Stellaris

Stellaris

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Arkite May 21, 2023 @ 12:03pm
Why do industrial district exist?
What is the purpose of an industrial district? It's output are consumer goods and alloys, for the same output i can build also buildings..
Anyone help me understand why these options exist also the choose planet specialisation seems rather confusing to me as there are so many options which can actually be simplified to a few..
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Showing 1-15 of 28 comments
Ironfist May 21, 2023 @ 12:26pm 
If you choose specification planet as factrory, the industrial districts will product only goods, if you choos blackmith they will product only metal. Choosing the other specification - industrial districts will product goods and metal.
corisai May 21, 2023 @ 12:28pm 
Because a single building is not enough :)
EleventhStar May 21, 2023 @ 12:30pm 
districts provide more jobs to benefit from the buffs the buildings provide.

buidings also exist for food/energy/minerals, not just alloys/consumer.
gn_fighter May 21, 2023 @ 12:32pm 
The Buildings you can built for consumer-goods will only give a very limited amount of job's that produce consumer-goods/alloys and are essentially just boost-buildings in their upgraded version.

On top of that, Buildingslot's are quite limited on a planed while, if you have a size 20 or higher World you can built a lot of Industria. dictricts and turbo-spezialize your planet to it.

I also don't think you can take away much of the Planetary specialisation-options since every option does something differently and boost's either a different rescource for a lot, reduced the up-keep for a production-job or in case of the rural world increases all 4 base-rescources at once in case the planetary features make it impractical to specialize that planet to a single recource.
Forblaze May 21, 2023 @ 12:35pm 
It used to work like you said (not sure if you were intending to ask about the change), where you had to build multiple factory/foundry buildings the way you still need to do for research labs. They changed it to districts so that you could more heavily specialize planets for CG/Alloy districts. Combining the two resources into one district was I guess a compromise to limit the amount of district types, but it does have the benefit of letting you make quick pivots with your economy.
corisai May 21, 2023 @ 12:36pm 
Originally posted by gn_fighter:
or in case of the rural world increases all 4 base-rescources at once in case the planetary features make it impractical to specialize that planet to a single recource.
There two issues here:
a) you will get way less resources then from a strict specialization.
b) you will need a lot more pops on that world => indirect slowdown of your alloy&CG&science production (as you should resettle excees pops).

Are you so desperate for basic resources?
vkobe May 21, 2023 @ 1:04pm 
Originally posted by Master Yottabyte:
What is the purpose of an industrial district? It's output are consumer goods and alloys, for the same output i can build also buildings..
Anyone help me understand why these options exist also the choose planet specialisation seems rather confusing to me as there are so many options which can actually be simplified to a few..
build orbital ring and you get 4 extra spot
corisai May 21, 2023 @ 1:09pm 
Originally posted by Master Yottabyte:
To be limited with building slots on a whole PLANET is also simply to unrealistic.
Sigh.
Mountains? Oceans? Swamps? Tundra? They all mostly useless terrain.
And it will require A LOT of time to fill default 15 planet with pop using all those districts & buildings...

Originally posted by Master Yottabyte:
Things as space mining, tanker ships (fuel for ships) etc. now don't exist.
LOL? We're building mining bases all around ...

Originally posted by Master Yottabyte:
Now initially the minerals stored are not visibly transported or stored to a new colony but are somehow universally stored and available
Proper logistics is a hellish mess, will require extra Excel sheets & most players hate it wholehearthy. You can't be serious here.
gn_fighter May 21, 2023 @ 1:16pm 
Originally posted by corisai:
Are you so desperate for basic resources?


I just explained what it is for not that i am currently in a game where i am in a situation where i am using it.

I sometimes use that specialization in early-game on planets that doesn't support a basic-spec, i could not aquire better planets to do so and i lack the basic rescources to increase my specialist-production. Of course that also doesn't mean that this planet will keep the spec for the entire duration fo the playthrough but for certain transition-phases i found a niche-use yes.
EleventhStar May 21, 2023 @ 1:23pm 
Originally posted by corisai:
Proper logistics is a hellish mess, will require extra Excel sheets & most players hate it wholehearthy. You can't be serious here.

it would be reasonably doable to have minerals transported to industry worlds via a system similar to trade routes. could maybe make for an interesting blockade/pillage mechanic.

but yeah you'd have to simplify it and probably only do it for planets with high outputs to avoid it becoming too messy.


or you could just have the game do it automatically and just have freight ships flying between planets that you could then shoot down or some such.
MadArtillery May 21, 2023 @ 1:36pm 
Originally posted by Master Yottabyte:
Originally posted by corisai:
Sigh.
Mountains? Oceans? Swamps? Tundra? They all mostly useless terrain.
And it will require A LOT of time to fill default 15 planet with pop using all those districts & buildings...


