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Stellaris Dev Diary #120 - New Economy System

Hello and welcome back to the Stellaris dev diaries! Today we're going to start talking about the next major update, which we have dubbed 2.2 'Le Guin' after Ursula K. Le Guin. Right now we're not ready to reveal anything about the precise nature of the update or whether it is accompanied by any DLC, other than to say that the Le Guin will have focus on trade and the economy, and that its release date is far away. Today's dev diary is going to be a bit on the foundational side, going over the new economic back-end we've implemented for 2.2.

New Economy System
The original economy system for Stellaris has always been something of a limitation for us. It's a sort of hybrid system, with resources being both scripted (and thus accessible to modders) and hard-coded (and thus inaccessible) in about equal measures. For example, under the old system ships would always cost minerals, as the code was set up for them to always cost minerals, and the only thing you could change was the amount of minerals they cost. Similarly, most things in the game that had an upkeep were hard-coded to use energy for upkeep, and again, only the amounts were able to be changed. A few things (such as for example Resettlement or the precise resources produced by a building) were more open than this, but generally the system made it quite hard to introduce new resources or change the way a particular empire might use a particular resource. The old system was also quite performance-intensive.

When we decided that we wanted to make the next major update be about the economy, the first thing we knew that we needed to do was to rewrite this system entirely. For the new system, we set out a number of goals:
1: The new system should make it easy to add new resources and swap the way resources are used
2: The new system should be as open to modding as we possibly could make it
3: The new system should improve performance

From this, we've created a new system that we call Economic Templates. Where previously there would be a jumble of different systems for how cost, production and maintenance of the different features in the game would work, there is now one unified system. Any single object in the game that can be owned by an empire and have an impact on the economy is called an Economic Unit. In the database files, an Economic Unit looks like this:

Code:
resources = {
    category = armies
 
    # Normal empires pay for armies with minerals
    cost = {
        trigger = {
            owner = { is_hive_empire = no }
        } 
        minerals = 100
    }
 
    # Hive Minds pay for armies partially with food
    cost = {
        trigger = {
            owner = { is_hive_empire = yes }
        }     
        minerals = 50
        food = 50
    }     

    # If Barbaric Despoilers, produce Energy while on enemy planets
    produces = {
        trigger = {
            owner = { has_valid_civic = civic_barbaric_despoilers }
            planet = { owner = { is_at_war_with = root.owner } }
        }
        energy = 3
    }     
 
    # Normal empires pay army upkeep with energy
    upkeep = {
        trigger = {
            owner = { is_hive_empire = no }
        }     
        energy = 1
    }
 
    # Hive Minds pay army upkeep with food
    upkeep = {
        trigger = {
            owner = { is_hive_empire = yes }
        }     
        food = 1
    }     
}

For those who cannot read our scripting language, this is an example I just created of how the new system can be used. It's for a regular assault army, which normally costs 100 minerals to build and has an upkeep of 1 energy, just as before. However, if your empire is a Hive Mind, the army will instead cost 50 minerals and 50 food, and costs 1 food in upkeep instead of 1 energy. Additionally, if you have the Barbaric Despoilers civic, armies that are located on enemy planets will produce 3 energy/month, paying for themselves and then some through wide-scale looting. This isn't an actual example from the internal build, but something I just created while writing this dev diary to show the possibilities that the new economic system opens up for for both us and modders - we could have fully biological empires that use food instead of minerals to build infrastructure, ships that produce research while in certain systems, leaders that give Unity... the possibilities are endless.
2018_08_09_1.png


Advanced Resources
With this system in place, we've been able to add several new 'advanced' resources to the game. They are as follows: Alloys, Rare Crystals, Volatile Motes and Exotic Gases. These resources are either manufactured from basic resources or found in rare planetary deposits (or both!) and are used to construct more advanced things in the game, such as ship components, megastructures, certain buildings and so on. There is also still a number of strategic resources such as Dark Matter and Living Metal that provide unique benefits, though precisely how many of these we will keep and how they are used is something we're still in the process of figuring out.

As part of these changes we're also in the process of reworking the top bar. Since we will now have rather too many resources to show them all, the top bar will now only show individual entries for resources that are important for your empire to always keep track of, with the rest shown as a consolidated entry that can be tooltiped for greater detail. Science is also consolidated into a total output of all 3 sciences, with tooltip showing the individual production of each. We're going to ensure that only relevant resources are shown individually, so most Machine Empires wouldn't have Food appear as an individual entry in the top bar, for example. We're also considering letting the player manually override this and decide which precise resources they want to keep track of within the available topbar space.

