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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!
 
Hmm internal trade, might there be a Chance now or in some upcoming patch / DLC, some actual traderoutes that could be plundered by nefarious space pirates (a.k.a my Corvettes without active Transponders and changed signature?)

Also will the label of the planets be visible for other Empires? During a war I might go more after a forge or an agricultural world, rather the science Nexus world
 
Would like to see more mention of how balancing occurred on these empires vs. other empires. I did see the bit about no civilian economy being one of their major drawbacks and wide vs. tall focus, but e.g. how are they playing against a generic organic empire in test matches? What are the mechanics you're trying to promote or suppress in interactions between these empires and organics?

Looks super neat though, I'm really glad we'll be getting more differentiation for these empires (and other stuff) at various levels of the game. Big roleplaying add, which is something I feel like Stellaris has been a little light on every update since release.
 
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.

Is it bad that I'd even like to have pops on orbital stations??? Just like 1 pop...nothing major.
 
Hmm internal trade, might there be a Chance now or in some upcoming patch / DLC, some actual traderoutes that could be plundered by nefarious space pirates (a.k.a my Corvettes without active Transponders and changed signature?)

Also will the label of the planets be visible for other Empires? During a war I might go more after a forge or an agricultural world, rather the science Nexus world

I'd honestly go a step beyond trade and would be ecstatic to see actual logistics involved. I can see how it might be difficult to program but being able to operate a full fleet half a galaxy away from my imperial core with no supply lines or anything?

But a great part of my interest in this is because I've never been the "slug it out sort". I'd rather so totally disrupt a superior enemies supply lies that it can't properly bring force to bear.
 
I think it was already asked two threads ago, but it wasn't answered. So I'll go ahead and ask again - will we be able to rename the strata without modding the game?
 
I think it was already asked two threads ago, but it wasn't answered. So I'll go ahead and ask again - will we be able to rename the strata without modding the game?

Wiz said in the design corner that you'd "definitely not at release but maybe not never" be able to rename your jobs so I imagine the same applies to strata
 
I just want to say great work pdx team ! I havent played stellaris in a long time, because tiles and excessive micro (I prefer to play slaver/bio ascen empires) put me off from game.

However with some kind of trade/much better planet design I cant wati for the update.

Are you considering expanding ascension choices (8 should stay as cap, but adding new ones ,so not everyone is the same), goverment traits and civics in the future ?
 
So, is there a way I can throw money at you without having to wait until after this update is done?

:D
 
I'd honestly go a step beyond trade and would be ecstatic to see actual logistics involved. I can see how it might be difficult to program but being able to operate a full fleet half a galaxy away from my imperial core with no supply lines or anything?

But a great part of my interest in this is because I've never been the "slug it out sort". I'd rather so totally disrupt a superior enemies supply lies that it can't properly bring force to bear.

I'd have this, but automatically.

I don't think it would be any fun to have to micromanage supply ships because it would all just be mindless clicking. What we want is the strategic diversity of an unguarded supply line, not the obligation to constantly play traffic cop to a hundred civilian ships.

Perhaps, in the alternative, automated supply ships. They could go from supply bases to fleets and can be hunted by the enemy. The longer a fleet goes in between resupplies the less effectively it fights. Perhaps each supply base should have a max number of supply ships it can support, to further encourage the player to build and take additional supply bases.

And I'd pair it with a raider ship. Something that can evade system defenses, but also can't effectively fight system defenses so as to make it not OP. (Otherwise you could just make a fleet of them and selectively wreck all the best systems.)

Perhaps make it a combat computer? Behavior: Raider, The ship will stay outside the maximum weapons range of all starbases and defensive platforms and cannot engage those targets. Edit - Can only be applied to corvettes and destroyers.

In lightly defended systems your ships will be able to hunt civilian targets. In more heavily defended ones, this will be a much harder job.
 
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I'd have this, but automatically.

I don't think it would be any fun to have to micromanage supply ships because it would all just be mindless clicking. What we want is the ability to hit an unguarded supply line, not the obligation to constantly play traffic cop to a hundred civilian ships.

Perhaps, in the alternative, automated supply ships. They could go from supply bases to fleets and can be hunted by the enemy. The longer a fleet goes in between resupplies the less effectively it fights. Perhaps each supply base should have a max number of supply ships it can support, to further encourage the player to build and take additional supply bases.

And I'd pair it with a raider ship. Something that can evade system defenses, but also can't effectively fight system defenses so as to make it not OP. (Otherwise you could just make a fleet of them and selectively wreck all the best systems.)

Perhaps make it a combat computer? Behavior: Raider, The ship will stay outside the maximum weapons range of all starbases and defensive platforms and cannot engage those targets. Disables half of the ship's weapon slots due to the extreme needs of this system.

In lightly defended systems your ships will be able to hunt civilian targets. In more heavily defended ones, this will be a much harder job.

Love everything about this. I REALLY hope your system gets implemented. Plus, it would really open up the options for maneuver warfare. Sure, your all battleship fleet is terrifying but my corvettes have wrecked your entire supply system, you can't keep your battleships in full operation and your colonial subjects are all in revolt because they know you're weak. Oops...
 
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I'd have this, but automatically.

I don't think it would be any fun to have to micromanage supply ships because it would all just be mindless clicking. What we want is the ability to hit an unguarded supply line, not the obligation to constantly play traffic cop to a hundred civilian ships.

Perhaps, in the alternative, automated supply ships. They could go from supply bases to fleets and can be hunted by the enemy. The longer a fleet goes in between resupplies the less effectively it fights. Perhaps each supply base should have a max number of supply ships it can support, to further encourage the player to build and take additional supply bases.

And I'd pair it with a raider ship. Something that can evade system defenses, but also can't effectively fight system defenses so as to make it not OP. (Otherwise you could just make a fleet of them and selectively wreck all the best systems.)

Perhaps make it a combat computer? Behavior: Raider, The ship will stay outside the maximum weapons range of all starbases and defensive platforms and cannot engage those targets. Edit - Can only be applied to corvettes and destroyers.

In lightly defended systems your ships will be able to hunt civilian targets. In more heavily defended ones, this will be a much harder job.

All this said, I'd also have a fleet behavior that stops automatically engaging every enemy starbase. If I want to try and launch a daring raid with some fast-moving ships, I should be able to.
 
All this said, I'd also have a fleet behavior that stops automatically engaging every enemy starbase. If I want to try and launch a daring raid with some fast-moving ships, I should be able to.

Also, I just thought that this opens up something that can make the FE/AE truly terrifying to fight: it's not just that they have powerful ships. It's that, like the Andromeda Ascendant from the tv show "Andromeda" (or the Reapers from Mass Effect), they have advanced onboard factories that can process raw materials and need no supply lines.
 
Love everything about this. I REALLY hope your system gets implemented. Plus, it would really open up the options for maneuver warfare. Sure, your all battleship fleet is terrifying but my corvettes have wrecked your entire supply system, you can't keep your battleships in full operation and your colonial subjects are all in revolt because they know you're weak. Oops...

Thanks!

To me, at least, your supply lines idea seems like it would make a good rock/paper/scissors system in warfare. Fleets can beat defenses, but are beaten by raiders (which cut off their supplies), which are useless against defenses and planets (since they can't attack, or at least effectively attack, star bases).