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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!
 
One question: What will the new resources do to the Distant Stars systems?
 
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.

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Yeah. More on this in future DDs.

Just one comment on this: If you can make different ethics and civics feel more different, I would be ecstatic. It could be intangible things that just add to flavor, it could be more distinct gameplay, or any combination thereof.

I’ve been waxing nostalgic for SMAC lately, and I think they pulled that off perfectly. SFDebris did a very good two part video series on SMAC awhile back, and he went into the design philosophy quite a bit.
 
To make the market more profitable, empire specialization needs to become a bit stronger. Are you going to adjust genetic and governing ethics bonuses to be more powerful?
It would feel very good to be able to provide food production for the whole galaxy and then control them with playing around with the price and use it to make another empire compliant.

Also research right now does not encourage specialization that much since the advanced technologies become very expensive. (so you rather research +5% minerals and +5% energy rather than two times +5% minerals, this system discourage making use of a galactic market)
 
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I believe at some point a design stream was mentioned? Out of interest will that be soon now then?
 
It looks like everything the way it was when Stellaris was released is going to be completely revamped over time. And to me it's looking like it'll make it just even better than it already was.
 
Wow, this opens up a lot of possibilities for modders, which is awesome!
 
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.
Is anybody else feeling like Dark Matter and Neutronium will be required to build FE-level ships (i.e.: Neutronium Armour, Dark Matter Thrusters, Dark Matter Deflectors, Dark Matter Power Cores) similarly to how GalCiv 3: Crusade, handles resources from that game?
Would certainly reduce the advantage of having better tech than your opponent if you have researched end-game ship components but no access to (enough) resources to build ships with them. This is all just guesswork, but to me it feels like making every resource "minable/generatable/stackable" could end up being yet another disadvantage to playing tall. We'll just have to see how and where resources will be generated and exactly how expensive
quite expensive.
will be.
 
"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.
Yeah I assume it's probably gonna be a matter of the resources' energy cost on the market is influenced by how much other empires are also interacting with the market.
Of course I'd like it to be more complex than that, but the generally phrased question made it easier to get a wiz response.
 
Although I am excited it’s tainted with concern.

The AI is going to have to be totally rewritten to utilize this new system in an effective manner and that in itself is a lengthy process.

A process , I might add, that can’t begin till the economy system has been finalized.

I personally don’t mind the wait as long as it’s worth it.
 
I wonder how well the new economic AI can analyze a highly moddable economy. Say it wants to build ships. Can it understand that it needs to build up all the prerequisite resource generators and the generators for those generators, in sufficient quantity, whatever they may be? Or even adjust its ultimate build goals based on availability of basic inputs at the other end of the production chain?