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Hello everyone and welcome to another Stellaris development diary. Today, we're going to start talking about the Planetary Rework coming in the 2.2 'Le Guin' update - the complete redesign of the planetary management system and replacement of planetary tiles. This is going to be a really big topic, so we're spreading it out across four dev diaries, with today's dev diary being about Deposits, Buildings and Districts. Please bear in mind that everything shown is in an early stage of development, and there will be rough-looking interfaces, placeholder art, non final numbers and all those things that people assume are final and complain about anyway no matter how many of these disclaimers I write. :p

Planetary Rework
Before I start going into details on the actual rework, I just wanted to briefly talk about the reasons and goals that are behind this massive rework, and why we're removing tiles and building a new system instead of iterating on the existing systems. For me, getting away from the constraints of tiles has been my single most desired long-term goal for the game. It's not that I think the tile system is inherently a bad system - it works well to visualize your pops and buildings and for the early game it works well enough in giving the player some interesting economic management decisions. However, the tile system is also very constrictive, in a way I feel is detrimental to the very core concepts of Stellaris. The hard limitation of one pop and one building per tile, as well as the hard limitation of 25 tiles/pops/buildings to a planet, it severely limits the kind of societies and planets that we can present in the game.

Do we want to make city-planets, with enormous numbers of pops concentrated onto a single world? Not possible. Do we want to have a fully automated post-scarcity empire where robots do all the actual work? Can't be done without losing out on valuable building space. Sure, we could fundamentally alter the tile system in a such a way to allow these, by for example making it so each tile could support several sub-tiles with additional pops and buildings, but by doing this we will inevitably lose the easy visual presentation that makes the system attractive to begin with, and even then we would continue to be held back by the limit of one pop per building. In other words, we'd end up with something that superficially might resemble the old tile system but offers none of its main advantages and continues to be held back by most of its drawbacks.

When designing the new planetary management system we set out a number of design goals:
- The new system should be able to simulate a wide variety of different societies, to build on the roleplaying and diversity in play-throughs that is such a fundamental part of the Stellaris experience
- The new system needed to offer more interesting choices about how to develop your planets, while simultaneously reducing the amount of uninteresting micromanagement such as mass-upgrading buildings
- The new system should make your planets feel like places where Pops actually live their lives, as opposed to just being resource gathering hubs
- The new system had to be extremely moddable, to make it easier both for us and modders to create new types of empires and playstyles

We believe that this new system that we have created will not only vastly improve many of the features in the game that we couldn't get working properly with the tile system, but together with the resource rework discussed in the last dev diary will also make it possible for us to create truly weird and alien societies that play entirely differently from anything the game currently has to offer, or would ever have to offer if we had remained constrained by the tile system.

Deposits
Under the old tile system, deposits were simply clumps of resources placed on a tile, which would be gathered by a pop and determined what kind of buildings were most efficient to place there. Under the new system, deposits are more akin to planetary terrain and features. Every habitable planet will have a (semi-randomized) number of deposits, with larger planets usually having more deposits. Deposits represent areas on the planet that can be economically exploited, and most commonly increase the number of a particular District (more on this below) that can be build on the planet. For example, a Fertile Lands deposit represents various regions of fertile farmland, and increases the number of Agriculture Districts that can be built on the planet, and thus its potential Food output.
2018_08_16_0.png

(Note: All deposit pictures shown here are placeholders, there will be new art for them that isn't done yet)

Not all Deposits affect Districts however - some (such as Crystalline Caverns or Betharian Fields) are rare deposits that allow for the construction of special Buildings (more on this below) on the planet, while others yet may simply provide a passive benefit to the planet, such as a spectacularly beautiful wilderness area that increases happiness for Pops living on the planet. Deposits can have Deposit Blockers that work in a similar way to the Tile Blockers of old, cancelling out the benefits of the Deposit until the Blocker is removed through the expenditure of time and resources. A planet can have multiples of the same Deposit, and there is no hard limit to the number of Deposits that a planet can hold (though there is a cap to how many will be generated under normal circumstances). The types of Deposits that can show up on a planet is affected by the planet class, so where an Ocean World might get its Agriculture from Kelp Forests, an Arctic World would have Fungal Caverns instead.
2018_08_16_1.png

