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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!
 
Speaking of Dyson Spheres....I've always wondered why they aren't inhabitable.
Isn't the idea of a dyson sphere that the inside is a massive, inhabitable environment?

Technically, a dyson sphere is a dyson swarm of many different objects, some of which might be inhabitable.

A single dyson swarm would have more living space than the entirety of habitable planets in a galaxy, so that's a problem.

The energy output would also be much much larger than what is currently portayed.
 
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 would have said Internal Trade and the Galactic Market....only Wiz said there would be massive penalties to not having internal trade and self sufficiency and not relying on the Galactic Trade is apparently something to strive for, meaning both are essential mechanics that probably won't be put behind a paywall. So I have no idea what they're charging for. Maybe a free patch like EU4 releases, but while my wallet would love a free patch as extensive as this, my conscience says they deserve to be paid (my conscience is a killjoy). I wouldn't say no to a ship/station and species pack though.
 
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.

Yeah, but my point is that you shouldn't need synthetic ascension for this at all. Right now you can produce enough food on your habitats for that sort of thing but with the new change you wouldn't... and there is no reason plants cannot grow as well in an artificial environment.
 
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
I guess Matter Replicator will be a thing in Le Guin (most likely in a form of "building"). If you have a Dyson sphere and enough Matter Replicator jobs you can produce your materials straight from energy - not as efficient as mining but really cool RP-wise.
Alternatively, you could buy raw materials off some wide slavers and make living off refinery infrastructure by selling luxury and alloys. Or energy. Or research agreements.
 
...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.

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.

three Questions
-so it is at last more usefull to build Habitates instead of Mining-/Researchstations?
-do Habitates also be able to use instead of Observationstations? (maybe usefull to build one Habitat that do mining, research and observing the orbiting planet instead of three stations to do same)
-does a Habitats infrastucture and housing affect the infrastructure and housing on the Planet it is orbiting?
 
Speaking of Dyson Spheres....I've always wondered why they aren't inhabitable.
Isn't the idea of a dyson sphere that the inside is a massive, inhabitable environment?
Imo the only people living there would be engineers and other people who make sure it's not going to implode or whatever. Kind of like the mining stations
 
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 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.

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.

My main question is what happens with each gestalt consciousness when they reach the soft cap on all their planets? Do they put a pause on replicating and repriducing? Or do they keep on producing pops and overcrowding your planets? Which would feel odd for a gestalt especially a machine empire.
 
Servitors have Organic Sanctuary buildings that provide housing and are needed to get a good unity yield from your bio-trophies. So while they don't have strictly separate housing mechanically, thematically they do.

So it seems like rogue Servitors will get automatically growing bio trophies that are default unemployed, but can give a lot more unity from jobs provided by buildings.

It seems like this will highly favor making organic paradise worlds into very urban environments. That's a bit disappointing because I liked the idea of creating these paradises to make use of the organics' appreciation of their natural beauty.

Also, do the organic bio trophies take housing?

And also, it sounds like rogue Servitors can do luxury-producing jobs, which is really cool. I'm really excited for this update.
 
Technically, a dyson sphere is a dyson swarm of many different objects, some of which might be inhabitable.

A single dyson swarm would have more living space than the entirety of habitable planets in a galaxy, so that's a problem.

The energy output would also be much much larger than what is currently portayed.

I know the actual concept is more of a "Dyson Swarm" but the version that shows up in most of fiction, and Stellaris, is the one with a single, massive, solid object, a shell so to say, the inside of which is usually portrayed as inhabitable.

Yeah I can imagine the size is a problem, but this uninhabitable version right now is, to me, very unsatisfactory. I'd be alright with a version that has, perhaps, twice the surface area/now districts of a Ringworld, or something.
 
Gestalt Consciousnesses...and instead of Crime they have Deviancy, representing Drones that malfunction or go rogue in some manner.

It would be nice if a sector slowly grew the chance to splinter into a vassal (a new brood), with loyalty being based on Psi / genetic dissonance (or deviancy).. how far they feel / stand from the hive's main purpose.. mayhaps as a result of high deviancy for enough time..
..of course, that If sector mechanics was reviewed and got a limit similar to (if greater then) core worlds.. so there is reason to have more then a single sector spanning the whole empire and only 2 or 3 core worlds (guilty of that, eh)...


