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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.
 
Funny, no anti-micro derps have shown up in this thread yet.
I was all against doing away with tile system, but this new choices and complexity might actually be good... heck, I'm seeing myself loving it on the long run.

Still, let me doubt about the improvement to AI. All this new depth and complexity being introduced will surely choke any generic AI..
I'm guessing for each gameplay style you'd need to create a specially tweeked version.

Still. Nice Dev diary, waiting for more.
 
Guys, something nobody thought of asking.
This means that now ANY planet could be colonized (possibly depending or Mod, or not), even Barren Worlds, Gas Giants and Molten Worlds.
That means, you can actually now have a Molten World pumping up minerals instead of just building a mineral station on "inhabitable" planets.
Please, let this be true.
I would love to actually build a colony on Venus or a sparsely populated but doing lots of scientific research station on one of the Moons of Jupiter or Saturn.
I suspect it wont be part of the vanilla game, at least not without a lot more changes overall to compensate for what having so many colonies (and potentially colonies in almost all your systems) would do to balance.
Consider planet modifiers too. You should build a 16 mines planet with a +25% minerals modifier. The effect is dope.
As I understand it, it doesn't actually make a huge difference long-term. I mean, it looks impressive, I guess?

That's what needs to be clarified because of the effect on the gameplay. I don't know if the prototypes were chosen as per design or just for the artistic view.
Where did you get the idea it would be any different than it is now, though? What Wiz said:
Every habitable planet will have a (semi-randomized) number of deposits, with larger planets usually having more deposits.
Implies that its effectively the same resource distribution as it is now (especially when combined with what he explains after, about how an Ocean world's food deposits might be "kelp fields" whereas a Tundra world's could be "fungus caves"). There's literally nothing that's been said that implies Ocean worlds are mineral-poor (which is, frankly, not even supported by the screenshot, seeing as it has the most Mineral deposits of any kind).
 
Wiz, can you work on Victoria 3 ?

Or, if the release of Victoria 3 is as disappointing for me as the release of Stellaris, can you be appointed lead designer and make it great again, too ?
Pretty sure there are people working on vic3 already. Rumour has it Alex is working on it, but on the other hand I have no idea what doomdark is up to at the moment.
Guys, something nobody thought of asking.
This means that now ANY planet could be colonized (possibly depending or Mod, or not), even Barren Worlds, Gas Giants and Molten Worlds.
That means, you can actually now have a Molten World pumping up minerals instead of just building a mineral station on "inhabitable" planets.
Please, let this be true.
I would love to actually build a colony on Venus or a sparsely populated but doing lots of scientific research station on one of the Moons of Jupiter or Saturn.
Well with deposits being sort environmental in nature we may eventually see single biome planets becoming a thing of the past.
 
Funny, no anti-micro derps have shown up in this thread yet.
I was all against doing away with tile system, but this new choices and complexity might actually be good... heck, I'm seeing myself loving it on the long run.

The problem is that the term "micromanagement" as it is used on these forums has reached the point that it has lost its meaning. I have actually seen people argue that adding an "upgrade all buildings" button to the planet tab would increase micro, which is of course hogwash.
 
@Wiz Loving this but I was wondering how will these changes affect sectors?
 
No, that is not how it works. The Central Bank (European Central Bank in Europe, the Federal Reserve in the USA etc) lends money (at a fixed interest rate) to the banks which then lend money (at a higher interest rate) to companies or people.

That‘s not at all what I mean. What you are talking about is base money, what I‘m talking about is a virtual value created through a loan that has no coverage in the base money (yet).
 
Wiz,

This may seem a bit off-topic but is your team planning on taking another look at how terraforming works in Stellaris somewhere down the road?

It occurred to me that with the new economic units and secondary resources showcased in these DDs, it is now possible to throttle late-game terraforming with much more precision than before. There could be a huge payoff in reworking the current, largely random, terraforming candidate system and allowing players (and the AI) to choose which worlds they want to terraform (barren worlds within the habitable bands of a star system) in exchange for finite resources.

Recent Distant Stars-related shenanigans surrounding terraforming candidates have had me thinking about the wasted opportunities surrounding the planet modifier and I'm wondering if it has been on your minds as well.
 
Still, let me doubt about the improvement to AI. All this new depth and complexity being introduced will surely choke any generic AI..
I'd say it will be the opposite as pops and jobs will be optimized by the game AI for everyone and every planet. There will be no micro management here.
 
Wow this looks amazing, even better than I was expecting!
 
