Stellaris Dev Diary #190 : Leading Economic Indicators

Stellaris Dev Diary #190 : Leading Economic Indicators

  • Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

Hansatron

First Lieutenant
16 Badges
Mar 30, 2020
267
574
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Synthetic Dawn
One thing for the devs who still lurk in this thread after 30 pages.

When you change all these buildings to provide jobs to districts, can you please please pretty please make that a modifier?

I know the quick and dirty way to implement the new system is this:
Code:
district_industrial = {
.... %blah blah blah

triggered_planet_modifier = {
        potential = {
            has_building = building_foundry_2
        }
        modifier = {
            job_foundry_add = 1
        }
    }
    
    ... %more stuff
}
However, for the sake of modders everywhere, can you make something like this instead:
Code:
building_foundry_2 = {
... %some stuff

triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = { is_regular_empire = yes }
        }
        modifier = {
            planet_districts_industrial_jobs_foundry_add = 1
        }
    }
... %rest of the stuff   
}
There are already modifiers that work this way, but what i am suggesting is a modifier class that is planet_districts_x_jobs_y_add, where X is a district and Y is a job type.
That way any mod that uses this system will not be automatically conflicting with all other mods. This way, any new building effects you want to make can be dropped into the building definition, and you won't have bugs where someone forgot to delete a line in the districts files when changing a building.
 
  • 12
  • 1Like
Reactions:

Lorenerd11

Captain
12 Badges
Mar 25, 2020
445
1.168
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Stellaris: Megacorp
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Stellaris: Humanoids Species Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Lithoids
Where is the code for district conversion ratio? I'm looking at Arcology Project's decision code and can't see it.
Code:
effect = {
    # Make city-planet
    custom_tooltip = decision_arcology_project_effects
    hidden_effect = {
        clear_deposits = yes
        change_pc = pc_city
        set_planet_entity = {
            entity = "city_planet_entity"
            graphical_culture = owner
        }
        owner = {
            country_event = { id = distar.201 } # port for living planet distar.197, triggers in event
        }
        planet_event = { id = mega.200 }
        if = {
            limit = {
                OR = {
                    is_active_resolution = "resolution_ecology_environmental_control_board"
                    is_active_resolution = "resolution_ecology_paradise_initiative"
                }
            }
            owner = {
                set_timed_country_flag = { flag = resolution_breached_terraformed days = 3600 }
            }
        }
    }
}
 
Last edited:

mial42

Captain
14 Badges
Sep 28, 2020
348
635
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Horse Lords
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
Where is the code for district conversion ratio? I'm looking at Arcology Project's decision code and can't see it.
Code:
effect = {
    # Make city-planet
    custom_tooltip = decision_arcology_project_effects
    hidden_effect = {
        clear_deposits = yes
        change_pc = pc_city
        set_planet_entity = {
            entity = "city_planet_entity"
            graphical_culture = owner
        }
        owner = {
            country_event = { id = distar.201 } # port for living planet distar.197, triggers in event
        }
        planet_event = { id = mega.200 }
        if = {
            limit = {
                OR = {
                    is_active_resolution = "resolution_ecology_environmental_control_board"
                    is_active_resolution = "resolution_ecology_paradise_initiative"
                }
            }
            owner = {
                set_timed_country_flag = { flag = resolution_breached_terraformed days = 3600 }
            }
        }
    }
}
It's in the district files themselves:

Code:
@base_cost = 300
@city_cost = 500

district_city = {
    base_buildtime = 480
    is_capped_by_modifier = no

    show_on_uncolonized = {
        exists = from
        from = { is_regular_empire = yes }
        OR = {
            uses_district_set = standard
            uses_district_set = hive_world
            uses_district_set = machine_world
        }
    }

    potential = {
        exists = owner
        owner = { is_regular_empire = yes }
        OR = {
            uses_district_set = standard
            uses_district_set = hive_world
            uses_district_set = machine_world
        }
    }

    allow = {
        NOT = { has_modifier = resort_colony }
        NOT = { has_modifier = slave_colony }
    }

    conversion_ratio = 0.5
    convert_to = {
        district_arcology_housing
        district_nexus
        district_hive
    }

    resources = {
        category = planet_districts_cities
        cost = {
            minerals = @city_cost
        }
        upkeep = {
            energy = 2
        }
    }

    planet_modifier = {
        planet_housing_add = 5
    }

    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = {
                has_valid_civic = civic_agrarian_idyll
            }
        }
        modifier = {
            planet_housing_add = -1
        }
    }