LOL? We're building mining bases all around ...


Proper logistics is a hellish mess, will require extra Excel sheets & most players hate it wholehearthy. You can't be serious here.

ok you seem to know it all or know the way, so with current building system what do i do?

Planet 1 is main planet
Planet 2 i choose to colonise probably a 20field if possible, what i build than there?

Can it be that maybe current system and its planet specialisations become more viable if you have more planets say more than 7 as such in that way you need to re structure some and make eg. a purely agricultural planet

Or how i should understand this system? Or a pure consumer goods? Although the industry also produces alloys im confused which buildings than combined with which fields

Isnt it better to follow an approach like the game distant worlds 2?

Industrial distrcts produce either only consumer goods, only alloys, or 50-50 the listed specialization changes that with 1:1 jobs being default on any unspecialised production world. You only get one of the alloy or consumer good building slot as you can build vastly more production on a single world now then you could in building slots, especially with eucenopolis worlds, those get absolutetly insane.
Last edited by MadArtillery; May 21, 2023 @ 1:37pm
Elitewrecker PT May 21, 2023 @ 1:36pm 
Industrial districts and the alloy or consumer good buildings (whose main purpose is to eventually buff the production of their respective jobs, not actually the jobs they create themselves) are best used by manually designating those planets as either a forge world or factory world - this makes the jobs produced by the districts 100% of that type and individually more productive, while also freeing up a building slot that you're not using for the other resource.

But yeah, your first couple colonies are probably easier to use as general basic resource worlds initially, unless they have good modifiers for a specific resource. Later on you can specialise them once you have planets you can spare for each type, by looking at which districts they can build the most of.
If a planet can build a high amount of mineral districts then make it a mining world, ditto for energy or food. On the other hand, if a planet CAN'T have a decent number of any one specific resource district, then you can make them industrial/tech/refinery worlds etc.
corisai May 21, 2023 @ 1:53pm 
Originally posted by Master Yottabyte:
so with current building system what do i do?

Planet 1 is main planet
Planet 2 i choose to colonise probably a 20field if possible, what i build than there?
In early game you're:
a) avoiding shortages
b) trying to produce enough alloys for early conquest OR securing your borders.
c) next goal is to pick at least one would-be-ecumenopolis for each: alloys, CG and research.

So it's pretty messy and random - you can't allow a dedicated specialization, it's a goal for mid/late-game.

Originally posted by Master Yottabyte:
Isnt it better to follow an approach like the game distant worlds 2?
Dunno, DW2 is still unplayble mess for me. DW:U is awesome and different types of resources are cool - but it ignore civilian economy completely and simulate it as a black box running on it's own.

In Stellaris you're overlooking civilian economy (in form of CG or maintenance drones for Gestalts) so in that case it's a bit more complex.
Last edited by corisai; May 21, 2023 @ 1:54pm
Scr(A)tch May 21, 2023 @ 3:12pm 
Originally posted by EleventhStar:
Originally posted by corisai:
Proper logistics is a hellish mess, will require extra Excel sheets & most players hate it wholehearthy. You can't be serious here.

it would be reasonably doable to have minerals transported to industry worlds via a system similar to trade routes. could maybe make for an interesting blockade/pillage mechanic.

but yeah you'd have to simplify it and probably only do it for planets with high outputs to avoid it becoming too messy.


or you could just have the game do it automatically and just have freight ships flying between planets that you could then shoot down or some such.

Simply a 1 energy upkeep for every handful of ressources you need to ship somewhere else and it's done.

Then if a planet is blockaded (somehow isolated), it stops producing what it can't support by itself and starves if lacking food.
corisai May 21, 2023 @ 3:28pm 
Originally posted by Scr(A)tch:
Simply a 1 energy upkeep for every handful of ressources you need to ship somewhere else and it's done.
That's A LOT. Especially for Machine Empires.
And such limitation will hurt mostly the human player as AI is still have access to cheats.


Originally posted by Scr(A)tch:
Then if a planet is blockaded (somehow isolated), it stops producing what it can't support by itself and starves if lacking food.
That's a much better idea. Starvation via blokade should be alternative to bombardment. Issue that it would take A LOT of time - until they dry their local warehouses.
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Date Posted: May 21, 2023 @ 12:03pm
Posts: 28