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Stellaris Dev Diary #10 - The Spaceport and rare resources

Good news everyone! We are back with another dev diary! This time we’ll look at the spaceport.

Spaceports are permanent off-world installations that, depending on size, may support thousands of crew and inhabitants, acting almost as a city in itself. As the main hub for anything moving planetside it becomes a natural focus for interstellar trade and production as well as a vital strategic point in any conflict. All types of ships are built and serviced in the spaceport, from smaller vessels like science ships to enormous battleships. As it is too large for a construction ship to build, the spaceport is instead constructed by an established colony. When finished, the spaceport orbits the planet offering basic off-world defenses and the ability to construct and repair ships. The spaceport starts out small and can be upgraded in steps, a total of five times, where each upgrade adds additional toughness, damage output, the ability to build larger ships and most importantly additional module slots.

stellaris_dev_diary_10_01_20151123_station_modules.jpg


Modules are attachments that can be added to spaceports, allowing further specialization or utility. Like many other things in Stellaris, some modules may only be available to empires of a specific ethos while others may be the result of a rare scientific breakthrough. Their effects can range from additional defenses (Reinforced Hull Structure for added toughness, Fighter Squadron to combat raiders), benefits to economy (Hydroponic Farms to grow additional food, Solar Panels to gather energy) and ship support (Crew Quarters for lowered upkeep of ships while docked) as well as refining and utilizing different rare resources. This all comes at a cost of course. A fully upgraded and equipped spaceport is a huge investment and the loss of one may alter the course of a war.

A rare resource is any resource showing an abnormal or useful behavior when processed. The uses can range from financial to destructive and some resources offer multiple effects depending on their use. A source of Engos Vapor could either be used to boost the thruster speed of all ships built within the spaceport or be pumped into the local atmosphere to soothe the local populace. Monopolizing a few of these resources offers great potential for a trade empire to flourish, or a warlike one to take whatever else they desire.

stellaris_dev_diary_10_02_20151123_exotic_resources.jpg


We’d like for spaceports to be something players customize and develop according to their playstyle, either by covering weak areas or further enhancing their strengths. The decision where, when and with what modules to build a spaceport will also be heavily influenced by the planet it orbits and how close it is to potential danger.
The rare resources should ideally provide a source of power and tension in the game. We’ve seen some players go for strategies based on controlling specific resources while some players prefer a more opportunistic approach, adapting to whatever they might happen upon. Others simply prefer to grab everything they can to better control where, and by who, they are used. Why risk the uncertainty of war when supplying both sides with the means of destruction ensures profit regardless of outcome?

(We’ll discuss further details on trade at some point in a future dev diary.)

P.S. I forgot to mention, next weeks dev diary will cover the technology system!
 
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Can't wait! Hope you will do a more dynamic technology tree than normally. Maybe even so dynamic that it isnt a tree anymore. Would be cool if you didn't have to click a button but instead technological advancements came with time and money.
 
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Can't wait! Hope you will do a more dynamic technology tree than normally. Maybe even so dynamic that it isnt a tree anymore. Would be cool if you didn't have to click a button but instead technological advancements came with time and money.

Non-tree-based technology system has already been confirmed, but looking forward to details as to how it will work exactly.
 
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Pdox seems set to use the card system, but I have another idea.

You have a couple dozen categories of general research. For example Energy, Civics, Geoengineering. You progress linearly in each separately. Where you specialize helps to define your civilization. There are also many specific techs that require levels in several disciplines.
 
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Pdox seems set to use the card system, but I have another idea.

You have a couple dozen categories of general research. For example Energy, Civics, Geoengineering. You progress linearly in each separately. Where you specialize helps to define your civilization. There are also many specific techs that require levels in several disciplines.
That's not a good representation of how technological progress works. The card system (which seems similiar to the discoveries in the vic2 system) is a far better representation. I hope they'll add it in some fashion to all their future games (Granted it may be best accompanied by a ck2 like system for technological development on a province level).
 
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There are no tech cards in real life. But progress is to a degree quantifiable in distinct, but related areas. Also the specific techs could be semi-randomized.
 
