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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.
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.
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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.
 
Hi Wiz,

I feel the need to ask a few basic questions that have been overlooked by everyone.

- Is your race's planetary type still relevant in this overhaul?
- Can you colonize any planet or is the colonization basically identical to the current version?
- How will sectors work in this overhaul? Well to be clear, how do you intend any automated processing to deal with this system?
- How will you keep tight the relation between Housing (so Pops I assume) and employment? I feel a potential blunder here.
- How does armies, and planetary defense in general, fit in the picture?
- How will racial traits, such as strong, affect your workers and production? Could I actually 'force' said population on these jobs like I can in the tiles mode? Same for robots actually.

Sorry to be blunt, but as a fellow developer I have to say this. I get that instead of tiles, we got districts plus buildings that are aside from districts (you called them infrastructure). But you mainly replaced one tile for one district while limiting their number depending on the planet type. This is just reversing the grid. Do you actually think of adding a second dimension to districts but refrain due to complexity and gameplay? The architecture would be something like that:

planet
  • district [1..n ; N variants with N being 4 for most species]
    • tile [1...n]
      • district installation [1..n]
  • infrastructure
    • building [0..n]

I certainly get the role-playing aspect of these changes and frankly I like it. The new representation of a planet looks OK abeit missing the multispecies aspect. But I fear a bit that things get out of hands when trying to fit all the current variants into this model.
 
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i liked the tile system, so im very sceptical to this change, it just seems like we are taking out all the micromanaging of the empire, and put in boring automatic population, much like the change from vicky 1 to vicky 2, do we really want another game that just plays by itself while you sit there twindling your thumbs? it just feels like an awkward combo of Civ and Victoria
To me it seems more like removing micro clicks and adding in more micro maths.
 
When Wiz said he wanted to make the best Space 4X game I assumed he meant past and present games. I didn't realize he also meant all future games! Stellaris looks to be on track to become one of the best 4X games ever made! Good job devs.
 
Hi Wiz,

Thanks for your hard work, and great work on this update.

I just wanted to say that I really don't like the restriction on building, which feels way too much like the horrible CKII system where buildings are locked by arbitrary levels (even down to the horrible way they are presented in a box with padlocks) - as you said, "Buildings are limited by the planet's Infrastructure, with one building 'slot' being unlocked for each 10 Infrastructure on the planet." . I understand that these changes are being driven by limitations caused by the tile system, and I am looking forward to many of these changes, but I really loved the freedom that I had to make choices about which specific buildings to put where, and what paths of research to pursue when it came to new buildings and/or upgrades. This change really feels like its taking that away, and the district concept doesn't look like it will make up for it, as it is highly generic. Further, a maximum of 12 buildings for a planet is BORING, especially when you consider that the 12th building is only likely to be unlocked later in the game.

I would beg you to develop this concept further, because as it is currently proposed, it is taking away a feature of Stellaris that I absolutely loved - that is, building freedom and choice.
 
I don't know if anyone's said it, but you probably need to hear it...
Good luck riding this storm. Revealing a massive change over a month (two, really) without talking to much about things that aren't finalized to a devoted audience (for good and bad) is not the most romantic part of being a PDS developer, I'm sure.
You're truly a madman, good luck and take deep breaths, I believe the silent majority is waiting for the final result with plenty of confidence and knows how hard it is to do it right.
 
Hi Wiz,

I feel the need to ask a few basic questions that have been overlooked by everyone.
Probably because most of the answers are seemingly self-evident.

- Is your race planetary type still be relevant in this overhaul?
- Can you colonize any planet or is the colonization basically identical to the current version?
Why would it change from how it works now?

- How will sectors work in this overhaul? Well to be clear, how do you intend any automated processing to deal with this system?
I'd assume fairly similar to they do now, with the sector focus determining what they fill districts with.

- How will racial traits such as strong and all affect your workers and production? Could I actually 'force' said population on these jobs like I can in the tiles mode? Same for robots actually.
Workers automatically gravitate towards the jobs they're best equipped for. No doubt, Strong etc increases the weighting for mining jobs (as would being enslaved in chattel slavery, etc).

Sorry to be blunt, but as a fellow developer I have to say this. I get that instead of tiles, we got districts plus buildings that are aside from districts (you called them infrastructure). But you mainly replaced one tile for one district while limiting their number depending on the planet type. This is just reversing the grid. Do you plan for a second dimension into the districts. The architecture would be something like that:
Its pretty clear that that isn't the case. You can have far more potential resource districts than you can actually utilize, that's the whole point- you have to choose how you make use of a planet in two, largely mutually-exclusive ways (either raw material production or "city district" specialist production). I'm not sure how you're getting "this is just inverted tiles" out of that...
 
