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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.
 
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.
View attachment 397852
(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.
View attachment 397853
(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.
View attachment 397854

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.
View attachment 397855

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.View attachment 397856

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.

Are the pops hardcoded to require housing? Could, for example, there be an "uploaded" population which requires "CPU time" instead, provided by a "server" building?

Could there be an ascension path for Rogue Servitors where they stuff everyone into virtual reality matrix-style (but without storing bodies) for maximum control and efficiency? Could a regular empire exchange physical existence for dreamworlds for the same reason?

Could psionic ascension give you access to buildable spirit pops persisting on "mental energy" of the psionic pops?

Please consider it.
 
So... fourth major update since a certain promise... Space Unicorns confirmed?
 
First off, this looks awesome! Just wondering though, in this update, with the development of the new trade system, will empires prioritize certain goods depending on their governing ethics. For example, will "Ruthless capitalists" always have more credits on hand to trade, while Authoritarian governments and Slaving Despots will always have more minerals on hand to trade? How will this be fleshed out? Hopefully something will change, cause in current games it's hard to get trade deals with someone for a fair exchange rate...

Also, is there any chance of actually showing trade routes on the map in this update; maybe as lines with tiny little specs traversing them to represent massive trade ships travelling from planet to planet. We could have them connect one planet to another within our empire, as we usually have one planet with a surplus of food or credits that keeps another colony afloat. Once we sign trade deals with other empires, these trade routes could then connect our empires. Also we'd have to protect these routes from pirates or enemies during war, and blockades could be more of a thing.
 
I really hope the game doesn't take a gigantic performance hit, it seems like this is a lot of stress to put on a game that doesn't handle stress all that well.
This new system is easier for AI, and will probably de-stress late game planet calculation by a far bit, even if "more pops" may seem to balance it.
 
@Wiz

This ^

The biggest issues right now in the game, that this could fix is exactly this.. It creates a serious snowball issue in wars, where the defender has little ability to fight back once they start losing. The winner gets these high end shipyards and instantly starts crapping out hundreds of ships a week, even though the planet that should be feeding this starbase is completely destroyed, taken over, and virtually no production.

Linking Starbases economy/production output to the planets in the system would go a long way to creating more diversity and strategy at the same time.

You could even give Bastions a boost in power if a planet is in the same system with military buildings directly supplying that Bastion with manpower and soldiers.

It's not even that the attacker can spam ships, but that the attacker can spam and repair ships right at the front line at no cost. In comparison, consider that during WW2 only the United States developed the capability to park a fleet off a hostile shore indefinitely and bomb it into submission, by investing in an enormous train of repair ships, hospital ships, tenders, and oilers, nevermind floating drydocks large enough to accommodate a battleship.

Amusingly, the current Stellaris tile system is an almost direct clone of the tile system used in Ascendancy in 1994. But Ascendancy had a unified orbital and surface industrial output for each planet, so a big industrial planet both built surface structures and ships much faster than a small research planet. And Ascendancy also by default would purge most or all pops from a conquered planet from what I recall, so it took a long time for a captured planet to become productive because even if you captured its infrastructure intact, there would be no pops to work it.
 
It's not even that the attacker can spam ships, but that the attacker can spam and repair ships right at the front line at no cost. In comparison, consider that during WW2 only the United States developed the capability to park a fleet off a hostile shore indefinitely and bomb it into submission, by investing in an enormous train of repair ships, hospital ships, tenders, and oilers, nevermind floating drydocks large enough to accommodate a battleship.

Amusingly, the current Stellaris tile system is an almost direct clone of the tile system used in Ascendancy in 1994. But Ascendancy had a unified orbital and surface industrial output for each planet, so a big industrial planet both built surface structures and ships much faster than a small research planet. And Ascendancy also by default would purge most or all pops from a conquered planet from what I recall, so it took a long time for a captured planet to become productive because even if you captured its infrastructure intact, there would be no pops to work it.

Pretty much yea, it is a problem with warfare right now. Just because you capture a factory doesn't mean you instantly start pumping stuff out at max efficiency.

Its honestly the same thing with the orbital mines and orbital research stations. Why is taking over a system instantly giving the invader full output? Or any output at all? Aren't those mines manned technically by people, or having to be upkept? It makes no sense, and just allows for extreme snowballing to happen. The only races that should be able to do that are the Fanatical Purifiers since they consider, and treat every system they take as fully annexed.
 
Are the pops hardcoded to require housing? Could, for example, there be an "uploaded" population which requires "CPU time" instead, provided by a "server" building?

why can't servers be put in "housing"? just give them really small housing requirements.
 
why can't servers be put in "housing"? just give them really small housing requirements.

Servers, as in computer servers, which would house population of virtual citizens. Being virtual, they should not compete with meatbags at all but should instead compete with each other for limited computing resources.
 
Servers, as in computer servers, which would house population of virtual citizens. Being virtual, they should not compete with meatbags at all but should instead compete with each other for limited computing resources.
Why can't you just make more servers? The housing requirements for a server farm are a lot less than pops.
 
I think this is gonna be so damn cool, kinda like Stellaris meets City Skylines. Gonna be mad fun if we can actually really dive into planetary setup and stuff. Even better for some players like me that roll seeded worlds or like to play small/tall "fallen empire" type civs.
 
Just an additional annotation ...

What I don't like in the current game-version is the thing, that a tile-blocker hinders you to do anything with its tile (until you've researched the proper tile-blocker-technology), so if a deposit-blocker is working like a tile-one then I would alter it a bit ...

Instead, that the whole deposit (for example a one with 3 possible mining-districts) is "fully blocked", it could be just "partly blocked" ...
The aim of this is, that you're able to specialize / build up your worlds right from the beginning, so that you don't have the chore to re-structure your worlds each time you've researched a proper deposit-blocker-technology ...

In reference to the 3. pic in this dev-diary, a "normal" mining-district from an un-blocked deposit could be altered into a "light" mining-district from a just "partly blocked" deposit ...
Such a "light" mining-district could cost you just 1/2 of the minerals (150) and just 1/2 of the upkeep (0,5 ECs) of a "normal" one (300 minerals / 1 EC), but it would also offer you just 1/2 of the benefits (+1 infrastructure / +0,5 housing / +1 miner-job instead of +2 / +1 / +2) ...
Last, but not least, if you've researched the proper deposit-blocker-technology then you get the ability to upgrade (in the sense of - to extend) such a "light" district into a "normal" one ...

As I said, the aim is, that you're able to plan and specialize / build up your worlds right from the beginning.
 
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Servers, as in computer servers, which would house population of virtual citizens. Being virtual, they should not compete with meatbags at all but should instead compete with each other for limited computing resources.
Servers still require physical space, and since even virtual citizens have physical bodies those will need space, too. So housing still makes sense. Hence why they require housing, though they require much less.