(Note: All deposit pictures shown here are placeholders, there will be new art for them that isn't done yet)

Districts
Districts are at at the core of how planets are developed in the Le Guin update. Districts represent large areas of development on the planet dedicated towards housing or resource gathering. For most empires, there are four basic types of Districts: City Districts, Mining Districts, Generator Districts and Agriculture Districts. There are exceptions to this (such as Hive Minds having Hive Districts) but more on this in a later DD. The total number of districts you can build on a planet is equal to its size, so a size 16 planet can support 16 districts in any combination of the types available to you. Additionally, the resource-producing districts (Mining, Generator and Agriculture) are further constrained by the Deposits on the planet, so a planet might only be able to support a maximum of 8 Mining Districts due to there simply not being any further opportunities for mining on the planet. City Districts are never limited by the deposits on the planet, so you can choose to forego a planet's natural resources and blanket it entirely in urban development if you so choose.

The effects of each District is as follows:
  • City District: Provides a large amount of Housing for Pops, Infrastructure for Buildings and Clerk Jobs that produce Trade Value and Luxury Goods
  • Mining District: Provides a small amount of Housing/Infrastructure and Mining Jobs that produce Minerals
  • Agriculture District: Provides a small amount of Housing/Infrastructure and Farming Jobs that produce Food
  • Generator District: Provides a small amount of Housing/Infrastructure and Technician Jobs that produce Energy Credits
There will be more details on most of the concepts mentioned above coming in the other dev diaries. For now, suffice to say that the way you develop your planets with Districts will shape that planet's role in your empire - a heavily urbanized planet will be densely populated, supporting numerous Buildings and specialist Pop Jobs such as Researchers and providing Trade Value for your empire's trade routes (more on this in a future DD), but at the expense of not being able to produce much of the raw resources that are needed to fuel your empire's growth and manufacturing capacity.

A planet's Deposits and Planetary Modifiers may influence this decision - a large planet with High Quality Minerals and numerous Mining Deposits will certainly make for a lucrative mining world, but what if it also sits in a perfect spot to make a heavily urbanized trade hub? No longer are choices regarding planets simply limited to 'Where do I place the capital for the best adjacency bonuses?' and 'Should I follow the tile resource or not?' but will be fundamental choices that create diverse and distinct planets that each have their own role to fill in your empire.
2018_08_16_3.png


Buildings
In the Le Guin update, Buildings are specialized Facilities that provide a variety of Jobs and Resources that are not suitable to large-scale resource gathering. For example, instead of having your scientists working in a Physics Lab on a Physics Deposit (whatever that is supposed to be...) you now instead construct a Research Labs building (representing not a single laboratory but rather an allocation of resources towards the sciences across the planet) which provides a number of Pop Researcher Jobs that conduct research for your empire. Buildings are limited by the planet's Infrastructure, with one building 'slot' being unlocked for each 10 Infrastructure on the planet. Some Buildings are also limited in the number you can build on a planet, while others can be built in multiples (for example, a planet can only support a single Autotchton Monument, while you can have as many Alloy Foundries as the slots allow). Buildings can still be upgraded to more advanced versions, but generally there will be far fewer upgrades to do and those upgrades will often require an investment of rare and expensive resources, so it's more of an active choice than something you simply have to click your way through after unlocking a tech.
2018_08_16_5.png


Infrastructure comes primarily from constructing Districts, with City Districts giving much more Infrastructure than resource gathering districts do (6 as opposed to 2 in the current internal build, though non final numbers and all that). In addition to unlocking additional Building slots, a higher Infrastructure level also makes some Buildings more efficient, as the number of jobs they provide is fully or partially determined by the planet's Infrastructure level. For example, in the current internal build, Research Labs and Alloy Foundries both have the number of jobs they provide determined by the infrastructure level, meaning that concentrating your research and manufacturing to your heavily urbanized planets is generally more efficient than trying to turn your agri-worlds into science hubs. In addition to Buildings that provide resource-producing Jobs, there is also a wide variety of buildings that provide for the material and social needs of your Pops, such as Luxury Housing for your upper class Pops, Entertainment Buildings to make your populace happy and Law Enforcement to quell unrest and crime. Densely populated planets tend to require more such buildings, as the need for Housing and Amenities scales upwards with Pops and Infrastructure.
2018_08_16_6.png


Whew, that was a lot of words. Still, we're only just getting started on the Planetary Rework and next week we'll continue talking about it, on the topic of Stratas, Pop Jobs, Housing and Migration.
 
