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Stellaris Dev Diary #124 - Planetary Rework (part 4 of 4)

Hello everyone and welcome to another Stellaris development diary. Today we're going to continue on the topic that we started on in Dev Diary #121: The Planetary Rework coming in the 2.2 'Le Guin' update. As this is a massive topic that affects many areas of the game, we've split it into four parts. Today's part is the last one, in which we'll be talking about how some special empires and planets such as Hive Minds, Machine Empires and Habitats will work under the new planetary rework system.

Gestalt Consciousnesses
One of the aims of the Planetary Rework was that we wanted to be able to present the different kinds of societies in Stellaris as actually being different on the planet. Under the old system, the planet of a Gestalt Consciousness feels very much like the planet of any other empire, save for a few minor differences such as the fact that the pops don't have happiness. Under Le Guin, this will change considerably, with Hive Minds and Machine Empires getting their own districts, buildings, strata, jobs and planetary mechanics. Hive Minds and Machine Empires share some mechanical differences with normal empires - they do not produce Trade Value and have no internal trade routes (more on this in a later DD), their pops lack Happiness, and instead of Crime they have Deviancy, representing Drones that malfunction or go rogue in some manner. Instead of the normal Strata, pops are generally divided into Simple Drones and Complex Drones, with the previous producing amenities and raw resources and the latter producing research, unity and finished goods. Amenities for Gestalts represents the necessary maintenance capacity required for planet to be functional, and impacts Stability directly instead of affecting Pop Happiness. Stability is still a factor for Gestalts, representing how smoothly the planet is functioning as a part of the collective. A low-stability Gestalt planet will not experience revolts if there are only drones present on it, but it will be impaired in other ways, such as resource production penalties. Gestalts also not produce or require luxury goods, with the sole exception of Rogue Servitors that need it for their bio-trophies.
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Hive Minds
In Le Guin, the planets of Hive Minds are focused around rapid growth. Instead of City districts, Hive Minds have Hive districts that provide a very large amount of housing, and each of their raw resource districts provides three jobs where a normal empire only gets two. Hive Minds use the normal biological Pop Growth mechanic, and can also make use of migration mechanics internally - drones will emigrate from overcrowded worlds and immigrate to worlds with free housing. Hive Minds also have a special building, the Spawning Pool, that provides Spawning Drone jobs which use a large amount of food to increase the rate of pop growth on the planet. Furthermore, Hive Minds have their own set of capital buildings that lack the 'colony shelter' level - a newly colonized Hive Mind planet has a fully functional capital present from day one. All of these mechanics make Hive Minds ideal for a 'wide' playstyle, expanding rapidly and claiming huge swathes of space for the Hive.
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Machine Empires
Machine Empires share some similarities with Hive Minds, but rather than being focused on rapid growth, their primary focus is efficient use of resources. Like the Hive Minds, they have their own version of housing district, the Nexus District, and their resource extraction districts also provide three jobs where normal empires get two, but in addition to this they also have substantial bonuses to finished goods production, with jobs such as the Fabricator being a more efficient and productive variant of the regular alloy-producing Metallurgist. However, this comes at the expense of being unable to naturally produce new pops, having to rely on costly Replicator jobs to construct new drones. Machine Empires are ideal for an empire that wants to be self-sustaining, and truly shine when they have access to numerous kinds of natural resources.
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Habitats
Finally, another mechanic from a previous expansion that is changing considerably in Le Guin is Habitats. Habitats are still acquired and constructed in the same way as before, but rather than being size 12 planets with a handful of unique buildings, Habitats are now a mere size 6 (8 with Master Builders), but have their own entirely unique set of Districts. Rather than building City, Mining, Farming or Generator districts, Habitats have the following districts available:
  • Habitation District: Provides housing
  • Research District: Provides researcher jobs
  • Trade District: Provides trade value jobs (Non-Gestalt only)
  • Leisure District: Provides unity and amenities jobs (Non-Gestalt only)
  • Reactor District: Provides energy-producing jobs (Gestalt only)

No matter the type, each District built on a Habitat provides a fixed amount of infrastructure (currently 5, or 1 building per 2 districts). Habitats can support most regular planetary buildings, and so can be further specialized towards for example trade, goods production or research, but lack virtually all ability to produce raw resources. Since research and unity penalties scale towards an empire's number of districts rather than planets in the Le Guin update, they are also highly efficient for tall empires, as Habitat districts provide a larger amount of housing, infrastructure and jobs compared to regular planet districts.

(NOTE: This interface is extremely WIP, the finished version will have non-placeholder art and better district number display, among other things)
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That's all for today! Next week we're finally moving on to the rest of the Le Guin update, starting with the Galactic Market. We may be done talking about the planetary rework (for now), but there's much more to the update we've yet to even begin showing you!
 
