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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.
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(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.
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(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.
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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.
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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.
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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.
 
That's a rather unwieldy term. I'm considering renaming them to 'Facilities' though.

Facilities or Buildings seem equally unsuitable to me... I would suggest something more general such as Developments or some such. That would be more neutral and do not suggest it is some sort of structure but an overall improvement of a specific sector on the planet. You can probably find some other word but Building or Facility does not seem to reflect what those "Buildings" actually represent.
 
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IMO that's how it will work: if you specialize your planet towards a particular resource type then you can unlock a deposit blocker which will increase the production of that resource. The more you specialize, the more blockers you unlock the better you get in producing this type of resource. The logics behind it is fairly solid. You need to have built a number of districts to reach the blockers. So this means the contrary of what you think: if you go balance, you'll get average result. Here comes the revenge of trully dedicated worlds!

I am not seeing that in the text but I may be just missing it. Where was that system outlined? I thought it looked like it was a matter of tech for blockers and once you were out of district types, your out.
 
I am not seeing that in the text but I may be just missing it. Where was that system outlined? I thought it looked like it was a matter of tech for blockers and once you were out of district types, your out.
Well I'm only making assumption based on the fact that the blockers are presented last in the district view and that the districts built are all presented consecutely from the first square. There may be tech research involved too. We only know that there is resource cost involved in removing the blocker, pretty much like in the current version. But I think the general idea is to allow access to blockers only after the non-blocker districts are built. It makes sense to me but Wiz has to tell what's it really is.

Although you could read it this way: a deposit unlocks an amount of a particular district type then available for building. So that allows you to build more districts but have little to do with how efficient they are. It's hard to say from the screenshots and information provided.

Tactically speaking, I would prefer if blockers were associated with blocked desposits. But maybe these are two independent systems. If that's the case then it makes resource-oriented world less interesting strategicaly speaking and that would be a pity.
 
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I'd say it will be the opposite as pops and jobs will be optimized by the game AI for everyone and every planet. There will be no micro management here.
So.... you are saying we'll have all these new shiny choices added to the game only for them to be chosen for us by the AI?
 
So.... you are saying we'll have all these new shiny choices added to the game only for them to be chosen for us by the AI?
Only regarding association of pops and jobs. You remain responsible for developing the housing I guess, unless you completely handed the process over to a general AI (likewise the sector AI maybe)
 
For Deposits, Curiosity and Feature are my favorite alternatives.

I might be ripping off ES2 with the word curiosity but it's a good word.

Facilities or Institutions instead of Buildings also make more sense to me. I know it's all not final but I'm just throwing out ideas! :p
 
Only regarding association of pops and jobs. You remain responsible for developing the housing I guess, unless you completely handed the process over to a general AI (likewise the sector AI maybe)

Really? it contradicts what's shown in the twitter teases.
It's clear that the user can influence them amount of pops a single job can get.

It might be true that the AI will choose the "default" job a pop will get on spawn and the jobs of pops in the "sector AI" controlled colonies. But I guess it's pretty clear that not "all" decitions on jobs will be AI assigned only.
 
I wonder if the way it works will be any different on habitats or ringworlds
 
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.
This is logical in its own sense, but if an alloy foundry needs minerals to produce alloy (assuming this is one of the advanced resource producing buildings mentioned previously) surely it ought to operate more efficiently on a planet where the raw materials can just be sent over from the next district instead of requiring FTL transport? It seems like there ought to be a throughput bonus for buildings like these, especially since (going by what you described so far) it seems like there are a lot more buildings naturally suited to high population planets than to extractive industry planets.

Yes. We haven't taken any decision to do so in the vanilla version (it's something I'm thinking about), but at the very least it'll def be possible through mods.
A single ringworld with tremendous numbers is way cooler than four ringworld bits with large numbers. It does lose some of the coolness of ring world restoration (going one section at a time) but I think you should be able to retain that by modeling trashed sections as deposits (increasing size a lot) with very expensive blockers. It could even be better, since you no longer have UI limitations preventing all eight sections from being inhabited, and they could all switch from "ruined" to "prosperous" graphics independently.