    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = {
                is_regular_empire = yes
            }
        }
        modifier = {
            job_clerk_add = 1
        }
    }

    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = { has_non_swapped_tradition = tr_prosperity_public_works }
        }
        modifier = {
            planet_housing_add = 1
        }
    }

    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = {
                has_technology = tech_housing_1
            }
        }
        modifier = {
            planet_housing_add = 1
        }
    }

    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = {
                has_technology = tech_housing_2
                NOT = { has_valid_civic = civic_agrarian_idyll }
            }
        }
        modifier = {
            planet_housing_add = 1
        }
    }

    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = { has_non_swapped_tradition = tr_prosperity_interstellar_franchising }
        }
        modifier = {
            job_clerk_add = 1
        }
    }

    triggered_desc = {
        trigger = {
            exists = owner
            owner = { is_regular_empire = yes }
        }
        text = job_clerk_effect_desc
    }

    ai_weight = {
        weight = 0
        modifier = {
            weight = 100
            planet = {
                planet_devastation < 1
                years_passed > 10
                free_housing < 4
            }
        }
        modifier = {
            weight = 1
            num_free_districts = { type = district_mining value = 0 }
            num_free_districts = { type = district_generator value = 0 }
            num_free_districts = { type = district_farming value = 0 }
        }
        modifier = {
            factor = 0
            NOT = {
                num_free_districts = { type = district_mining value = 0 }
                num_free_districts = { type = district_generator value = 0 }
                num_free_districts = { type = district_farming value = 0 }
            }
            OR = {
                num_free_districts = { type = district_mining value > 0 }
                num_free_districts = { type = district_generator value > 0 }
                num_free_districts = { type = district_farming value > 0 }
            }
            count_pops = {
                limit = {
                    is_unemployed = yes
                    NOR = {
                        is_pop_category = specialist
                        is_pop_category = ruler
                    }
                }
                count >= 1
            }
        }
        modifier = {
            factor = 0
            NOT = {
                num_free_districts = { type = district_mining value = 0 }
                num_free_districts = { type = district_generator value = 0 }
                num_free_districts = { type = district_farming value = 0 }
            }
            owner = {
                has_resource = {
                    type = minerals
                    amount < 400
                }
            }
        }
        modifier = {
            factor = 0
            NOT = {
                num_free_districts = { type = district_mining value = 0 }
                num_free_districts = { type = district_generator value = 0 }
                num_free_districts = { type = district_farming value = 0 }
            }
            free_jobs > 1
            free_housing > 1
        }
    }
}
 
  • 1
Reactions:

Knut Are Mykland

Second Lieutenant
19 Badges
Apr 4, 2016
123
20
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Warlock: Master of the Arcane
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Pillars of Eternity
Will every late game colony have quite a few city districts for houseing? All colonies will need more houseing if mineral hubs, food processing plant, energy hubs, foundries and factories grant scaleing jobs. And have you thought on how you will rebalance hive minds?
May I suggest that all base resources are gathered at a rate of 6 per worker for every empire type? With a reduced bonus per tech to 10% and haveing repeatable techs cost double for each previous reapeatable tech you have of that type? (1,2,4,8,16 etc)
And lastly a small buff to traits by haveing industrious/agrarian etc grant +1 to base yield. same as mining guild in mechanics.
 

Tamwin5

Lt. General
17 Badges
Dec 3, 2017
1.677
1.056
  • Stellaris: Lithoids
  • Cities: Skylines
  • Crusader Kings II: Horse Lords
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
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.
Having 11 tier 3 foundries also requires 11 mote refineries on another world (actually less due to excess from bonus production and reduction of upkeep, but still). If we restrict ourselves to only using that planet, then you'd need 5 refineries and 6 T3 foundries, giving only 48 jobs... the exact same amount you get from districts. Now admittedly you'd get some motes from space deposits or offload the production to another world, and in the new model you'll need a district or two to be a city in order to house the extra workers, but it's not the massive disparity that your post described.

