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Stellaris Dev Diary #190 : Leading Economic Indicators

Hi everyone!

Way back in Dev Diary 152, we discussed some planetary changes that we experimented with during summer 2019. At the time, we decided that while we learned a lot from the experiment, they required significant additional refinement before being something we wanted to incorporate into Stellaris.

Summer 2020 gave us the additional time we needed to revive these (and some other) experiments. Our primary objectives were to reduce the mid to late game micromanagement burden and provide quality of life improvements, including generally making the prebuilding of planets more viable, making planetary automation reliable enough to be trusted in the mid to late game, and making dealing with unemployment and pops easier.

We’ll be talking about these subjects in multiple dev diaries over the next couple of months.
[h3]
Industrial Districts[/h3]

Azure Chalice is… er, was... a lovely place.

The planet view has shifted things around a bit and now supports the display of up to six district types. Most planets will have five district types available. This extra real estate could also be of special interest to modders.

The new brownish-orange district next to the City District is the revived Industrial District. Industrial Districts are treated as urban districts (and as such are not limited by planetary features), but rather than the Laborers that split their output from the original experiment, we’ve decided to have the districts provide regular empires one Artisan and one Metallurgist job. Gestalts have either two Foundry Drones or Fabricators as appropriate.

Work, work, work.

Factories and Foundries will still exist but are now planet unique, with the first tier building adding 2 jobs to the planet just like the old versions. The upgraded versions, however, will now add either 1 or 2 jobs of the appropriate type to each Industrial District on the planet.

Ecumenopoli will retain their specialized districts, but can be boosted by the Foundry or Factory buildings. The number of jobs per district on ecumenopoli have been adjusted somewhat as part of an overall economic balance pass. Since Industrial Districts are considered urban, a planet with a mix of City and Industrial Districts can be paved over and turned into an Ecumenopolis using the Arcology Project decision.

Since districts are now much more critical to the development of your civilization, the average size of homeworlds has been increased by 2, and as an additional side effect, the Mastery of Nature Ascension Perk may also become a bit more desirable.


[h3]Building Slots
[/h3]
I’m sure you’ve already noticed from the above screenshot, Building Slots no longer list population counts. Instead of relying on population, they're opened up by increasing the infrastructure of the planet. This is generally done by building City Districts (or their equivalent) or by upgrading the colony's Capital building. As a pleasant side effect of this, your buildings will no longer get ruined when a pop gets resettled, ritually killed, or eaten by mutants.

Build up that infrastructure.

Two new technologies that unlock additional Building Slots have also been added, Ceramo-Metal Infrastructure and Durasteel Infrastructure. They represent the civilian adoption of military technology, and as such require some government techs and the associated armor technologies. The Adaptability tradition tree, for those that have it, still has a tech that grants a Building Slot as well.

As specialized and advanced worlds, Ecumenopoli, Ring Worlds, Hive Worlds, and Machine Worlds start with all of their building slots unlocked.

Habitats are intended to feel a bit cramped, so while Habitation Modules do not open up Building Slots, the Voidborne Ascension Perk will continue to grant two Building Slots to those that choose to embrace living in space.

The MegaCorps out there may ask “but what about our Branch Offices?” - we’ve got you covered.

Insider Trading. Institutionalized corruption exploited by the upper classes, or just greasing the wheels of trade?

Branch Offices will tie their slots to the level of the colony’s capital building. For example, a Planetary Administration building will grant one Branch Office Building Slot, a Planetary Capital will grant two, and a System Capital-Complex would grant three. If the target empire has the Insider Trading tradition, you’ll have one extra Branch Office Building Slot. (This may grant you a Branch Office building even on newly colonized worlds, if your business plan expects it to be profitable.)

[h3]But Why?[/h3]

By decoupling the building unlocks from population growth, it makes it much easier to “prebuild” a planet to varying degrees. It removes some of the tedium of waiting for that last pop to finish growing before a slot unlocks, as well as the negative experience that occurred when a critical pop moved or died right at the wrong time. This change went through many iterations - in one of them the rural and industrial districts added "fractional" slots, in another the capital buildings gave more slots at each upgrade. The combination of having both City Districts and the Capital Building contributing to the slots, along with the additional techs, finally felt right. It's nice when even a newly founded Colony possesses at least one open building slot since it lets you immediately begin construction of a Spawning Pool or other high value building right away.

Moving the essential secondary resources of Consumer Goods and Alloys to districts frees up the building slots a little bit and creates a greater differentiation between heavily urbanized or industrial planets and resource generating colonies. Qualitatively we also felt that it "feels nice" to be getting more of your physical resources from the district level, leaving the Building Slots for more unique and specialized needs.