The hardest problems I see are that it only takes one invasion, and the artificial building hardcap might feel frustrating if you've got infrastructure far in excess of the highest level. But the relevance of the ringworld size to invasions should be dealt with by a system to incorporate general population and infrastructure statistics in any planet. I don't have a solution to the building thing since I don't see any point to that restriction (except, I guess, that you don't need to budget UI space for a scrollbar) in the first place. But even if that restriction remains in place on ringworlds, that small bit of unsatisfying weirdness is far outweighed by how cool a unified ringworld would be in the first place.
 
Yeah, a lot of things from anomalies etc that are buildings in the tile system will be deposits instead (we're probably going to end up calling it something other than deposits).

like, "planetary features" or something like that?

I also approve the use of "features" as a good universal term for these kinds of modifiers/traits.

As a WH40K fan, one thing I've always desired for planets was the possibility to develop "Fortress worlds" like Cadia, capable of supporting the orbiting space station in combat and not just housing a large number of armies (which I would tie to the infrastructure level and/or barrack districts, btw). Could you please consider implementing this kind of world too, please? Maybe with unique buildings to increase the cap of the orbital defense platforms, provide system-wide electronic warfare, squadrons of fighters or even a sort of "planetary flak" launching missile salvos from the surface.
well there might not be a way to make planets have offensive capabilities, fortifying a planet into being borderline unconquerable without a planet cracker is already possible:
 
So.... you are saying we'll have all these new shiny choices added to the game only for them to be chosen for us by the AI?

On core worlds you will be responsible for constructing Districts and Buildings which in turn decide what housing, infrastructure and jobs will be available.

Jobs will then be dynamically chosen by the POP based on their skill, strata and most likely some preference. You will no longer be able to choose which POP take which job. This is not something the AI choose... it is more of a simulation of how POP have their own life. For hives it probably work the same, POP will choose the work most suitable for them.

Wiz for example said that POP tend to take jobs they are specifically suited for and even replace other POP.
 
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As a WH40K fan, one thing I've always desired for planets was the possibility to develop "Fortress worlds" like Cadia, capable of supporting the orbiting space station in combat and not just housing a large number of armies (which I would tie to the infrastructure level and/or barrack districts, btw). Could you please consider implementing this kind of world too, please? Maybe with unique buildings to increase the cap of the orbital defense platforms, provide system-wide electronic warfare, squadrons of fighters or even a sort of "planetary flak" launching missile salvos from the surface.

You know you can currently do that? Since the FTL rework pretty much in every game I've made a Cadia, and called it that. If you have a powerful threat on the border (even an FE or the Khan) find a chokepoint system with a planet, fill it with fortresses (a shield and military planet are good too) and engineer the pops to be strong soldiers.

Here's a how-to guide:

 
This looks like it's exactly what stellaris needs!
I always thought the tile system ist quite restrictive, but im still amazed how much of the game you are willing to change!

Step back folks, this game is gonna mutate into something stronger and it appears to not even be it's final form! Its planetary management value is increasing over ninethousend!
Or to speak in the humble words of wise poet Doge: "Very change, - so amaze, - such game, - WOW!"

Besides a lot of questions that im sure will be covered in later DDs:
How much fokus will be on the planetary specialization? Or how viable do you plan it to be to NOT specialize a planet?
If it's always better to specialize there won't be much management on the planet itself i guess. As it's just a decision which of the 4 districts im going to maximize.
But if there is a viable option to make my farmingworlds also produce science and having mixed planets with all 4 types of district, then i think this will be even more interesting.

Also i can't wait to see how different societies and governments will work with the new system.
 
IMO that's how it will work: if you specialize your planet towards a particular resource type then you can unlock a deposit blocker which will increase the production of that resource. The more you specialize, the more blockers you unlock the better you get in producing this type of resource. The logics behind it is fairly solid. You need to have built a number of districts to reach the blockers. So this means the contrary of what you think: if you go balance, you'll get average result. Here comes the revenge of trully dedicated worlds!
I sure hope not since that never made any sense.
Planet of hats should not be a goal to strive towards.

If I had to guess, I'd say Chris King is working on vic3 (if it is in development).
Yes that's who I meant I don't get why I keep calling Chris Alex. It's like the third time. Chris is the Scottish guy who did vic2 right?
 
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