Why would it change from how it works now?
As long as you don't ask, it's a bad habit to assume something.

Current system: tiles that are barely distributed by RNG rather than planetary type. Consequence: you will build planets that mostly resembles each other. Now, take a new planet-type driven model: your specie prefered world will have a huge impact on the districts available to you. Roboting and Interspecies thus becomes more important.

I'd assume fairly similar to they do now, with the sector focus determining what they fill districts with.
You don't get how the system works currently, do you? The current sector AI is piloted by what you command it to do: balanced, energy, mining or farm focused. There's one fundamental difference with the new model: before, whatever the choice, it would result in the AI using ALL the tiles available. In the new system, it would use all the districts matching your policy, probably use the city for proper housing and ignore all the other districts. So how the most primitive sector implementation will do that? Simple: fill all of the districts. That's basically reducing the choice to the 'balanced' option. Where is the customization here?
 
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Looks like my analytic of district and terrain blocker were on spot with 11 counts!

Hmm I might finally get around to do a mod. Someday...


Have you considered having a fifth category, for fallow/nature preserve districts?

Basically intentionally leave a part of the planet undeveloped, where it would provide minimal infrastructure but be an alternative for unity generation, say. Or just having a high-quality world for your nobility.

How would those same district work for Machine Empire as they don't generally use natural/fallow beside rogue servitor?
 
This might be the update that finally makes Stellaris into the 4X - Grand Strategy hybrid that I had in mind when it was announced. Incredible stuff, and a quite courageous decision to ditch well stablished mechanics. Can't wait for the next update! Specially curious about how will pops change their strata.

As for the content of this particular DD, some random musings:

- So there will be space trade routes! And they will be tied to your pop jobs! Awesome!
- Loving this trend of "pops influencing map stuff" such as trade routes (via clerks) and naval capacity (via soldiers)
- The de-coupling of pops and buildings is, indeed, a great design choice. Ring worlds and gaia worlds and ecumenopolis will feel truthly unique!
- The new deposit system would make each planet truthly different from each other, but perhaps at the expense of making planet types less distinct between them. We'll see about that
- However, I love how you can develope the same planet in many different ways. Lots of interesting decisions to be made
- It would seem to me that infrastructure will be in many ways, King, unless "plain" districts are much better at gathering raw resources than, say, hydroponic farms or mines
- Extra infrastructure / building slots for pacifists would be a really good fit for builder styles
- Generally talking, all this new update will be freaking glorious for tall builders such as myself
- The mysterious "decisions" tab keeps being mysterious :p Perhaps we will get a look at it in a future DD?

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).

"Planet Landmarks" seems more apt to me since it will include things like ancient ruins and natural parts of the landscape, me thinks.
 
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.

Utterly minor request connected to this, but would it be possible for planets to get titles like "Mining World" when sufficiently specialised? Like how systems get described as Research Outposts/Mining Systems/etc.

Possibly as an addition to the bit where it says world type, so instead of just "Ocean World" you get "Ocean Agriculture World."
 
All these changes are simply amazing! Just about exactly the real changes I've been waiting for since release and pretty much only leaves both an internal politics overhaul and a diplomatic and galactic political landscape overhaul remaining before I can truly be satisfied with the game as the greatest Space 4x in my book.
 
Utterly minor request connected to this, but would it be possible for planets to get titles like "Mining World" when sufficiently specialised? Like how systems get described as Research Outposts/Mining Systems/etc.

Possibly as an addition to the bit where it says world type, so instead of just "Ocean World" you get "Ocean Agriculture World."

The outliner already auto-titles starbases with appropriate titles depending on specialisation, so this seems like a great suggestion.
 
Have to say, I appreciate that in addition to discussing what is changing, you spend a couple paragraphs laying out your reasons for why it needed to change.

That said, everything looks great, with the exception of the interface: I'm hoping that is very, very not final indeed.

Instead, paying a bajillion minerals and years to build the skeleton and then each sections for YUGE pop/infrastructure would make it feel like a proper advanced civilization. Imagine the Materialist FE with their hundred/thousand pops!

Perhaps RW could also be an exception to the "12 buildings per planet" hardcap. Give them the possibility for huge numbers of buildings and infrastructure, so you can literally just about move a civilization into one or two of them.
 
Perhaps RW could also be an exception to the "12 buildings per planet" hardcap. Give them the possibility for huge numbers of buildings and infrastructure, so you can literally just about move a civilization into one or two of them.

If buildings scale by available infrastructure, they might not even need to. If a Ringworld can stack infrastructure to the sky a single building on a Ringworld could have the productivity of a dozen buildings on mere planets.