
- Planets produce and consume resources.
- Districts provide a base number of Jobs for each level of development.
- Zones manipulate what Jobs are provided by their District.
- Buildings typically modify the production of Jobs themselves, though may also provide static numbers of Jobs.
- Jobs are filled by Workforce, and make the planet produce a single resource by default (unless they have been modified).
Standard planets have a City District that contains your urban development, and remains capped by planet size as it is in 3.14. The City District has four Zones - one will always be locked to a Governmental Zone and contains your Capital Building, while the other three will be selectable. Normal planets also have Mining, Agricultural, and Energy Districts which each have one Zone, and - like 3.14 - are gated by planetary features. Industrial Districts have been removed, as their function has been replaced by Zones.



The Planetary Surface Your homeworld is a bit of a special case in Stellaris - it’s not a brand new colony, but it’s also not very specialized. It needs to provide a little bit of everything, but could really use some cleanup after all those years of development (becoming an Early Space Age civilization is a dirty job.)Here’s the work-in-progress UX mockup of what Earth may look like at the start of the game:


Don’t worry, you’ll be able to select something other than Factory World...Here’s what our new colony could look like once the colonization process finishes:

...But why did you choose Mining World for a planet with Poor Quality Minerals?The Reassembled Ship Shelter provides Colonist jobs that will provide the Amenities and Stability previously granted by the Colony designation. As shown, the technologies required to expand on an alien world are not necessarily the same as those you need back on your home planet.Our UX designer has created these explanations of the new UI:





Wait, this means you can make a Fortress Ecumenopolis…Although the gameplay of upgrading a Habitat Complex by building orbitals throughout a system made Habitats more interesting, having to hunt down that last moon to place the orbital proved incredibly annoying.For 4.0, we’re removing this pain point. Upgrading Districts on a Habitat will spawn Orbitals throughout the system as their Development Level increases. Some of the district capacity will be available immediately upon colonizing the Habitat Central Complex, with the remainder gated by upgrading the Capital Building. We’re also considering having the district capacity for Habitats more closely linked to the deposits available in the system instead of the current behavior where each mineral deposit grants a static amount of capacity.We expect to see some unique or former districts for habitats be reimagined or return as Zones, such as the Order’s Demesne for KotTG or Sanctuary Districts for Rogue Servitors.

Goodbye, hunting for where that last minor orbital is hiding! Next Week Next week, Gruntsatwork will go into some of the scripting details of Jobs and Pop Groups. We should also have some more information about the upcoming 4.0 livestream.See you then!