Oh my god, the hype, TEH HYPE. Some random thoughts:

- Different empires playing differently. Yes. YES. More of that, please. Can't never get enough flavours
- Internal trade routes being a major thing, and its non-existance being a limitation for hive minds is incredibly intriguing
- I wonder if drone deviancy will have the same effects / solutions as crime, or if it will go beyond a mere cosmetic difference
- Stability being ultra-high for gestalts makes complete sense, but happiness affecting mostly stability makes it look like a kinda redundant mechanic
- I love how you can now cram an insane amount of drones inside hivemind planets, going way beyond its regular pop cap. One of the many great things about this brand new non-tile system
- Synths being the ultimate tall self-sufficient empire looks like a very fitting thing
- Habitats being radically different from regular planets is awesome. Now I can't wait to learn more about ecumenopolis, gaia planets and ringworlds! But it probably be reserved for the last DD, I guess
 
I'm very curious about how Fanatical Purifiers will work under this system. Will they have access to internal trade routes and (to a limited extent) the galactic market? How will they achieve the necessary level of self sufficiency?
 
So research/unity penalties depend now on number of districts instead of number of planets. Doesn't this mean that a size 25 planet will be no more attractive than a size 12 planet? What is the advantage of bigger planets then?
As well as the reasons pointed out by others above, you'll probably still want the size 25 world as part of your core sector in preference to the size 12.

The only difference it should make is that you'll be more encouraged to colonize the size 12 even if it is just going to go in a sector.
 
Will there finally be a mechanic that lets you change your primary species (to the most numerous)? Right now if your founding species went extinct the game gets really strange.
 
I love how this rework is finally making empires have the chance feel more unique.

After looking at the eu4 government reforms I'd love to see stuff like that too, the more personal the empire feels to you the more engaging the gave will become.
 
Let's say I use all shenanigans available to me to build a planet up to the maximum amount of spawning pools ever thought possible, could I get more than one pop per month? Will pops die without food or the spawning pools will just stop working?
 
Not in the sense of getting it as a resource on the habitat itself, but they'll probably automatically 'mine' the planet like a mining/research station would.
Are there plans to allow us to upgrade mining station to habitat than? Without destroying station and starting new construction?
 
First off, I love all of these DDs; I can't wait for the big update to come out!

Secondly, in the case for Ring Worlds; couldn't we just do similar things that pre-set empires already did? Such as specialize a district on one section of the ring?
Like one section is housing, another is economic, then military and finally industry. Regardless, I look forward to next week's DD!
 
You mentioned that now the Habitats won't be capable of producing any raw materials, does that mean that now you can't place habitats in the orbit of planets with resource deposits unless you are willing to sacrifice them?
 
If I'm playing a Hive Mind and somehow manage to have more Pops than I have jobs available on a planet, is there such a thing as unemployment and does it cause a stability decrease, or will they automatically get a job similarly to domestic servants that gives a small bonus to one resource or another?
 
Not having internal trade routes (ie a civilian economy) is a major drawback.

Civilian economy looks interesting. It's obviously give benefits (and probably have drawbacks) but i don't quite understand how GS Empire will be missing it. Ofc, they don't need it, but if Civilian economy and internal trade produce something unique, why GS just can't produce it in alternative way, or live without need of it at all?
 
A low-stability Gestalt planet will not experience revolts if there are only drones present on it, but it will be impaired in other ways, such as resource production penalties.
I'm sad as a person who want to see that deviant drones gain their own indivisuality or constitute new gestalt consciousness. But I'm satisfied for now, because of possibilty of mods, patch, story pack, and expansion.

Gestalt consciousness will be gained unique graphics for deviancy, Instead of using basic crime icon?
 
Another great update. Seems like the only thing bad about 2.2 is that we do not get it right NOW!

Seeing the variety of districts for the different empires and on habitats, I was just wondering: are the districts available entirely moddable or are some parts of the mechanic hardcoded? As in the difference between how they work on planets and habitats and the number of districts.
 
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I think I might finally be tempted to play a hive mind. It sounds like all the fun of playing macro zerg with none of the trouble of developing a subconscious tick at a regular interval that causes all kinds of awkwardness in everyday situations not involving injecting hatcheries.
 
Not having internal trade routes (ie a civilian economy) is a major drawback. Regardless, it's far too early to talk balance specifics.

Is an "internal trade route" some part of the update that has yet to be covered in a DD, or does this simply mean that their planets need to be self sustaining (like with Food in the release version of the game).
 
First game after Le Guin i colonize 6 planets and I build a pool : gg
 
What are the effects of deviancy, is it simply some text based changes instead of something different from Crimes in normal empire? Will there be any jobs for deviant pops?
Since day one I realized the presences of Machine Empire in Stellaris, I am wondering, will there be any ways turning a machine empire to normal empire that every individuals of it gain self-consciousness. Just like those in Mass Effect and Detroit. I think implementing deviant might be a good start or some sort of game changer.
Sorry for my "English":p