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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.
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.
 
I'm hoping there will be events, techs, edicts, decisions, etc. to add/discover deposits on planets, or increase the maximum capacity. It would be very cool if you could keep developing planets to have more and more stuff and people on them as your empire becomes more advanced.
 
Some of the deposits have a two next to them, while other occur twice. Is there some reason for this difference (in the planet view).

Some deposits currently use the same placeholder art, so they only appear to be the same.
 
It gives you a list of the planets, and what resource they give. To me that's enough to see which planet is specialized, and for what.

That might come handy when you need to refit planets. In current system that is EXTREMELY rare. We will see how it comes in the new system.
We might actually need "templates" to apply to a planet so the corresponding governor may know what to do with each. And that is only possible when something like what I mentioned is in place.
 
How "raw output" fare against "infrastructure"(buildings)? I mean, if i have a mid-sized planet with a lot of Deposits that increase the amount of Mining Districts, should invest everything into Mining Districts or i should build some City Districts anyway, since a building may provide more bonuses to raw production than just a couple more Mining Districts?

You'll probably need a couple city districts for housing, but there's only a few buildings that affect raw resources so stacking city districts comes at the expensive of raw material output.
 
Okay. thats it. I am through with Stellaris 2.
Now i have to play Stellaris 3. Is this going to be the new rule? Every 3 updates there will be a major overhaul?.

Aside this admiring sarcasm, this sounds very great and very dangerous to strategy. Now an agricultural planet is way way more likely and valuable than before.
The next step has now to be a decent espionage system to gather informations which planet provides which for the enemy empire so that one is able to occupy the forge world or start starving out the empire by taking Agriculture I
 
@Wiz
From the info we have here 5 districts of the same type on one planet will give the same output as 1 district of the same kind on 5 differnt planets.

Are buildings going to be how we specials planets or will there be some kind of scalling bounes for having X+ of one kind of district on one planet?
 
how will you decide which deposit will get paved over when building a city district?

It doesn't work like that. Think of it as being 4 different caps: Overall cap, mining cap, farming cap, generator cap. You can always build a city district as long as you have 1 of the overall cap free, but a mining district requires *both* 1 mining cap & 1 overall cap free.
 
@Wiz
From the info we have here 5 districts of the same type on one planet will give the same output as 1 district of the same kind on 5 differnt planets.

Are buildings going to be how we specials planets or will there be some kind of scalling bounes for having X+ of one kind of district on one planet?

There are buildings to buff specific types of districts.
 
Super-excited about the concepts of Jobs, Strata and Housing briefly mentioned here (and teased on Twitter). Can't wait for the next DD, though this one was as always interesting to read as well. :)

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.
Technically speaking, having a separate "layer" for Pops on tiles could have done the trick. Segregate each landscape/building tile into 9 tiny Pop tiles, and the type of Building constructed there would determine how many of these Pop tiles are actually available to be populated by workers. This would have resulted in something like an agri-world being full of farm tiles that each only have 1-2 Pops, whereas an urbanized city-planet would be obviously overcrowded with all those city tiles occupied by 9 Pops each.

That's just what popped into my mind, of course. By and large, I am very intrigued by this approach, too, and certainly understand that by now it is "locked in".

The criticism I have seen the most, even among my own friends who play the game, however, is that though the mechanical benefits are undeniably impressive, an aspect of the planet's visualization (which feeds into immersion) gets lost, as we no longer see a "map" of the planet, abstracted as it may have been, slowly being filled up by infrastructure. In the new system, this growth is segregated into (even more abstracted) District columns with tiny numbers and icons and the Infrastructure table.

Would it be perhaps be possible, as a workaround of sorts, to expand on the art of the "planet window" of the Planet Summary tab? By using several layers for city assets, the window could represent different districts growing and affecting the planet in different ways -- rather than being based exclusively on the empire/culture, where right now a city on a UNE mining world looks exactly the same as a city on a UNE farm world.

Needless to say, this would be additional work for the artists (each City Style would require at least a dozen or so new assets), but I feel like this could address a lot of the criticism levelled against the new system, and would end up being considered a nice visual detail/enhancement by everyone.

There could even be stuff like the water changing color and getting brown due to too many Mining/Industry Districts, but by now I'm probably reaching a bit too far.

Generator District: Provides a small amount of Housing/Infrastructure and Technician Jobs that produce Energy Credits
Nitpick: personally, I'd prefer "Commercial District" rather than "Generator District". The latter sounds oddly specific for what EC are supposed to represent, and Industry kind of includes power generation, so might be a good catch-all term.

Also, +1 for "Facilities" instead of "Buildings". :3
 
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So, it seems Victoria 3 has been Stellaris all along.
Gotta say I'm really, REALLY HYPED with these changes and can't wait to see how populations are going to work now (specially if you start engineering different "castes" for different types of jobs.

APC-HYPE-TRAIN-gold-design-mock-forest-green.jpg
 
I hope to see this potential for representing very different societies be reflected on Fallen Empires.

How will technology affect resource production now? Before it gave you access to buildings with more throughput. Will it now affect the production of each pop, or increase the amount of jobs provided by a district?
 
While pollution be represented somehow. A classic sci-fi world is the smoke covered forge world, producing a lot of stuff but not very nice to live on. There are other example like 40k hive worlds that would be easier to represent if such a system was in place.
 
You can demolish and replace buildings and districts.

If number of building slots go down, some buildings will probably be removed.

I suggest that if the number of building slots go down, the buildings that are over the limit don't disappear but are turned into ruins. That will need to be cleared when/if that building slot opens back up before you build a building there.