategic Resource Deposits in 2.9

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HFY

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Planetary resource deposits are a thing I often ignore in 2.8, given how Specialist jobs are either better (Egalitarian or Meritocracy) or equal (Indentured Servitude), and given how available minerals seem to be.

Given how building slots are being reduced, it seems like a reasonable time to re-work these buildings.

Are any changes planned for these deposits in 2.9?
 
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I'm also curious to know, as Lifeseeded home worlds and relic worlds already devote a pretty big portion of their slots to these buildings.
 
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I think they should add special building slots for these special strategic deposits. This would make them unique and rare planets - actual strategic targets - as they would have slots that other planets just don’t have!

It would make them precious.
 
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I think they should add special building slots for these special strategic deposits. This would make them unique and rare planets - actual strategic targets - as they would have slots that other planets just don’t have!

It would make them precious.
You mean not require buildings, and just add jobs to the planet?

I know there are already deposits which add jobs (e.g. the 8 Researchers from the Relic World Central Spire).
 
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You mean not require buildings, and just add jobs to the planet?

I know there are already deposits which add jobs (e.g. the 8 Researchers from the Relic World Central Spire).
No I mean literally special building slots in the planet UI, extra slots designed for special strategic resource buildings
 
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I've proposed the idea that strategic resource deposits should be allowed to have higher level buildings (i.e. that produce more strategic resources) versus refineries which would be capped at level 1.
 
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I've always been of the opinion that the resource deposits should be exploited (in a manner similar to clearing), this would then replace the deposit with an "exploited" deposit which would provide the jobs, but remove 1 max district. The exploited deposit could then be "restored" back to its original state, removing the jobs, but opening the space up to a district.
 
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No I mean literally special building slots in the planet UI, extra slots designed for special strategic resource buildings
Why not just have the deposits add jobs per the number of pops on the planet? Seems less UI intensive, and already exists in the form of merchants from finishing the prosperity tree or the dimensional portal researcher.
 
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Why not just have the deposits add jobs per the number of pops on the planet? Seems less UI intensive, and already exists in the form of merchants from finishing the prosperity tree or the dimensional portal researcher.
Yeah, I don't see any point in making building slots which offer no choice about what goes in the slot.

If we must restrict the jobs from showing up before the tech, just put the deposits behind special Blockers which require the relevant tech to remove.

Jobs from deposits and new types of blockers can be implemented with the existing codebase.


But aside from our own ideas about how to fix the issue, have there been any dev posts about planetary resources in 2.9?
 
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But aside from our own ideas about how to fix the issue, have there been any dev posts about planetary resources in 2.9?
Not directly. Just a very general "we will be rebalancing numbers accross the economy due to the changes in pop growth, resettlement, the new industrial districts and building slot availability."
 
Why not just have the deposits add jobs per the number of pops on the planet? Seems less UI intensive, and already exists in the form of merchants from finishing the prosperity tree or the dimensional portal researcher.
Because it needs to be an active effort on the part of the player, in terms of having the tech and expenditure, and also needs to be upgradeable. I also think it’s important for the special strategic element to be very obvious and apparent in the planet UI, not just a passive effect that adds jobs, and is then subject to modifiers from tech. Ideally, these would be the planets you want to micro.
To make strategic resources (and the planets hosting them) even more special, I wouldn’t be opposed to being able to do several things with refining them, and have a separate tab (like megacorp trading posts) that offer a few slots that you can fill with various buildings that mine and refine the resource in various ways.
Example: exotic gasses present on the planet. Build an extraction building, gives gasses from jobs. Next slot can be narcotics factory (criminal megacorp maybe), gives +1% pop happiness per job. Next pharmaceutical conplex, gives +... per job. You get the idea.
These planets would be RARE. Strategic. Precious.

It would be a grand strategic resource redesign and update. I daydream.
 
The most simple solution is just to make the rare resource extraction buildings give two jobs. Basically the same as the upgraded option, but simpler and more elegant imo. The biggest issue is just that the power level of the extraction building is too low.

Now if we were going to take a more detailed look into rare resources, I think it would be better if the resource syntonization techs were Tier 4 or 5, and so in the midgame you need to deal with the deposits you have available or trade/conquer for more. This would also need to fix the Galactic Market just being infinite resources for things above alloys/CGs. Then you could concentrate rare resources even more, so you might have a plant with 3-5 extraction buildings that is supplying an entire federation.
 
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Make them planetary deposits just like minerals, ECs and food.
Change them from buildings to districts.

Profit.
End-Credits roll.
 
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Make them planetary deposits just like minerals, ECs and food.
Change them from buildings to districts.
If the UI can handle 3 additional types of District on top of the 1 new type we know is coming, that'd be cool, but I wouldn't expect it.
 
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I'd also like the rare resource deposits to become meaningful.

The crux of the problem is that the three main "rare" resources are required in ridiculous numbers. In a typical game you can consider yourself lucky if you get 10 per type from natural sources. Enter refineries which both solve the lack of natural resources and make any deposit completely irrelevant.

If you want to solve the problem, reduce demand (only use them for really rare buildings) or massively increase production from natural sources. Then you can make refineries a far more expensive means of production if other sources have run out.

The problem with increasing production is how to fit it to the current demand curve which goes from "none" to "nearly none" to "regular commodity" without further trivializing the supposedly rare resource.
 
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The crux of the problem is that the three main "rare" resources are required in ridiculous numbers. In a typical game you can consider yourself lucky if you get 10 per type from natural sources. Enter refineries which both solve the lack of natural resources and make any deposit completely irrelevant.
Yeah, to make the resources plausibly rare you'd need to remove them from the core upgrade path, and find something else to do with them.

But that's a radical change and I'm not proposing that here.

I'm just asking what 2.9 will change to make the current planetary deposits worthwhile.
 
you might have a plant with 3-5 extraction buildings that is supplying an entire federation.
Unless you massively increase the amount of resources produced by each job, 3-5 extraction buildings won't be able to supply an entire federation. They'll barely even be able to supply a single research world.
 
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The crux of the problem is that the three main "rare" resources are required in ridiculous numbers. In a typical game you can consider yourself lucky if you get 10 per type from natural sources. Enter refineries which both solve the lack of natural resources and make any deposit completely irrelevant.

If you want to solve the problem, reduce demand (only use them for really rare buildings) or massively increase production from natural sources. Then you can make refineries a far more expensive means of production if other sources have run out.

The problem with increasing production is how to fit it to the current demand curve which goes from "none" to "nearly none" to "regular commodity" without further trivializing the supposedly rare resource.
You can thank them deleting the dozen plus rare resources the game used to have, doing different (sometimes weird) things, and boiling it all down to 3, for that weird demand curve.

Imo bring some cut rare resources back from the grave, spread the uses of the main 3 Strat resources over those other ones again, like for some edicts or certain component upkeep (and dont add planetary refineries for any extra resources - maybe starbase modules - but rare means rare).
 
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