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

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Lorenerd11

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Many people requested the ability to fully specialize their foundry and factory worlds. We've modified the Forge and Industrial World planet designations to shift one pop on each Industrial District to the appropriate job if possible.

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Note: Empire has all technologies but no traditions active.
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The ecumenopolis has a unique distinction of being able to have both the Factory and Foundry building lines on the same planet.
Aw, I had hoped that we would be able to shift jobs with planetary decisions, and that Ecumenopoli would be a bit more like my Ecumenopolis rework concept, with merged Industrial arcologies and new arcology types like Commercial added.
 
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Echo 418

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I don’t see Thrall Worlds mentioned in the dev diary, have they been changed in regards to pop growth?

As mentioned before, you can now use the Arcology Project decision on a planet that has a mix of City and Industrial Districts.

If I’m not mistaken Thrall World require you to destroy all mining and achriculture districts before you can turn it into a Thrall World, only to rebuild them afterwards. It would be nice if they would get the same treatment as Ecumenopoli.
 
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So if i understand correctly the next meta is creating full housing planets without any jobs + resettle hub. This way creating a breeding ground for other planets?
 
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This is one of the things that is still in balancing, but currently it's total housing but we include a bonus for undeveloped districts. People living off the land and such. Some planets, like Gaia worlds, get more carrying capacity for their undeveloped districts.

This is almost all I've ever wanted from a pop fix. I love you. Please keep the scaling based on housing, a value with player agency behind it.
 
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Is the chance to migrate different depending on the strata, or is it all the same and higher strata just get ahead in the line?

If the chance of triggering automatic migration is based on strata, isn't the upcoming demotion time decrease going to present a problem? I just worry that this will actively harm empires that pick up civics like Shared Burden or go Harmony tradition early.
 

Troyen

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In the current version:
* Gene Clinics give 2 medical workers.
* Cyto-Revitalization Centers give 5 medical workers.
That's 2% and 5% respectively. And if the extra growth speed works on both regular growth speed and pop *ulgh* assembly *puke* that's basically double the value. But I suspect that pop *retch* assembly isn't affected by growth speed modifiers.
It's 5 workers with the upgrade today, but they're also changing three-tier buildings to be a 2/4/6 pattern. I don't know if they said if the two-tier buildings would stay at 2/5 or also drop to 2/4.

I'm worried about the impact of the Industrial district on Ring Worlds, especially on Ecumenopolis.

An Ecumenopolis is very long to create and was until then THE alloys factory/cons. goods. Now... I can build as many ring world as I want... Faster... Have one more ascension perk without the Ecumenopolis one... So what the point of Ecumenopolis ?
It reads like Ecumenopolis are the only planets that can have both an alloy and a CG extra job building. All other planets those are mutually exclusive. I _think_ that means Ring Worlds also have to pick between one of the two, and if so, Ecum could still come out on top in regards to industrial districts.
 
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Wait a second ... can you not actually cheese that quite easily with vassals? Like say you have an emprie with 2 sectors. Tehn you conquer stuff off of another empire and put it in a new sector. You release one of your initial sectors as a vassal and start building up your new sector. Rinse and repeat.
Sounds like a strategy that might involve a good use for Feudal society?
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Gateway jump to all them vassals you created. Throw them in a hegemony federation for good measure. Their power is your power.
 
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@Eladrin If "Planetary Carrying Capacity" is based of housing, then pre-building housing capacity will become the new meta and building speed bonuses are also pop growth bonuses indirectly!!! :cool::p

Yea that would be weird. And you would end up turning half your planets into Ecumenopoleis just for breeding pops because they have a ton of housing.
 
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Are the Ecumenopolis's and some of the Habitat's resource production districts supposed to have a bit of surplus housing? Currently, and for most of the post-tile planet economy, resource production districts have provided only enough housing for the jobs they create, meaning you need housing districts to house pops for buildings.
 

fabeto

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!!!!!!!!!!!!!!!!!!!!!!! THIS. IS WHAT THE GAME NEEDS !!!!!!!!!!!!!!!!!!!!!!!!