But that isn't actually the reason why I said that small planets would be industry focused. It's to answer the question: "What do I do when my planet gets full?". In the old system you could upgrade buildings, offloading the mote production to large rural worlds with plenty of free building slots. And to be fair, you can still do this as a research world or bureaucrat world. But if you do it with industrial districts, then the time you fill up should be just about the time you unlock the Arcology Project. If you unlock it early you can just build some empty districts, if you unlock it later resettle some pops or build some job producing buildings. Now your size 12 planet can support 120 jobs base, plus however many more you can get from the foundry/factory. Yes, eventually you will fill that up to, but at that point you should have another ecumenopolis up and coming as well.

While larger planets do get more benefit out being ecumenopoli, a good player will unlock the AP far earlier then these large planets fill up. Add to the fact that Ecumenopoli are no longer necessary for spamming metallurgists, and I think smaller planets will become the choice for a first ecumenopolis.

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.
If they did change the decision to work that way, that'd be the way to do it. But honestly, even though mechanically it'd be the same as replacing the districts then using the decision, it loses a lot of the flavor. Industrial districts just fit perfectly though.

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.
Considering that a city district with both techs and the tradition gives 8 housing, and a housing Arcology 15, you actually lose housing. The problem is that in order to make an ecumenopolis, you need to fill the planet up, so you build tons of excess city districts. With this change the district of choice to build up in order to make an ecumenopolis will be industrial districts, meaning this won't be the case any more. Industrial districts also remove a lot of the push to go for early Ecus, now they only become necessary once you run out of districts slots. So since you'll only build them when you are out of districts to build up normally, you'll only do it on full planets, and so the district conversion won't have all that excess.
 
  • 3
  • 1Like
Reactions:

Dragatus

Field Marshal
32 Badges
Jul 29, 2015
5.238
3.005
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Lithoids
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Humanoids Species Pack
  • Stellaris: Megacorp
  • Age of Wonders III
@Hansatron Try tagging Eladrin in your post, if you want a dev to see.

"Less" for discrete quantities was good enough for Shakespeare, it's good enough for you :p
The question is not if it was good enough for that pleb Shakespeare. The question is if it's good enough for king Stannis.
 
  • 2
Reactions:

Lorenerd11

Captain
12 Badges
Mar 25, 2020
445
1.168
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Stellaris: Megacorp
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Stellaris: Humanoids Species Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Lithoids
Devs unfortunately seem to have stopped following this thread, so it's unlikely they see anything posted here.
 

James Fire

Lt. General
50 Badges
Jan 30, 2018
1.412
493
  • Crusader Kings II
  • Magicka 2
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Jade Dragon
  • Stellaris
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Conclave
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis III: Collection
  • Cities: Skylines
  • Semper Fi
  • Cities: Skylines - Snowfall
  • Majesty 2 Collection
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
@ImaTomato Maybe you'd like to clarify what exactly about my comment on modded AI you disagree with?

The person I responded to said that MoO2, with an AI mod, had good AI. I rebutted that perfectly, by bringing up an AI mod for Stellaris that makes it more than competent, and reminded him that he was asked for a 4x game, not a 4x game mod.
 

Lorenerd11

Captain
12 Badges
Mar 25, 2020
445
1.168
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Stellaris: Megacorp
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Stellaris: Humanoids Species Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Lithoids
Considering that a city district with both techs and the tradition gives 8 housing, and a housing Arcology 15, you actually lose housing.
Arcologies gain housing from techs and traditions too, +3 each, +9 in total, giving them 24 housing. That said, 1 Residential arcology (15, +9) still has less housing than 5 City districts (25, +15).