As I understand it, it doesn't actually make a huge difference long-term. I mean, it looks impressive, I guess?
Try it someday along with a few research and energy modifiers planet. I think you'll like it. Don't forget the mine processing/energy nexus though.

Where did you get the idea it would be any different than it is now, though? What Wiz said
Guess your answer despite all the evidences provided so far explains why we work only based on specification documents in this field of work. That is so nothing is subject to interpretation. If you and me have different interpretation of that important aspect of the overhaul then it means the explanations weren't clear enough.
 
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Try it someday along with a few research and energy modifiers planet. I think you'll like it. Don't forget the mine processing/energy nexus though.


Guess your answer despite all the evidences provided so far explains why we work only based on specification documents in this field of work. That is so nothing is subject to interpretation. If you and me have different interpretation of that important aspect of the overhaul then it means the explanations weren't clean enough.
This hasnt been the meta since they switched out planetary governors.
 
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).

Perhaps "Features"?
 
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.
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.

What about special districts for different ethics (e.g. a temple district for spiritualists or a mass barracks for militarists), where these ethics focus on those areas so greatly as to be worth describing in terms of district size areas rather than just buildings? (Or potentially only for fanatics of those ethics). Like, most empires probably have some military infrastructure but fanatic militarists might have planet wide recruitment and training grounds, barracks and general fortress-planets?

Then maybe "wildlife" or "nature-preserve" districts might be a specific one of those for xenophile or pacifist or something (maybe environmentalist or something else?).
 
Hey, I like what I see for the most part and see it adds more overall options, but at first glance this looks like it would actually narrow down what you could do with a planet? Previously I could make minerals on almost every tile if I wanted to and make a mining planet. Now I can only make so many miners. Won't this lead to every planet tending towards a balanced approach (other than city only planets)?

Bad analogy: painting with 5 colours on a blank canvas vs painting with 100 but someone already told you what to paint.
 
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As a WH40K fan, one thing I've always desired for planets was the possibility to develop "Fortress worlds" like Cadia, capable of supporting the orbiting space station in combat and not just housing a large number of armies (which I would tie to the infrastructure level and/or barrack districts, btw). Could you please consider implementing this kind of world too, please? Maybe with unique buildings to increase the cap of the orbital defense platforms, provide system-wide electronic warfare, squadrons of fighters or even a sort of "planetary flak" launching missile salvos from the surface.
 
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
No complaining here! Just lots of excitement and several questions (most of which have already been answered)! They will be answered either in a later Dev Diary or when it releases. Good work!
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.
You know, it may be best to make an entire new section under for "Stellaris/DevDiaries" where all of these get posted so that they don't get lost in the general section here:)
This will make it easier for when the 4th post comes out in 4 weeks, people can read them all back-to-back and not have to worry about them getting lost several pages apart or something.
 
No, that is not how it works. The Central Bank (European Central Bank in Europe, the Federal Reserve in the USA etc) lends money (at a fixed interest rate) to the banks which then lend money (at a higher interest rate) to companies or people. The banks cover the possible loss with their own capital or by borrowing money from other banks. Your deposits are NOT used by the banks to lend money.

If there is an economic crisis the problem is that many people ask the banks to use their money on financial markets. Most of the time, the banks lost that money and might require some time to recover it.

Last but not least, if the banks crumble, they do not reimburse the Central Bank which might hinder its ability to lend money to other banks also dependent on their ability to borrow and lend, putting the system in danger.

It's funny how most people think that private bank create money, when it is the Central Bank who control the creation of money by setting interest rate. It would be absurd to let private companies control one of the most fundamental element of any state : its money.

I’m sorry, but that is exactly what they do: take a portion of the money that people deposit with them and loan it out. Central Banks are there mostly to keep the system running well, they’re not imherently essential to it.

https://www.investopedia.com/university/banking-system/banking-system3.asp

Further, it is bit remotely absurd that the state would ‘allow’ banks to create money, because that is exactly what they do all the time. It is not the ‘state’s money’ but the people’s money, in various forms.

What do you think banks do with the money they have on deposit, and, where do you think they got the money to make loans in situations in which there were no central banks?
 
Won't this lead to every planet tending towards a balanced approach (other than city only planets)?
IMO that's how it will work: if you specialize your planet towards a particular resource type then you can unlock a deposit blocker which will increase the production of that resource. The more you specialize, the more blockers you unlock the better you get in producing this type of resource. The logics behind it is fairly solid. You need to have built a number of districts to reach the blockers. So this means the contrary of what you think: if you go balance, you'll get average result. Here comes the revenge of trully dedicated worlds!
 
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