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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.
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.
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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.
 
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).
I'd rename deposits to "Features" and then divide them by type. Terrain Features being the most common but special/unique/event features going to the top of the list to make special planets and deposits easier to find.

Really like the look of this update. Nervous about the very small number of buildings per planet... it'd be nice to encourage people to have weak or thematic buildings that you'd want to build on every planet (the system as showed I think I'd feel like I never have space to waste on them). So some ethos/event/thematic buildings not taking up a slot or using the deposit system would be great.
 
With these non-final numbers, the most important infrastructure number seems to be 60, because this is where you get the second culture- and research-job as well as thrid manufacturing job. I know a lot will probably change, but I can't help but already start theorycrafting about planet-setups that aim for specific infrastructure goals. :)
 
I'm sorry if this has been already asked, but if I may ask; how does this affect specialised pops? i.e. Will super-proficient researcher pops be automatically placed in research or will it be first-come, first-served?

New planet system is looking awesome!

Jobs are weighted based on Pops' suitability, species rights, etc, and Pops can take over jobs from other, less suitable Pops. More on this next week.
 
- 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

Have you thought about a new achievement that focuses on changing societies from start to finish (or within a time window). For example, Start as space-democracy and change to space-communists within a 100 years from start or something of the likes. But based on population societies.
 
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).
features?
 
I liked everything I saw without exception EXCEPT for the fact that I can only put a check-mark at the end of the post and not on every single sentence. Please fix this in the next patch.
 
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.

There's one thing I've been thinking about regarding the new system and the whole "the tile system is good for showing you spreading out and developing the planet" thing: would it be possible to re-add the planet surface tab (or something equivalent) as an aesthetic option which lets you see the progressing development on the planet visually; you look down from space, seeing the planet slowly go from an uncolonised rock to an agri-world with whole continents covered in fields or a forge-world with skies purple with choking pollution and sprawling furnace-cities or a massive city world with every inch of the planet covered in glass and concrete cities.
 
So life seeded will now just give a Gaia world start?

It'll probably do the exact thing it did previously, a size 25 gaia world. I'm not sure what you think is changing there.
 
Will there be some form of climate change due to the exploitation of a planet? Some sort of decision where you might get more resources in the short term from exploiting a planet, but it slowly becomes uninhabitable or too costly, might be interesting. The game takes place in the right time frame for it to potentially happen. Just a thought.
Looks great though, very excited.
 
Salve Wiz.

I am more worried about usability. We actually lack a good interface for overviewing our whole empire now and we are going to need it even more with the new economic systems. Here're a few things I would like to just say:
  1. We need an interface to list out all our planets in the style of EU4 Ledger, and have something like an automated remark on what "kind" of world this planet is - Industrial, Urbanised, etc, to get a quick navigation.
  2. We may also need a Production Panel in the style of EU4 that we can order to recruit armies directly from the planets. And perhaps even building various things.
  3. We may also need something like a ledger to show all the known "local modifiers" of our planets, ships, systems, asteroids, stations etc.
  4. For the name of "buildings", you may try "Edifices". When in doubt, go Roman and use Latin-styled English words.
  5. For the name of "deposits", you may try "environome", a Greek English word meaning "a mass / collection of environments", or something like "territorium", just the Latin word for "territory".
 
That's a rather unwieldy term. I'm considering renaming them to 'Facilities' though.

I heartily approve. Its nice, generic, and allows the player to imagine whatever scale they want.

And I agree with whomever suggested ‘features’ as a name for deposits.
 
Do we have to wait for qeueing new districts to develop? Or we can just pay the qeue at start, then leave it be? Same for infrastructure, and buildings. If we qeue up like a full mineral planet, then can we also qeue up that few building which can be developed with all that infrastructure, or do we have to wait for that until development complete?

The main reason i ask this is for the sectors. Right now the most efficient way to use sectors is to qeue up all the lvl1 buildings, and disable redevelopment. In current system you need to check new colony at least 3 times. First upon built to remove tile blockers, then at 5 pop. you need to start planetary building upgrade, then once that complete you qeue all tiles up. In new system i assume you can disable redevelopment sectors still, but how many forced check will be if we want to be sure, that sector does not alter what we plan.
 
Salve Wiz.

I am more worried about usability. We actually lack a good interface for overviewing our whole empire now and we are going to need it even more with the new economic systems. Here're a few things I would like to just say:
  1. We need an interface to list out all our planets in the style of EU4 Ledger, and have something like an automated remark on what "kind" of world this planet is - Industrial, Urbanised, etc, to get a quick navigation.
Due to the abstract nature of the planets, it seems more reasonable to instead just show how many of each district a planet has and let the player figure out what the planet is for.
 
Yeah, but we have to do it by working around the tile system and having things like organic sanctuaries as buildings that move around with the pops and artificial production modifiers. The new system doesn't have bio-trophies and robot pops compete for limited tile space.
I am happy that apparently rogue servitors AI empires can be fixed more easily in the new planetary system, in the current tile system rogue servitors AI never enable population growth of their bio-trophies.
 
We need an interface to list out all our planets in the style of EU4 Ledger, and have something like an automated remark on what "kind" of world this planet is - Industrial, Urbanised, etc, to get a quick navigation.

We already got that in sector overview. You just have to expand the sectors.

We may also need something like a ledger to show all the known "local modifiers" of our planets, ships, systems, asteroids, stations etc.

It is not really something you need constantly unless they make it being altered constantly. Most of these current modifiers are permanent. You calculate when develop planet, but not before or after.
 
Due to the abstract nature of the planets, it seems more reasonable to instead just show how many of each district a planet has and let the player figure out what the planet is for.
Yes, and we actually need something to visualise, say, 12 planets in a list easily. The easiest would be by generating a "comment word" with some scripts, or using a barred pie-chart.
 
Jobs are weighted based on Pops' suitability, species rights, etc, and Pops can take over jobs from other, less suitable Pops. More on this next week.

This would be such a good feature! Are you planning a rework to the gene/robo modding system? It would be great to play a bio-ascension empire where different people are modified for different roles but currently because you can only choose pops grouped by planet its way too micro-intensive to bother. Being able to modify by job type would be so much better, rather than having to make a whole planet of people "mining caste" and then have to resettle them all.