So after taking another look, 3:1 ratio would work best for both City and Industrial districts.
DistrictsHousingJobsArcologiesHousingJobs
1-3 City​
5 (+3) – 15 (+9)​
1 (+1) – 3 (+3)​
▷​
1 Residential​
15 (+9)​
5 (+5)​
4-6 City​
20 (+12) – 30 (+18)​
4 (+4) – 6 (+6)​
▷​
2 Residential​
30 (+18)​
10 (+10)​
7-9 City​
35 (+21) – 45 (+27)​
7 (+7) – 9 (+9)​
▷​
3 Residential​
45 (+27)​
15 (+15)​
10-12 City​
50 (+30) – 60 (+36)​
10 (+10) – 12 (+12)​
▷​
4 Residential​
60 (+36)​
20 (+20)​
13-15 City​
65 (+39) – 75 (+45)​
13 (+13) – 15 (+15)​
▷​
5 Residential​
75 (+45)​
25 (+25)​
16-18 City​
80 (+48) – 90 (+54)​
16 (+16) – 18 (+18)​
▷​
6 Residential​
90 (+54)​
30 (+30)​
19-21 City​
95 (+57) – 105 (+63)​
19 (+19) – 21 (+21)​
▷​
7 Residential​
105 (+63)​
35 (+35)​
22-24 City​
110 (+66) – 120 (+72)​
22 (+22) – 24 (+24)​
▷​
8 Residential​
120 (+72)​
40 (+40)​
DistrictsHousingJobsArcologiesHousingJobs
1-3 Industrial​
2 – 6​
2 (+2) – 6 (+6)​
▷​
1 Industrial​
10​
8 (+4)​
4-6 Industrial​
8 – 12​
8 (+8) – 12 (+12)​
▷​
2 Industrial​
20​
16 (+8)​
7-9 Industrial​
14 – 18​
14 (+14) – 18 (+18)​
▷​
3 Industrial​
30​
24 (+12)​
10-12 Industrial​
20 – 24​
20 (+20) – 24 (+24)​
▷​
4 Industrial​
40​
32 (+16)​
13-15 Industrial​
26 – 30​
26 (+26) – 30 (+30)​
▷​
5 Industrial​
50​
40 (+20)​
16-18 Industrial​
32 – 36​
32 (+32) – 36 (+36)​
▷​
6 Industrial​
60​
48 (+24)​
18-21 Industrial​
38 – 40​
38 (+38) – 40 (+40)​
▷​
7 Industrial​
70​
56 (+28)​
22-24 Industrial​
44 – 48​
44 (+44) – 48 (+48)​
▷​
8 Industrial​
80​
64 (+32)​
The total housing of Residential arcologies and the total jobs of Industrial arcologies remain the same, but Residential arcologies add more Clerk jobs and Industrial arcologies add more housing.
 
Last edited:
  • 1
Reactions:

UltimateTobi

Lt. General
49 Badges
Mar 8, 2010
1.657
657
www.youtube.com
  • Arsenal of Democracy
  • Europa Universalis 4: Emperor
  • Prison Architect: Psych Ward
  • Europa Universalis IV: Golden Century
  • Darkest Hour
  • Hearts of Iron III
  • Cities: Skylines
  • Cities: Skylines Industries
  • Stellaris: Apocalypse
  • Stellaris: Lithoids
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Prison Architect
  • Cities: Skylines - Parklife Pre-Order
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Stellaris: Galaxy Edition
  • 500k Club
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities in Motion 2
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.
This would also enable the AI to build Ecumenopoli, as they can't demolish structures.
 
  • 1
Reactions:

nikkythegreat

Captain
35 Badges
Dec 26, 2017
486
493
  • Crusader Kings II
  • Stellaris: Megacorp
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Distant Stars
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Crusader Kings III
  • Surviving Mars
  • BATTLETECH
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Cities: Skylines
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Imperator: Rome - Magna Graecia
  • Crusader Kings II: The Old Gods
So industrial districts in habitats produce the same as normal planets. Isn't that a bit too weak since as a rule habitat districts produce 50% more jobs.

Maybe turn that +1 alloy and +1 consumer good job to +2 alloy and +1 consumer good job.
 

Eladrin

Stellaris Game Designer
Apr 4, 2019
207
3.848
www.paradoxplaza.com
Try tagging Eladrin in your post, if you want a dev to see.
We read all. Even 30 pages in.

Edit: I do tend to respond less after the first day or two, that's true, but I have things to write and systems to break. :D
 
  • 4Like
  • 4Love
  • 2
Reactions:

Alfray Stryke

Embedded QA on Stellaris
55 Badges
Feb 21, 2014
1.882
1.683
  • PDXCON 2017 Gold Ticket holder
  • PDXCON 2018 "The Emperor"
  • PDXCon 2019 "Emperor"
Devs unfortunately seem to have stopped following this thread, so it's unlikely they see anything posted here.
I am ever present and try to read as much of what the community here says as I can, provided it's constructive :)
 
  • 5Love
  • 1Like
  • 1
Reactions:

Lorenerd11

Captain
12 Badges
Mar 25, 2020
445
1.168
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Stellaris: Megacorp
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Stellaris: Humanoids Species Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Lithoids
I am ever present and try to read as much of what the community here says as I can, provided it's constructive :)
Oh, could you take a look at the Ecumenopolis conversion ratios? I think 3:1 (0.33) would work better than the current 2:1 (0.5), there's currently somewhat of an excess of Residential arcologies with 2:1.

