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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!
 
Just checking, but are you not able to take the Psionic Ascension path as a Hive Mind?
No, Hive Minds only have access to the biological ascension path
 
Really love all the dev diary info, thanks for putting these out.

After reading this i wondered about creating more mid game crisis options. Like a hive mind discovered by a science ship and once found triggers a rapidly expanding and aggressive hive mind that must be contained or dealt with. I feel like there is potential for more mid game crises beyond the Great Khan...


Definitely room for more mid game crisis types though a rapidly expanding Hive Mind crisis sounds like what the Prethoryn Scourge already are other than them being late game. I think some type of plague outbreak would be better. Though it might give too much of an edge to machines empires.
 
Man I look at Le Guin's DDs and Twitter Teasers, and then I look at Niven and think 'Bah! Primitive...' and play something else instead. YOU HAVE RUINED STELLARIS FOR THE NEXT FEW MONTHS FOR ME @Wiz! What do you have to say for yourself?!:mad:


(I love this so much, it's the DLC I'm most hyped for)
 
Man I look at Le Guin's DDs and Twitter Teasers, and then I look at Niven and think 'Bah! Primitive...' and play something else instead. YOU HAVE RUINED STELLARIS FOR THE NEXT FEW MONTHS FOR ME @Wiz! What do you have to say for yourself?!:mad:


(I love this so much, it's the DLC I'm most hyped for)
And you know what's the best? Nothing said so far is part of a DLC, it's all in the patch
Makes you wonder what they can put in a DLC? Maybe a species pack like before Apocalypse?
 
I really like this. Gestalt conciousness will hopefully feel really different to play now compared to non-gestalts. Of course this depends on how "trade value" will actually work. I also like the new habitat concept. If it is suddenly really difficult to make them self-sufficient in terms of raw materials, then resource-mining on actual planets will be much more important.
 
I hope you decide to handle ringworlds somehow similar as habitats, as one huge colony instead of four respectively.

I always thought that as good as ringworlds are, used as four different colonies they just don't feel as this behemoth with an enormous population they really are. And I always wondered why to use the mass of all planets in a star system to create an artificial environment which you then mine for resources XD
 
And you know what's the best? Nothing said so far is part of a DLC, it's all in the patch
Makes you wonder what they can put in a DLC? Maybe a species pack like before Apocalypse?

I'd really like Hive Mind and Machine Int styled graphics - like a floating cube or death orb ship, or a great buzzing hive starport. Something that lets you know...."Oh...that thing is alive?!"
 
I'd like to know something about job species priorities in 2.2.
Lets say I mod in a job that produces 2 minerals and 2 energy and I have 2 species on the planet that are equal except one gets a +20% mineral production and the other gets +20% energy production. If I have 5 of those jobs on the planet, how many of which species are gonna get the jobs? Will it be random who gets the job so you'll get something close to a 50/50 split or will the game prioritise one species over the other? I assume that if the job instead produced 1 mineral and 2 energy, it would 100% prioritise the energy species for it, is that right?
 
Just checking, but are you not able to take the Psionic Ascension path as a Hive Mind?
No. If you play with a gestalt consciousness you can't follow the normal ascension paths. If you play a Hive Mind you can only follow the biological path, and machine intelligence kinda already has all the benefits of the synthetic path, in any case Synthetic Age and Machine Worlds only improve what is already there.

What i was asking if there is any plan, now or in the future, to make a psychic hive mind, just you know to complete the set. We already have the biological and mechanical ones, we just need the psychic one.
 
I hope you decide to handle ringworlds somehow similar as habitats, as one huge colony instead of four respectively.

I always thought that as good as ringworlds are, used as four different colonies they just don't feel as this behemoth with an enormous population they really are. And I always wondered why to use the mass of all planets in a star system to create an artificial environment which you then mine for resources XD

In the stream, they showed off an empire capital, normal colony, with 1000 pops.

Makes you wonder how big a ring world could get?
 
Btw, If the penalties are based on the amount of districts, is there any difference in having one 10-district planet and five 2-district planets?

In terms of penalties, no - however the former is likely to be more efficient, as you can have more buildings and can specialize for greater output

But, the latter still has more potential and raw resources available.
 
