Stellaris Dev Diary #192 : Perfectly Balanced, As All Things Should Be...

Stellaris Dev Diary #192 : Perfectly Balanced, As All Things Should Be...

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Spaceception

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As part of the balance pass, Ring Worlds have been bumped up to 10 segments from 5, and the jobs per segment have been adjusted.
Should the industrial district have its cost and upkeep split between motes and crystals? With an adjustment based on the designation?

Also, has the trade value per clerk been changed, or is there a trait or something being applied?
 

MateuszS

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Like the Ring Worlds, these start with all building slots open. As mentioned before, you can now use the Arcology Project decision on a planet that has a mix of City and Industrial Districts.
In what type of districts will industrial ones "evolve" after turning into ecumenopolis? Forge or factory ones?
We've also upgraded the Food Processing Center, Mineral Purification Hub, and Energy Nexus to provide an extra job to each of their associated resource production districts. (The Food Processing Center will also improve Hydroponics Farms.)
Does it mean that Energy Nexus in machine empire and synth ascended empire will provide 4 additional energy districts AND +1 job per energy district including those added?
 

ExoNut

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I think that Consumer goods and Alloys should have separate districts.
 
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ReshyShira

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I'm not sure that the ring world habitability is worth implementing as is? It'd not affect robots in any way, it'd mostly just affect organic pops, which speaks more to limiting options and doesn't *really* balance anything (and as someone mentioned prior, the origins aren't supposed to be balanced).
 
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Burnonator

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Wow, thank you. I was upset after the last update diary. It was really bad, especially for purifier type playthroughs, that don't get access to "greater than ourselves" at all, but need it most, especially now that manual resettlement will cost influence (there's never enough influence already). At least they have SOMETHING now, though.

How small is the chance of pops moving on their own, really? I don't think I read that post right. It says "10% currently, but the overall chance is multiplied by the number of unemployed pops." and "...if you have two unemployed pops on a planet, double these numbers." Currently I have a habitat with 23 unemployment, does that mean there will be a 230% chance for a pop to move? Sounds pretty strong, if so.

Also, it would be great if we could move buildings between slots, as buildings get ruined when too many pops leave (or maybe just don't auto-ruin buildings!?), and it really matters which one goes where (It would also be nice to be able to re-order other things in the UI, like fleets for example). Or at least be able to repair/demolish an upgraded building that has been ruined. It really seems like a bug/oversight that you can destroy a non-upgraded ruined building, but not an upgraded ruined building.
 
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Gilbert95

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Also, it would be great if we could move buildings between slots, as buildings get ruined when too many pops leave (or maybe just don't auto-ruin buildings!?), and it really matters which one goes where (It would also be nice to be able to re-order other things in the UI, like fleets for example). Or at least be able to repair/demolish an upgraded building that has been ruined. It really seems like a bug/oversight that you can destroy a non-upgraded ruined building, but not an upgraded ruined building.
In an earlier DD they discussed that building slots are now unlocked by capital buildings, city districts and a few other things. Notable is that pops will no longer unlock slots, so this fixes the buildings getting ruined when pops leave.
 
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Flying Scorpion

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Man, this is one of the best DD diaries in a long, long time. A massive rebalance patch was long overdue in many areas (ascensions, economy, civics, government authorities, etc), growth, and immigration rework were pressing issues, as well as late-game lag. Killing these 3 birds in one single stone is awesome news!

I agree, I'm looking forward to these changes. Particularly anything that reduces late game micromanagement.

It's been asked a number of times already but I'll ask as well, any thoughts on how to handle emigration/immigration? Currently you can intentionally force pop growth to go from one planet to another planet by using the emigration push and immigration pull modifiers. How would this work in the new system? Would you need to scrap it?
 

Glizdogon

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Interestingly this might be closer to real life than you're imagining. In developed countries population growth is lower than developing and even in developed countries we see population growth tail off in more developed regions, as well as even more granularly than that where it tails off in wealthier families compared to poorer ones. Also, the World Health Organisation doesn't predict an ever increasing global population, but instead that as the world develops each countries population will stabilise and global population reaching around 10 billion and then growth rates levelling off. So the S curve is both mapping to what we see in reality, as well as what the bigger organisations whose job it is to try and predict real world populations over the next century or two are using.
 

Pale Blue

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So any update on the pop growth to change the per planet carry capacity and pop growth to an empire wide carry capacity and pop growth? It would finally put an end to need to settle any planet regardless of habitability asap and to constantly spam habitats just for more pop growth.
Keeping per planet pop growth, but making it S-shaped will just make the current system worse. Instead of just spamming colonies you now also need to constantly resettle to keep as many planets in the middle of the S as possible. You probably also need to battle with the auto-pop-migration system to keep it that way. Instead of solving existing problems they get amplified. An empire wide system would finally put an end to this.
 

Ffc

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I'm still sad about Slaves and robots not moving with auto-resettlement

It doesn't solve the micro resettlement problem with Authoritarian empire, in particular with Slaver Guilds since Unemployed pops become slave and then can't move.

There should at least exist a Civic or an Edict which allow them to resettle, Slaver guild is kinda in the theme for example, you can imagine that those Guilds move slaves around to more profit. But it would makes this Civic even stronger and make playing Non-Slaver Guild Auth Empire very pointless I think
 
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Solismar

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Me and Friends have been waiting months for this sort of update. Game just gets to laggy end game to play together.. been hoping and waiting for this to help. Over Two months since this post, what's the update on the update?
 

Unseelie

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I'm still sad about Slaves and robots not moving with auto-resettlement

It doesn't solve the micro resettlement problem with Authoritarian empire, in particular with Slaver Guilds since Unemployed pops become slave and then can't move.

There should at least exist a Civic or an Edict which allow them to resettle, Slaver guild is kinda in the theme for example, you can imagine that those Guilds move slaves around to more profit. But it would makes this Civic even stronger and make playing Non-Slaver Guild Auth Empire very pointless I think
Or handle this as a Species Right, which the slaver ought get a handle on. Maybe gate it behind a civic, policy, or edict.

I brought this up with a post requesting that Rogue Servitors be able to turn off population growth of their bio trophies but not their robots.

It seems that there's a lot of nation types that would have some use for more granular control over who gets to migrate.
If I've gene-engineered just one or a few habitats, I might be perfectly happy letting the fellows leave the habitat, but people coming in are a problem, for another example.

It seems to me that a fairly granular control of a planet's population ought exist on the Population Tab of the planet view, where you can stop or encourage growth of specific species, and similarly control their migration.
 

Bezborg

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While there’s time, please please please add a commercial district to ecumenopoli, and make city-planets the true centres of civillian and commercial life!