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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!
 
I'm quite happy with what I see, but a thing has come to my mind. How are Robot Empires going to manage wich kind of robot the build? Will the robots automatically change to the best type to fulfill their job?
 
I can't even imagine playing before the update. I know that's a common feeling 'round these parts, but with all that's coming here (and in CK2 and HOI4 as well, tbh) I think it's even more true than usual...
 
If each district on a habitat can provide 5 Infrastructure, doesn't this mean that each habitat is able to support only 3 buildings? Isn't this number a bit low?

It doesn't look good for habitats. One building slot will be probably used on amenities, one on happiness, one for police/enforcement and we are out of slots. Unless their districts will provide tons of jobs I don't see Habitats being worth it anymore.
 
Wiz, an issue Hive Minds have in 2.1 is that you can't genemod a sole subspecies to have leader-boosting traits; as all Hive pops have the same living standard, all of them contribute to the leader pool. Are there any plans to change it? Say, creating a citizenship/living standard to be the default once you get a subspecies, with only one subspecies from the founding race keeping the old one and therefore being the only one able to produce leaders?

Also, considering there's no Happiness, what will increase Deviancy?
 
On the topic of Gestalt weaknesses compared to individualists, the screenshots show (yes, not final numbers are not final) them having to devote a lot of pops to providing amenities. Hive districts don't even break even in terms of amenities (6 infrastructure vs a job that provides 5 amenities, for a net -1), and gestalts can't boost happiness in other ways to make up for the deficit, or mitigate the impact of lower strata pops on stability. And unlike consumer goods, amenities are handled on a planet by planet basis, so every planet is going to need a lot of maintenance drones. So it looks like big urbanized planets are going to be difficult for Hives to work efficiently.

It doesn't look good for habitats. One building slot will be probably used on amenities, one on happiness, one for police/enforcement and we are out of slots. Unless their districts will provide tons of jobs I don't see Habitats being worth it anymore.
Amenities and happiness are the same thing. Further, both are provided by a core district of habitats. Capitals also provide some enforcer jobs.
 
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.

Yeah, for a civilization to get there basically means there is no conflict or inefficiency - which is part of where the game aspect comes from, solving problems. So, I'd treat it as a wonder that if achieved, succeeds at a victory condition.
 
I'm quite happy with what I see, but a thing has come to my mind. How are Robot Empires going to manage wich kind of robot the build? Will the robots automatically change to the best type to fulfill their job?

This was already answered a bit in an older Dev Diary. Check out DD's 1 and 2.
 
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.

..a machine plague you say?.. like the maverick virus for reploids on megaman (X) universe?

If such plague would be added as an event / mini-crisis, I see no reason not to have two, one for each biological and synthetic...
 
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.

1000x this. Even system starbases could hold like 1-2-3 districts (depending of size) with unique special districts, buildings and jobs related to ship construction.
Habitats hold 6/8 districts.
I could see Ring worlds holding 80/100 (equivalent of 4 big planets) with normal planet districts, Nexuses 30/40, but with mostly research districts and Dyson spheres with also 80/100, but mostly (or almost exclusively) reactor districts.
 
Also, but this questions is more for the art department, with all this changes to buildings, have anyone considered making special buildings art just for the hive mind? you know, more organic and less constructed.
I have to disagree with this, not a big fan of that trope. I've never understood why a hive mind shouldn't think that the basic box shape is a darned useful one. Or why a hive mind should construct things biologically, as long as there are rocks and some kind of wood equivalent on their home planet those seem much more practical than say chewing something up or excreting something or whatever biological construction methods you have.
I get that the Zerg and the Tyrranid are probably the most well-known hive minds in popular culture, I just don't want all or even most hive minds to be like them.

As an example, I'd *really* love to play as the Culture from the Iain Banks novels. They were an insanely scientifically advanced, anarcho-communist civilization with ludicrously powerful AI taking over many of the humdrum functions of society with a fraction of their attention..
Rogue Servitors :p

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?
Something primarily aesthetic seems reasonable, there's also room for some interesting traits or archetypes that were more difficult to implement before like say lithovores.
 
Tech/Unity costs being based on built districts is HUGE, it means the research penalties scale naturally rather than in chunks early game and small planets aren't massively penalized.

I was happy to see that too. The built in bias towards small planets was annoying and frankly illogical.
 
@Wiz
I know this is a tad off topic, but it's tangentially relevant so I'll take my shot. Will we be seeing a hive mind that starts with assimilation? It feels counter intuitive to have to wait until biological ascension before I start conquering, especially when the assimilating robots can do it from start.
 
Exterminators might be the exception.

While it would be stupid and counterproductive, I have this dream of a Determined Exterminator empire processing conquered POPs into food and selling that food to other empires via galactic trade.

Surely there's a Servitor empire out there that doesn't mind feeding bio trophies with, umm, Soylent Green.