I'd really like Hive Mind and Machine Int styled graphics - like a floating cube or death orb ship, or a great buzzing hive starport. Something that lets you know...."Oh...that thing is alive?!"

That would be nice.

And now that empires and species can work differently, I could see something like a Crystalloids or Lithoids Species Pack.
 
This is like saying "The Easter Bunny's baby-blue colour scheme clashes with that bloodsoaked red Kalashnikov he's holding".
Err... well, yes.
Yes it does clash.
This is your signal that you should not be mixing these things.
Easter Bunny and Kalashnikovs, Humans and Hive Minds.
But if you insist on mixing them, well, expect thematic strangeness.

On the other hand... get in the pool and join in the orgy, drone.
Clearly you haven't seen Rick and Morty. Best hivemind ever. Your Starcraft absurdities have nothing on it.
 
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.

Will it also apply to a non-Gestalt Empire with Synthetic Age?
 
So, something I wanted to ask about with the habitat rework: is it not possible for habitats to become self-sufficient? I ask because one thing I do like about the current system is that I could have a true voidborne Empire once I get the necessary technology where my entire civilization is mostly sitting in habitats. In my most recent play through, in fact, I had an L-cluster with nothing in it save the baby drakes, and by the time I was done with that it was one of my most populated regions just by virtue of habitats and a ring world. And it produced enough food, minerals, etc. to be entirely self-sufficient (it was basically my emergency fallback in case everything went wrong it could serve as an easily defended chokepoint so some vestige of my civilization would remain).

I worry that it won't be possible to do that anymore, or at least it'd represent a drain on resources, and I honestly can't fathom a reason why a high K1 civilization (let alone a K2) would need planets to sustain themselves. There is nothing on a planet we cannot replicate with raw materials found in space (because planets are just the combination of raw materials that were floating through the void). I understand that early on we would be planet dependent, but I want the ability to create a true stellar empire of O'Neil Cylinders, artificial planets we build with our own hands, ring worlds, dyson spheres, and basically an entire civilization constructed from our own wits and ingenuity where "habitable worlds" are no more important to us than an unusually comfortable convenience store - nice to visit, but with nothing we can't get elsewhere.

So, @Wiz: Will the Le Guin update allow our civilizations (or would you consider including this capability) to abandon planets as necessary in its entirely and thrive solely off of artificial structures once we get to end-game tech levels?

Down with planet huggers! :p
 
So, something I wanted to ask about with the habitat rework: is it not possible for habitats to become self-sufficient? I ask because one thing I do like about the current system is that I could have a true voidborne Empire once I get the necessary technology where my entire civilization is mostly sitting in habitats. In my most recent play through, in fact, I had an L-cluster with nothing in it save the baby drakes, and by the time I was done with that it was one of my most populated regions just by virtue of habitats and a ring world. And it produced enough food, minerals, etc. to be entirely self-sufficient (it was basically my emergency fallback in case everything went wrong it could serve as an easily defended chokepoint so some vestige of my civilization would remain).

I worry that it won't be possible to do that anymore, or at least it'd represent a drain on resources, and I honestly can't fathom a reason why a high K1 civilization (let alone a K2) would need planets to sustain themselves. There is nothing on a planet we cannot replicate with raw materials found in space (because planets are just the combination of raw materials that were floating through the void). I understand that early on we would be planet dependent, but I want the ability to create a true stellar empire of O'Neil Cylinders, artificial planets we build with our own hands, ring worlds, dyson spheres, and basically an entire civilization constructed from our own wits and ingenuity where "habitable worlds" are no more important to us than an unusually comfortable convenience store - nice to visit, but with nothing we can't get elsewhere.

So, @Wiz: Will the Le Guin update allow our civilizations (or would you consider including this capability) to abandon planets as necessary in its entirely and thrive solely off of artificial structures once we get to end-game tech levels?

Down with planet huggers! :p

The synthetic ascension seems the way to go for this type of civilization, with no need for food. The last problem will be minerals... May be voidborn can become the first step to obtain bonus for extraction of ressources in space.