Hive Minds
In Le Guin, the planets of Hive Minds are focused around rapid growth. Instead of City districts, . . . 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.

Doubly nice, the Hive appreciates... I foresee the first colony becoming a giant planet-size spawning sea... those oceans will boil with so much life...


..It would be nice if there was a special bombardment stance for hives where instead of occupying the planet you just harvest biomass and materials - could first repair the orbiting fleet, then use materials / food to reinforce the orbiting fleet before sending surpluss to the empire.. you know, having a more dinamic option to devouring, other then going planet side, cuting them to size and bbq-ing each pop individually - delicious, but quite a hassle when your stakes like to run around screaming... . . . just saying....
 
I know the actual concept is more of a "Dyson Swarm" but the version that shows up in most of fiction, and Stellaris, is the one with a single, massive, solid object, a shell so to say, the inside of which is usually portrayed as inhabitable.

Yeah I can imagine the size is a problem, but this uninhabitable version right now is, to me, very unsatisfactory. I'd be alright with a version that has, perhaps, twice the surface area/now districts of a Ringworld, or something.

You're right, but the concept is flawed from the beginning. The energy output of a single star would be sufficient to house an entire civilization with trillions of individuals. A K2 civilization like that would dismantle planets for its "mineral needs". It's gamebreaking if they ever did that. It's at the same time an energy collector, an habitat and a supercomputer. You wouldn't need any expansion at all to field multiple doomstack fleets. So I've accepted the fact that what they call "dyson sphere" is in fact a modest solar panel in comparison.
 
I know the actual concept is more of a "Dyson Swarm" but the version that shows up in most of fiction, and Stellaris, is the one with a single, massive, solid object, a shell so to say, the inside of which is usually portrayed as inhabitable.

Yeah I can imagine the size is a problem, but this uninhabitable version right now is, to me, very unsatisfactory. I'd be alright with a version that has, perhaps, twice the surface area/now districts of a Ringworld, or something.

So, what I think would work then is make ALL megastructures function like colonies - they have pops, stability, and housing - but each structure has a few signature buildings or just base features that make them unique (Ring Worlds are balanced, LOTS of housing, Dyson Spheres are energy(maybe dark matter too), Research Nexus....research, and Sentry Nodes are Giant Military Installations.

Then, allow empires to build more than 1 megastructure, but make each one cost either a core system slot or (more likely) a core SECTOR slot.
 
I'm really amazed at the new changes coming to Stellaris. It's also very nice to see Wiz answer so many questions in the thread. The Stellaris DD are a pleasure to read every week !
 
I would have said Internal Trade and the Galactic Market....only Wiz said there would be massive penalties to not having internal trade and self sufficiency and not relying on the Galactic Trade is apparently something to strive for, meaning both are essential mechanics that probably won't be put behind a paywall. So I have no idea what they're charging for. Maybe a free patch like EU4 releases, but while my wallet would love a free patch as extensive as this, my conscience says they deserve to be paid (my conscience is a killjoy). I wouldn't say no to a ship/station and species pack though.
Maybe its a thanks for sticking with them through the rocky start and development?
 
You're right, but the concept is flawed from the beginning. The energy output of a single star would be sufficient to house an entire civilization with trillions of individuals. A K2 civilization like that would dismantle planets for its "mineral needs". It's gamebreaking if they ever did that. It's at the same time an energy collector, an habitat and a supercomputer. You wouldn't need any expansion at all to field multiple doomstack fleets. So I've accepted the fact that what they call "dyson sphere" is in fact a modest solar panel in comparison.

Of course, but at the same time, the Ring World should also be a lot more massive if it followed the original speculative concept, so I'd find it acceptable if they had scaled the inhabitable area down to a balanced level, rather than just not including it and turning the whole thing into a, like you say, solar panel.
 
Okay, but for real, I am looking forward to a day when the game extends *beyond* the end game crisis and we do actually get to explore the concept of a true K2 civ. Where an actual dyson sphere means tens of thousands of energy credits a month (if not hundreds of thousands) or a super computer...

Actually....that would make sense as a victory condition. The first civ to broach genuine K2 tech would be would have such absolute dominance that everyone else can just give up and go home. Imagine a true dyson sphere with an AI construct within it that uses most of the power and heat dissipation of the structure. The prediction and computing power of that entity would be severe enough that any non-allied power is probably just going to get stuffed.