Both of these changes also happen to make some planetary automation decisions a little easier - your Tech Worlds should clearly build a mix of City and Industrial districts, for instance, to make room for Research Labs as well as to provide the Consumer Goods needed to pay for them. We do recognize that it may be difficult - or even impossible - to unlock all Building Slots on a planet that has not been urbanized, but those resource generating planets often do not have quite as strong a need for a large number of buildings.

Ideally in the mid to late game you could colonize a planet, set the colony designation you want for the planet, turn on automation, and reasonably expect the planet to be in decent shape - and doing what you told it to - the next time you look at it. (In the early game it's certainly possible, but your empire's economy may not be stable enough to support dedicated worlds and your colonies may be better off with direct caretaking.)

We have a few other experiments that are still ongoing that affect the relationship between urbanized vs. less developed planets that are not entirely conclusive yet. If they prove out we'll discuss them later on in this series of diaries. Our current plan for next week's diary is to talk more about the automated colony management overhaul as well as the automatic and manual resettlement of pops.

As a reminder, we have an ongoing feedback thread related to AI improvements we have in beta on the stellaris_test branch. We'd love to get more people on it and telling us what they think about them. (Please note that 2.8.1 is an optional beta patch. You have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.)

Thanks!








Stellaris: Necroids Species Pack is out now

Become one with death in the Stellaris: Necroids Species Pack, the latest smaller expansion to the grand space strategy game from Paradox Interactive and Paradox Development Studios.

Read the full article here: https://www.gamingonlinux.com/2020/11/stellaris-necroids-species-pack-is-out-now

Necroids Species Pack now live!


Hello everyone!

We are proud to announce that the Necroids Species Pack is now live!



We are super proud of this release and we are excited to see what kind of spOooOOky Empires you all will create with this new addition to Stellaris!

Get your copy of the Necroids Species Pack here!

In addition, we will also have a Halloween themed multiplayer stream this weekend (in the true undead spirit of the Necroids Species Pack) on https://www.twitch.tv/paradoxinteractive!

Halloween Multiplayer Stream Schedule

Saturday October 31st 5pm CET (4pm UK, 12pm EDT 9am PDT)
Sunday November 1st 5pm CET (4pm UK, 11am ET, 8am PT)




Stay safe out there and have a Happy Halloween!

https://www.youtube.com/watch?v=S6ON871QXrY&feature=emb_title

The best Stellaris DLC

Paradox's take on the space 4X genre is slowly growing its DLC offering. It'll still take a few years to grow to the size of the studio's other games like Europa Universalis IV and Crusader Kings II, but after three years there is enough of it that frugal gamers may still need some help picking through the options.


We've sent our science ships to scan each add-on for value, and how much they actually add to the game, and return with their results. So, come check out our breakdown of all of the add-ons and expansions released to date, what they're good for, and whether they're worth picking up.


There's a fair few higher-priced expansions where the cost vs what you get can feel a little steep considering the feature sets can be quite lean. Since most major expansions are released alongside a free update, there's an argument to be made that you're subsidising all of the work that's gone into the free patch. As far as value for money goes, though, you might be better off waiting until these are on sale - it's your call.


Read the rest of the story...


RELATED LINKS:

Stellaris guide: tips and tricks for beginners

Stellaris 2.8 'Butler' patch notes - everything you need to know!

Just in time for Halloween, Stellaris is adding a new zombie species


Stellaris guide: tips and tricks for beginners

Stellaris builds on Paradox's rich architecture of emergent gameplay, with a dozen pieces of mechanics whizzing by your head while you try to keep an eye on events and control the pulse of what's going on. Building your first Habitat? Taking down your first Leviathan? Balancing the resource budget as you roll out to war? These are big deals, and space - as Douglas Adams wrote - is a big place. Here are our Stellaris tips to help you out.


This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to glean some insights that will help them in the wars to come.


All information is correct as of Version 2.8. We've just had some new changes drop, but these basics will still apply. Below, you'll find tips for managing your economy, planets, your pops, trading and an introduction to diplomacy and ship design. There's also specific tips for some of the unique empires, such as Hiveminds - everything you need to level-up your skills and conquer the galaxy.


Read the rest of the story...


RELATED LINKS:

The best Stellaris DLC

Stellaris 2.8 'Butler' patch notes - everything you need to know!

Just in time for Halloween, Stellaris is adding a new zombie species