@Wiz "The types of Deposits that can show up on a planet is affected by the planet class, so where an Ocean World might get its Agriculture from Kelp Forests, an Arctic World would have Fungal Caverns instead." Does this mean the planetary type (wet, dry, cold) will have an impact on the availability of districts? In my opinion, even though it seems reasonable to have more Food output at a tropical world, it really sucks if you want to Play a scientificly oriented, robotbuilding plant that lives on planets with few Minerals/energy and less science...
 
Perhaps RW could also be an exception to the "12 buildings per planet" hardcap. Give them the possibility for huge numbers of buildings and infrastructure, so you can literally just about move a civilization into one or two of them.

I don't think it's a hardcap, just that the average empire can't get more infrastructure with just 25 tiles.
 
As long as you don't ask, it's a bad habit to assume something.

Current system: tiles that are barely distributed by RNG rather than planetary type. Consequence: you will build planets that mostly resembles each other. Now, take a new planet-type driven model: your specie prefered world will have a huge impact on the districts available to you. Roboting and Interspecies thus becomes more important.
So you're suggesting that biome preference should shaft you if you pick the wrong one?

Different planets have different fluff for their resource deposits, but beyond that I'm not sure why different planet types would have more of a given resource (at least, any more so than they already do, with the minor split of resources between hot/cold/wet).

You don't get how the system works currently, do you? The current sector AI is piloted by what you command it to do: balanced, energy, mining or farm focused. There's one fundamental difference with the new model: before, whatever the choice, it would result in the AI using ALL the tiles available. In the new system, it would use all the districts matching your policy, probably use the city for proper housing and ignore all the other districts. So how the most primitive sector implementation will do that? Simple: fill all of the districts. That's basically reducing the choice to the 'balanced' option. Where is the customization here?
The number of districts that can be built is limited by planet size- you physically can't "fill all the districts", because there are more resource deposits than there are available districts (as determined by planet size) in many cases.
 
Before I start going into details on the actual rework, I just wanted to briefly talk about the reasons and goals that are behind this massive rework, and why we're removing tiles and building a new system instead of iterating on the existing systems. For me, getting away from the constraints of tiles has been my single most desired long-term goal for the game. It's not that I think the tile system is inherently a bad system - it works well to visualize your pops and buildings and for the early game it works well enough in giving the player some interesting economic management decisions. However, the tile system is also very constrictive, in a way I feel is detrimental to the very core concepts of Stellaris. The hard limitation of one pop and one building per tile, as well as the hard limitation of 25 tiles/pops/buildings to a planet, it severely limits the kind of societies and planets that we can present in the game.

Have you ever considered running for political office? You're the kind of silver tongue that can sell someone dirt, then charge them to take away the dirt they already have in the next sentence lol.

Really though, your ability to explain and apply reasonable logic in your explanations is really good. I'm loving these changes too.

I have to say... I'm already super giddy and excited for this expansion. Each expansion I get more and more excited, and Stellaris becomes more interesting, fun and diverse.

If this expansion only dealt with these changes I'd smack down 15$ for it, because the system lends possibility to so much for even just modders.

Looking at the pictures like "Fungal Caves" etc. Would be so neat for modders, or even paradox to make certain deposits like that give a happiness boost to say fungal species etc. As if they live in those fungal caves. This alone opens up so much potential.....

A planet's Deposits and Planetary Modifiers may influence this decision - a large planet with High Quality Minerals and numerous Mining Deposits will certainly make for a lucrative mining world, but what if it also sits in a perfect spot to make a heavily urbanized trade hub? No longer are choices regarding planets simply limited to 'Where do I place the capital for the best adjacency bonuses?' and 'Should I follow the tile resource or not?' but will be fundamental choices that create diverse and distinct planets that each have their own role to fill in your empire.