(Please note that the new topbar is nowhere near final and will have some ugly graphical issues. This is not how it will look on release)
2018_08_09_2.png


That's all for today! I know this dev diary was rather technical and perhaps primarily of interest to modders, but I felt it was important to explain the fundamental changes that have taken place in the game's back-end, both in relation to the changes coming in 2.2, and the possibilities that this opens up in the future for having empire types with radically different approaches to resource production and consumption. Next week we're going to finally start talking about the new Planetary Management system. See you then!
 
This will probably be answered in that market DD, but will the market be more than just some buttons to magically transmute one resource into another? Will it be connected to the other empires in the galaxy?

Yes, it will. More on this later.
 
The problem is that every other amount looks like that the game is just started, but this doesn't look so either.

I console cheated myself a second planet to have some crystal production. Any oddities like that is usually the result of me setting up the screenshot I want.
 
This looks amazing!

What will the trade system become like? Would it be possible to become a manufacturing empire where you make your wealth producing some of the more specialised resources and selling to other empires?
 
This looks amazing!

What will the trade system become like? Would it be possible to become a manufacturing empire where you make your wealth producing some of the more specialised resources and selling to other empires?

That would be amazing, seriously. Badly menaged trade is one of my biggest complains in 4X games, right after bad implementation of espionage.
 
Le Guin update... Damn, that brought a tear to the eye. I still miss her, I was talking about The Dispossessed just yesterday!!
 
I noticed that there was only a single science icon. Is technology also going to get an overhaul, or is that just a side effect of the unfinished state of the top-bar?

Science is also consolidated into a total output of all 3 sciences, with tooltip showing the individual production of each.
 
Additionally, if you have the Barbaric Despoilers civic, armies that are located on enemy planets will produce 3 energy/month, paying for themselves and then some through wide-scale looting. This isn't an actual example from the internal build, but something I just created while writing this dev diary to show the possibilities that the new economic system opens up for for both us and modders - we could have fully biological empires that use food instead of minerals to build infrastructure, ships that produce research while in certain systems, leaders that give Unity... the possibilities are endless.
So, can we play a space nomad?
 
While I love most of this I am a little concerned about the science merge. Being able to quickly eyeball differences in my science production is incredibly handy. While I'd consider tooltips a sub-optimal solution, I understand you have to make room somewhere. Unfortunately, in Paradox games tooltips can be a bit unreliable depending on what windows are open. For example, in HOI4 events cut you off from tooltips so that you sometimes have to make a guess when deciding on a path.

Can you make sure the tooltip still works, for instance, if an event is open? If you get an event asking you to choose between a planet getting 2 energy, 6 physics or 6 engineering (or something like that) it's often important to be able to check what your production is like in each category.
 
can we get an inication to show your science income is unbalanced? maybe the brightness of the colors of the content of the vials?
It almost looks like the order of the vials indicates that with the one in the front being produced the strongest and the one in the back the weakest, but it might also just be a static icon that won't do that.
unknown.png
 
"As part of these changes we're also in the process of reworking the top bar. Since we will now have rather too many resources to show them all, the top bar will now only show individual entries for resources that are important for your empire to always keep track of, with the rest shown as a consolidated entry that can be tooltiped for greater detail. Science is also consolidated into a total output of all 3 sciences, with tooltip showing the individual production of each. We're going to ensure that only relevant resources are shown individually, so most Machine Empires wouldn't have Food appear as an individual entry in the top bar, for example. We're also considering letting the player manually override this and decide which precise resources they want to keep track of within the available topbar space."

Given the potential complexities and customization, I'm all for player choice to decide what is on the top bar!

Player choice may be particularly relevant if different species utilize resources in different ways, and you have a multi-species empire. For example if one species luuuvs its luxuries. Or if wars are being fought over particular resources, those are the ones I want to see displayed.

I'm now curious if science/research will utilize advanced resources. Like a certain amount of dark matter being needed to complete research on particular technologies.

Awesome dev diary! Thank you. This one got me out to post. :) I love the ideas you are working on.
 
This will probably be answered in that market DD, but will the market be more than just some buttons to magically transmute one resource into another? Will it be connected to the other empires in the galaxy?
"Be connected to the other Empries in the Galaxy" can be something as Simple as the AoE 2 market, wich does that with two simply integers that everyone was modifying:

I asumed this market would be at least that interactive/connected.
 
Woo and indeed hoo.

I live the possibilities this opens for future development.

Tell me did you sit down with Chris King and talk about how ideas from Vic 3 could be used in Stellaris :rolleyes:
 
Besides Machine Empires, which I presume will make full use of the new stuff, are there any planned new empire types like that?
I hope the Hive Minds will be more food-oriented
If not, then I'll have an excuse to finally update my mod