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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.
 
It is amusing to contrast the length of the original dev diary on the tile system, the length of this one (which is just part 1 of 4) on the one hand and the (admitted minority) of people claiming this new system somehow represents a 'dumbing down' of planetary management on the other. I mean, really.

This is 100% what the game needs. Those lulls between wars need something for you to do in them. Pacifist runs need something to do in them. The game should be able to be relatively entertaining if you just start a game with no other empires in them and expand your empire. All being well, this should achieve all of those.

I have to agree with this. If this kills the fact that all the empires are pretty much the same and play basically the same, good for the game.
 
I have to agree with this. If this kills the fact that all the empires are pretty much the same and play basically the same, good for the game.

At the very least I'm going to have to think about how I want to develop my planets now. I've just finished a game as a Determined Exterminator and planet management has become waiting for the organics to die off then mass filling the planets with mines and the habitats with energy/research while my other megastructures build. Even before that point it was just a matter of sticking the right buildings on the right tile then filling up the rest with whatever I needed most at that moment.

This system looks like I'll need to consider whether I've got enough resource extraction planets to keep my alloy foundries going and if I can rely on an empire selling enough strategic resources to keep my specialist ships going. That's orders of magnitude more that I have to consider compared to whether I've got enough minerals to build stuff and what I need at that point.
 
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I don't know what Wiz is trying to accomplish by making fun of his own game that way, pointing out how nonsensical stuff is. Is he calling his own team and the previous game director idiots?

I always thought those science deposits represented parts of the planet with the most resources or conditions to facilitate that kind of research... but whatever. If we start pointing out everything that makes zero sense in this game there would have to be another forum just for that.

Also I'd like to know if there's anything Wiz likes about Stellaris. He's spent the last year or so re-making the game from the ground up! What is going on at Paradox? What happened that the original product was so lackluster and underdeveloped to the point that had to be re-developed from almost scratch? The only thing that will remain after Wiz is done are the graphics...
or maybe he was just making a lighthearted joke
 
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I don't know what Wiz is trying to accomplish by making fun of his own game that way, pointing out how nonsensical stuff is. Is he calling his own team and the previous game director idiots?
I believe that it is called having a sense of humor.

Also I'd like to know if there's anything Wiz likes about Stellaris. He's spent the last year or so re-making the game from the ground up! What is going on at Paradox? What happened that the original product was so lackluster and underdeveloped to the point that had to be re-developed from almost scratch? The only thing that will remain after Wiz is done are the graphics...
Stellaris has had a lot more time for development. Plus, there is also a lot more information (and opinions) about how the game plays than there was before launch.

It really is not a surprise that some things should be changed post-release once you know more about how all of the systems within a game interact. I applaud the Stellaris team for looking at the game and making changes to areas that do not work as well as they thought (or hoped) before launch.
 
You can just about guarantee that the development team that created Stellaris 1.0-1.3 is every bit as critical of their own work as Wiz is of his. Good developers don't typically treat their design as holy writ and instead focus on delivering the best product they can in the time they have available.
 
One of the things I like in SciFi is the idea that a society/species may develop completely different then we do.

Would the new system allow Plantoid or Fungoid societies that simple are part of the infrastructure?
 
Damn, it sounds almost like Victoria II mixed with Star Ruler. I'm very interested in seeing how further Diaries develop this.
 
Great, now I can't play the game for the next 2+ months... more likely 3 as it'll take a few weeks for all the mods to update as well.

I guess you know you're doing something fantastic when just showing off a brief preview kills any desire to play something other than THAT version.
 
Can't find the original post but come on, did you even play the original launch of Stellaris? I did.

It has some neat ideas and I stand behind the idea the Stellaris is a good game with lots of potential, but COME ON, I played the launch version. I twas buggy as hell and an utter poorly thought out mess of game design, Wiz reworking it from the ground up is the best thing that has happened to Stellaris.

You got to keep in mind that Stellaris is the first game in its series. Other Paradox series are sometimes on their 4th installment at this point and have had years of refinement. In addition, other Paradox franchises all have the unifying themes of grand stategy and history while Stellaris is paradox's first space game and their first foray into the 4x genre. They were highly inexperienced at this niche when they made it and have clearly had to learn as they go. Part of "learning as they go" means reworking the mechanics as they learn what works and what doesn't, how to better make the game.
Stellaris II, and there probably will be Stellaris II someday because paradox loves its sequels, will probably go through much less dirastic changes as and be more set from the onset as Paradox will have much more of a foundation and experience to work off of.
 
Replayability of stellaris is there.. also you need to change and add stuff to give 20 euro dlcs a chance...
Fine for me... after every big dlc i can play paradox games for 50+ hours easily... it still far better than 99% of all other games i play
 
These changes make me incredibly happy. What a great project. It seems to open the way for more tangible / interesting representations of the actual lives being lived by the population of planets. Heaps of gameplay-driven story potential.

I just love that abstracted or numeric bonuses are being replaced by simulation. So much depth and possibility. Show me the preorder button.
 
I kind of liked the old system (visually, anyway) and am going to miss it a bit....
But this new system is still CLEARLY WAY BETTER.
 
Can't find the original post but come on, did you even play the original launch of Stellaris? I did.
It has some neat ideas and I stand behind the idea the Stellaris is a good game with lots of potential, but COME ON, I played the launch version. I twas buggy as hell and an utter poorly thought out mess of game design
I think you're giving 1.0 an unduly bad rep.
The bugs in 1.0 largely persist into 2.1 (has anyone ever seen the Prethoryn function correctly? I know I haven't) and those that don't were less egregious than the ones that are new to the current version (e.g. enemy fleet AI's impossibly bad pathfinding renders all player-AI wars moot in 2.1)
Whereas on the game design front I think things in 1.0 were better than they are now: strat resources, shipyard stations, powerful primitives, persistent empire-capital complexes, governments which were at least flavourfully distinctive instead of being an inscrutable hodgepodge of civics...

That being said, I agree that the planet rework is for the best and I remind everyone that the tile system we've had since 1.0 was itself an abortion of the intended tile system, which was going to have multiple terrain types per planet and adjacency bonuses for everything but they took it out at the last minute.
 
One of the things I like in SciFi is the idea that a society/species may develop completely different then we do.

Would the new system allow Plantoid or Fungoid societies that simple are part of the infrastructure?

One idea could be a plant like species, which would claim new systems by spreading its "pollen" to the desired direction, but wouldn`t build any FTL ships at all. Just defences in their systems to protect them from all the warmongers out there (like me usually). Now naturally such a species would then have to have some clear advantages in other areas to offset their clear disadvantage in combat.
 
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hey @Wiz i did got a problem with how bland the new planets look (they are really all the same for a quick look) so i thought this: could you make the visual (the borders of the UI) of the planet change for what's optimized for? like a industrial planet is steel-like or a culture one is more culture-like, that way we could quickly see what that planet is for.
 
Just momentarily out from lurking to say that this looks fantastic and much better than what's currently present. Kudos for boldly going where (afaik) no developer has gone before - in positively reinventing game mechanics of an already published game.