FFFF just shoot me now.. I'm never gonna be able to wait for this...

I'm... just... sooooo
 
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I love everything about this update and the change in the planetary system. I can't wait to see the different deposits of the various planet types and I even have some ideas for modding now :D

Only one question though, @Wiz in this system, what happens to anomalies that are bound to the grid system, such as the Wandering Forests and Tomb World Vaults? I suppose the Vault will become a building? But what of the Walking Trees?
 
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Different planets have different fluff for their resource deposits, but beyond that I'm not sure why different planet types would have more of a given resource (at least, any more so than they already do, with the minor split of resources between hot/cold/wet).
It's answered here and in the screenshots:

"Under the new system, deposits are more akin to planetary terrain and features. Every habitable planet will have a (semi-randomized) number of deposits, with larger planets usually having more deposits. Deposits represent areas on the planet that can be economically exploited, and most commonly increase the number of a particular District (more on this below) that can be build on the planet."

So yes, your planet preference will have an impact on the districts available to some extent. Not that I don't like this change but needed to point it out from a gameplay perspective and at the galaxy-level (mainly because of sectors)
 
Uninstalled. I will always remember what it was before Wiz came along with his "vision". RIP Stellaris.
Here you go! Stellaris how it was originaly intended, before anyone could taint it!
Sans titre.jpg
 
@Wiz

One question I do have, sorry if its already been asked. Is whether or not certain tiles can give multiple bonus's based on species types?

For instance, say an exceptionally beautiful landscape giving humanoids, and jungle creatures a passive happiness bonus, but lowering the happiness of another speciies at the same time who may not like happy things?

Fungal Caves being a better example: Increasing the happiness of fungal species, while lowering the happiness of mammal species at the same time?
 
I personally sort of liked the tile system in theory, but less as a visual representation of the planet and building slots and more as something that should have been used as a "map" of the planet surface - something Stellaris never attempted to implement[1]. So the new system for me sacrifices the potential benefit of the tiles system that was never really utilised in favour of unilaterally improving the all implementation of planets that already existed several-fold.

So call it a win, then...!



At least I managed ONE game of Stellaris before the cycle of "no way, the next patch sounds too awesome" => wait for next patch => wait for inevitable (and realisitically unavoidable) bug-fixes for new patch => "no way, the next patch sounds too awesome" cycle started anew...




[1]It would have required a change to ground combat such that is was not abstracted away and would have been "properly" fought over. I still think that is a worthwhile goal - ground combat, in my opinion, should not be any less important that space combat (even with my own stupidly heavy starship bias!), but it is one that would require a great deal of work - and like the supply and logisitics system I would have liked to be implemented, might make the game less appealing to people that are not my specific sort of wargamer. So, y'know, fair is fair.
 
An interesting civic/trait that this could facilitate would be "Subterranean" which made pop use less housing and/or gave a %increase of Infrastructure
 
I'm going to miss my 'cute' and small criters. Is there a way to still see them, like in the Population tab I guess?

Your species are still very much visible in the population tab. They are not visible in the planet summary tab under the old system either.
 
Small UI suggestion that somebody in 15 pages may have already mentioned (and placeholder UI under development, etc.), but under "Resource Production"/"Resource Upkeep" might it be easier for reference to put them side-by-side for easier comparison, or simply list "Net Resource Production" (listing how much eg. Energy is produced and consumed by a planet in a tooltip)?
 
This is so cool, I play a lot of Anno games and really enjoy that sort of reaource supply chain management and population class needs fulfilment type deal. As a result of these changes, is there gonna be a addition of intra/inter-empire trade sometime further down the line? I can see a system where you balance trade between systems and have the starbases hold a resource storage capacity that can either accumulate or act as hubs to funnel resources along your empire to planets that have the required pop needs. This might be out of scope though.
 
An interesting civic/trait that this could facilitate would be "Subterranean" which made pop use less housing and/or gave a %increase of Infrastructure
The new system open possibilities of a future dlc or mod with aquatic species that live in aquatic cities discritcs and subterranean species that live in subterranean cities districts, increasing the max numer of pops in one planet. : )