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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.
 
Looks amazing:

Just a suggestion though: What if you made the prevalence of certain deposits depend on the type of planet? So that agriculture deposits might be fairly scarce on dry worlds but that be offset by an increased prevalence in, say, energy deposits. Whereas wet worlds may have an increased chance of having agriculture deposits, and frozen worlds an increase in minerals.

To take it a step further, what if even within the planet categories there was even more variation in terms of tile blockers - for example Ocean worlds might have more deposits on average in total than Continental worlds, but start with a higher proportion on average blocked by tile blockers, making early development more difficult.

I think that having the prevalence of deposits and blockers relate to the planet type would make the decision as to what habitability to start with or acquire a much more interesting strategic choice.
 
This is where the galactic market comes in. That'll be a later dev diary though.

I'm reading this so that also all robots can now (or then) trade in galactic market (=speak at last 'marketing language' with meatbags)?
 
While I appreciate giving players more impact when deciding the development of a planet, I do still wonder one thing, which I and a few others consider important.

How will this affect the game's performance in the mid-to-lategame? I believe it's been well established both here and on reddit that the game's performance slows to a crawl, purely because of the UI tracking everything happening in the game. Having to keep checks on all of the pops and buildings on every tile must surely get taxing once more of them get colonized by empires.
 
@Wiz

TL:DR : Are Fallen Empires, Awakened Empires, Horde Empires and Crisis Empires gonna finally have fully economic and planet simulation? Or will they again simple cheat and ignore most of the mechanics anyway?

Further explanation: In the Stellaris of today, the only special empire that simulate part of the economy is the Awakened Empires. But then again they cheat a lot (75% decreased ship upkeep?) and ignore some resources and mechanics (like Unity and Traditions).

Now that we have a nice system and by the way you descibre, easier for the AI to handle, can we finally have all the Special Empires simulate their economy (and have unique economies for some special empires) and fully use all the game mechanics? Of course you will give them overpower Civics like the Ancient Caches of Technology to handle the initial ineficiencies they have AND to show the player their Strenght, but the point is to remove the hidden cheats and ignoration of mechanics.

But overhall, it would be better to look at a Contingency AI World FULL of Robots and mining districts and Factories AND every planet they conquer they turn into a hub for more resources (purging organics by Forced Labor) for it's War Machine than simple a "Spawn Point" without any immersion.
 
So research is just being done in a basic lab but are their any ideas for making more specialized research labs like for some sort of massive physics experiment(like the hardon collider in europe) or for strange mechanical and biological things located on planets.
Also some of those placeholder arts for the deposits look pretty good from what ive seen.
 
Computational and data storage districts, maybe? There are a lot of options.

Hmm I still struggle to see it because city district cover unity already. Notice that having an entire city district only give lot of population and little to no job beside from building/facilities and if on Utopian Abundance then you can produce lot of unity in additional to job that does it.

Dke7vzWWwAEA2m1.jpg


As a consequence you have two competing distract doing the same thing. I might see the point of a distract whose purpose is to produce low amount of unity for empire that are unwilling or unable to set their living standard to higher level.

Not that it is necessary a bad idea just need more developing.
 
You can still have for instance, a deposit that's a weird storm system that improves physics output on the planet. But most research doesn't take the form of building a lab on a physics deposit and mining physics from the ground. :p

I am a physicist and have to clarify that this is exactly what we do. *dons his mining hat*
 
On a second thought, I kind of get how sectors could work in the new model. It could be fill all the districts of my policy and balance what is left, if any. However there's still the issue of mixed planet types inside a sector, which will happen, that's for sure.
 
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 first thing I thought when I read this was to mod in a self consuming hive mind plantoid race that subsists entirely upon itself while having an ever growing food surplus. It would be very monotone to play it since you would construct everything from food and grow through food, but just being able to have something like this in the game now is really insane and I LOVE it.
 
So research is just being done in a basic lab but are their any ideas for making more specialized research labs like for some sort of massive physics experiment(like the hardon collider in europe) or for strange mechanical and biological things located on planets.
Also some of those placeholder arts for the deposits look pretty good from what ive seen.

A hardon collider sounds extremely painful :D (sorry, couldn't resist to pass the joke).
 
I've been quite critical (perhaps even excessively so) of some of Paradox's design decisions in the past, but I can't find too much wrong with Wiz's treatment of Stellaris (especially the last few updates overhauling core systems). Really looking forward to this update and I hope this represents a more ambitious design philosophy for Paradox at large (*cough* Imperator *cough*).
 
I use planet names for that. Rename newly conquered planets to match the system name. However we could really use a search button on the galaxy view.

I've been doing the same as a stop-gap measure, but I really liked the ability to flag planets with a click in Galaxy Legion, which was a sucky game except for the ease and convenience of how the flag system was set up.