Not more content. But rebalancing what is already in. Changes like that would actually bring your playerbase back and keep it in for longer than 3 hours. Focus on fixing the grind and making the game more fun after the early game.

You are losing so much potential by not making the game more engaging in mid and late game. I'm speaking not only for me, but also for my friends who barely touch the game due to the reason I mentioned.

I would actually come back and play when you realease this. I don't touch content DLC's anymore.
 
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Yea that would be weird. And you would end up turning half your planets into Ecumenopoleis just for breeding pops because they have a ton of housing.
As if someone not mass-ecu'ing already due to +50% ecu buff.
 
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All planets with free sapient unemployed pops that are not locked down by migration controls will have a small chance every month of moving one to another planet within their empire that has jobs that they are willing and able to work, housing, and habitability of 40% or higher. This chance is increased if there are multiple unemployed pops that meet the criteria.

It's happening!!

Can't wait for this change, definitely the kind of change I've been hoping for.

Great dev diary with lots of great changes. My only feedback is that the gene clinic jobs still seem a bit underwhelming.
 
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@Eladrin, Please consider just moving "pop growth" from medical workers to buildings themselves. Have them provide society research and amenities and that's all that is needed to solve their problem.
That's an easy fix.

The harder fix is adding a health policy with a per pop cost, just like food. And having the med buildings improve that effect.
 
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These changes look like a great start.

I'd also suggest taking a look at the Habitat Cap mod which gives a starbase-limit style limit to the number of habitats you can build - currently the ideal is to build a habitat around any body that can have them, which balloons the number of pops the galaxy can potentially support, as well as the number of "planets" the player has to manage.
 
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So if i understand correctly the next meta is creating full housing planets without any jobs + resettle hub. This way creating a breeding ground for other planets?
Yea that would be weird. And you would end up turning half your planets into Ecumenopoleis just for breeding pops because they have a ton of housing.

You can take advangate of that as long as you have the colonies to place those pops! otherwise, it shuts down. It also shuts down as you get more overall pops, so no worries!
Making build speed important is really adding depth! And empty housing needs upkeep, so this signals that a strong economy will grow pops faster! And that is correct!
 
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This may change to be a simpler formula largely based on planet size, since there are a couple of quirks I'm not totally happy with right now.
I'm guessing building a lot of housing districts as soon as you colonize to maximize pop growth, replacing them later is one of those quirks?
 
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As if someone not mass-ecu'ing already due to +50% ecu buff.

I wasn't because I enjoy playing Hiveminds despite them having the least amount of content, no Horizon Signal, no Ruler traits, no Agendas, no special Federation type, no access to Nivlac, no ability to get free rapid breeders + strong on my organic pops, no ability to compete with organic pops created by non-Gestalts due to all the missing events, missing Nivlac etc..

Idk why I am even playing Hivemind honestly, the amount of missing content is so annoying. Also never going to get Necrophage dlc unless they make it compatible with Hiveminds.
 
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Yagami913

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After reading a lot of comment i think, planet carrying capacity must be tied to planet size mostly and not to housing, preveting gimmicky meta gaming.
 
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GnoSIS

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I'm guessing building a lot of housing districts as soon as you colonize to maximize pop growth, replacing them later is one of those quirks?
If you can waste the building time and the resources to that effect, then yes. If you do replace them and have less housing, pop growth will stop completely on that planet!
 
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Archael90

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Organic Pop Assembly
This is the best thing in this dev diary :D (Yet im worried that this will not be available to psionic spiritualists, as much as robots are not designed for them :( )


But i still have a question tho:
Will now migration works when planet will be full? In the current version the migration is stopped when there is no growth (someone sais this is due to chance of building being destroyed via declining pops), so will this will work in new version with buildings not being tied to pops? I would love to see my pops migrate from overcrowded planet and boost growth on underdeveloped ones.
 
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