There are no tech cards in real life. But progress is to a degree quantifiable in distinct, but related areas. Also the specific techs could be semi-randomized.
Gee you don't say hence why I said representation. There are no tech trees in real life either. Science is however dicovery based. It's not a gradual process. And any discovery might lead to new other discoveries , some required to discover things other things other just making it easier. I like 'card' mechanics (really it's a weighted list not a deck of cards but it's a nice metaphor) theya re random while not as predictable as 'dice roll mechanics'
 
Gee you don't say hence why I said representation. There are no tech trees in real life either. Science is however dicovery based. It's not a gradual process. And any discovery might lead to new other discoveries , some required to discover things other things other just making it easier. I like 'card' mechanics (really it's a weighted list not a deck of cards but it's a nice metaphor) theya re random while not as predictable as 'dice roll mechanics'

I like the deck of card mechanics. Depending on what each breakthrough does, it might be a fairly accurate depiction of research. Social Tech breakthrough! +10% to reliability in all experiments using mice as subjects. Industrial tech breakthrough! -3% waste in meat processing factories. Physics breakthrough! +66% research speed on string theory experiments.

Of course, to be truly accurate all failures must give as a base +1 data point and most experiments would end in failure.
 
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Neither, really. More like Distant Worlds. Seems like it's taking the very few good things about GalCiv3 and ignoring the bad (the other 98%).

Why do you have such a negative view of GalCiv3?
 
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PDox also mentioned that certain tech cards you can only draw if your head scientist has the traits for it.

In other words, only someone who likes to do dangerous things like Tesla, Franklin, or Marie Curie can discover, respectively, inductive current, electrical current from lightning strikes, and radiation from geologic or metallurgic metals. Everybody else in society, including the political rulers, thought that was either magic or some occult franchise, meaning crazy. Until somebody has a use for this "invisible energy", that is, then it becomes "profitable" and society calls it "common sense" to believe in it. Although most people have no idea how that stuff works, any more than they know how their microwave works...
 
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I think it'd be good if they did a 'size relative to zoom' mechanic, where the closer you zoom in on objects, the smaller they get in relation to astral bodies. That way if you're zoomed right in on a planet, the station won't look so huge, but if you're zoomed out, you can still see the thing and easily click on it.

I thought this was wrong before, but it's actually right.

In this zoomed out screenshot, it doesn't look anywhere near as bad even though the proportions are the same.

stellaris_004.jpg


Also worth considering: replacing 3d models with icons/counters when you zoom super far out, Supreme Commander style.
 
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I thought this was wrong before, but it's actually right.

In this zoomed out screenshot, it doesn't look anywhere near as bad even though the proportions are the same.

stellaris_004.jpg


Also worth considering: replacing 3d models with icons/counters when you zoom super far out, Supreme Commander style.

Very interesting anomaly, those almost look more like what I'd expect from brain-parasites than a "machine consciousness," but it looks cool as hell.
 
Very interesting anomaly, those almost look more like what I'd expect from brain-parasites than a "machine consciousness," but it looks cool as hell.


Yes, exactly! Where was this screen shot found? I didn't see it in the magazine articles that were posted.
Also, it seems that there is always a different civ being played in each released screen shot. Does this mean that there is some level of internal play testing going on? Is that indicative of a specific level of development? (I'm no coder, or modder....hence the question). I see that in this one, there is only one world colonized - if that green globe is the indicator - and that it is not far along in time. However, some previous screens showed a good 20+ months into the game. I sort-of equate that to a good 50 to 75 turns of so of tbs games.

*I am familiar with Paradox RTS games* I just have my own way of making comparisons.
 
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Very interesting anomaly, those almost look more like what I'd expect from brain-parasites than a "machine consciousness," but it looks cool as hell.

Might just be a placeholder picture.
 
Does this mean that there is some level of internal play testing going on? Is that indicative of a specific level of development?

It means there is a game, an actual one that is being produced with the engine, not merely a bunch of concepts in pre production. Most people would call that early to late alpha build. But from what I've heard, Paradox continually re iterates on their game features, so they internally play the part of the game they design, if feasible, to see how it works in the greater context. I think that form is probably efficient, but it's not something everyone does. Developers like to tweak a lot of things if they were the ones who designed and produce a segment of gameplay, and that can end up eating up a lot of time or resources if there isn't some top level limits placed.

CCP from Iceland uses small de centralized teams, under a production lead. Each team is in charge of a certain feature upgrade or iteration of Eve Online. The way Obsidian (California US) does it seems to be more centralized, in the sense that the artists create the art, they don't actually test the game with the art in it to see what happens. The Creative Lead or director, is the one that tries to see the whole picture.

From the screen shots, they seem to be testing the food and mineral resources, as those values fluctuate heavily from screen shot to sc. The science resources don't, they are always at +10. So either that feature isn't in, some other person is testing it, or the income is temporarily disabled for testing purposes. The tech DD should expose some of the guts of the system, where the resources comes from and how to use/cultivate more if it. From the number of anomalies and scientific challenges, the science resourced is used a lot more than in regular 4x games.