So after taking another look, 3:1 ratio would work best for both City and Industrial districts.
DistrictsHousingJobsArcologiesHousingJobs
1-3 City​
5 (+3) – 15 (+9)​
1 (+1) – 3 (+3)​
▷​
1 Residential​
15 (+9)​
5 (+5)​
4-6 City​
20 (+12) – 30 (+18)​
4 (+4) – 6 (+6)​
▷​
2 Residential​
30 (+18)​
10 (+10)​
7-9 City​
35 (+21) – 45 (+27)​
7 (+7) – 9 (+9)​
▷​
3 Residential​
45 (+27)​
15 (+15)​
10-12 City​
50 (+30) – 60 (+36)​
10 (+10) – 12 (+12)​
▷​
4 Residential​
60 (+36)​
20 (+20)​
13-15 City​
65 (+39) – 75 (+45)​
13 (+13) – 15 (+15)​
▷​
5 Residential​
75 (+45)​
25 (+25)​
16-18 City​
80 (+48) – 90 (+54)​
16 (+16) – 18 (+18)​
▷​
6 Residential​
90 (+54)​
30 (+30)​
19-21 City​
95 (+57) – 105 (+63)​
19 (+19) – 21 (+21)​
▷​
7 Residential​
105 (+63)​
35 (+35)​
22-24 City​
110 (+66) – 120 (+72)​
22 (+22) – 24 (+24)​
▷​
8 Residential​
120 (+72)​
40 (+40)​
DistrictsHousingJobsArcologiesHousingJobs
1-3 Industrial​
2 – 6​
2 (+2) – 6 (+6)​
▷​
1 Industrial​
10​
8 (+4)​
4-6 Industrial​
8 – 12​
8 (+8) – 12 (+12)​
▷​
2 Industrial​
20​
16 (+8)​
7-9 Industrial​
14 – 18​
14 (+14) – 18 (+18)​
▷​
3 Industrial​
30​
24 (+12)​
10-12 Industrial​
20 – 24​
20 (+20) – 24 (+24)​
▷​
4 Industrial​
40​
32 (+16)​
13-15 Industrial​
26 – 30​
26 (+26) – 30 (+30)​
▷​
5 Industrial​
50​
40 (+20)​
16-18 Industrial​
32 – 36​
32 (+32) – 36 (+36)​
▷​
6 Industrial​
60​
48 (+24)​
18-21 Industrial​
38 – 40​
38 (+38) – 40 (+40)​
▷​
7 Industrial​
70​
56 (+28)​
22-24 Industrial​
44 – 48​
44 (+44) – 48 (+48)​
▷​
8 Industrial​
80​
64 (+32)​
The total housing of Residential arcologies and the total jobs of Industrial arcologies remain the same, but Residential arcologies add more Clerk jobs and Industrial arcologies add more housing.
And I'm still curious, what are your thoughts on shifting Industrial district jobs with planetary decisions instead of planet designations?

And what can we expect from Ecumonopolis and Ringworld districts and jobs? Would it be anything like what I wrote down in these Ecumenopolis and Ringworld concepts? And would you be open to taking some of the suggestions made for building and job tweaks?
 
Last edited:

Alfray Stryke

Embedded QA on Stellaris
55 Badges
Feb 21, 2014
1.882
1.683
  • PDXCON 2017 Gold Ticket holder
  • PDXCON 2018 "The Emperor"
  • PDXCon 2019 "Emperor"
Oh, could you take a look at the Ecumenopolis conversion ratios? I think 3:1 (0.33) would work better than the current 2:1 (0.5), there's currently somewhat of excess of Residential arcologies with 2:1.



And I'm still curious, what are your thoughts on shifting Industrial district jobs with planetary decisions instead of planet designations?

And what can we expect from Ecumonopolis and Ringworld districts and jobs? Would it be anything like what I wrote down in these Ecumenopolis and Ringworld concepts? And would you be open to taking some of the suggestions made for building and job tweaks?
I'm not the dev you're after! You want Eladrin for that ;)