• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.
2018_09_06_1.png


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.
2018_09_06_2.png


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.
2018_09_06_3.png


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)
2018_09_06_4.png


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!
 
Looks great! I particularly like how you're using the planetary stuff to further define the Hive/Machine empires into differing playstyles.

Couple of things though;

(1) Why can't habitats build Hydroponics Districts or something similar? Growing food in space isn't that hard. They shouldn't be terribly efficient, but it might be desirable.) --- Nevermind, saw the post about building habitat buildings separately from districts.

2) The inability for Gestalt empires to utilize the bulk of the new Habitat mechanics is pretty disappointing. I hope maybe they can at least get something unique and interesting for habitats.
 
Spawning pool party!

Looks like gestalt consciousnesses will be great for wide playstyles as always but I'm curious to see how they play as a tall empire too.

Great Dev diary, was on the edge of my seat for this one.
 
I know it was more an aside than anything else, but I quite like research/unity scaling change. If I'm understanding the mechanics correctly, then will bring a lot of positive changes to gameplay, at least in my opinon. For instance:

There's no reason to avoid low size planets like the plague anymore. They will just have to specialize more, and be slightly more inefficient. You can easily work with that.

No longer will you have to so carefully cherry-pick your star systems. Unless you really need the influence, there's no reason to not gobble up every low-yield system at some point. This should help the AI's research quite a bit as well, and help them stay competitive, since that's what it does anyway.

I also get the sense that tall gameplay will, focus more on building efficient districts and producing goods since they have less planets to work with. Wide gameplay on the other hand will focus more on amassing large amounts of raw resources from as many planets as possible. I'm just speculating at this point though. I can't wait to see what's in store for trade routes and the galactic market.
 
Given what's been said about emancipating your synths suddenly jacking up their needs, I'm curious, if you can answer, Wiz- does giving AIs rights if you've researched positronic AI but haven't researched synths make your droids still robotic servitors, or are the droids counted as citizens?

I'd potentially like to give AIs the same liberties the rest of my citizens have, but make sure I can still have a fully-automated robotic workforce to handle the scut work that isn't eating up the profits from their existence.
 
Given what's been said about emancipating your synths suddenly jacking up their needs, I'm curious, if you can answer, Wiz- does giving AIs rights if you've researched positronic AI but haven't researched synths make your droids still robotic servitors, or are the droids counted as citizens?

I'd potentially like to give AIs the same liberties the rest of my citizens have, but make sure I can still have a fully-automated robotic workforce to handle the scut work that isn't eating up the profits from their existence.
If they aren't Synthetics but Droids then they can't have free will, and so won't be counted as citizens
 
I noticed there was nothing on how defensive armies and planetary invasions have been adjusted to the new system. Is that still being worked on and going to be covered in a future dev diary?
They aren't really being changed. Fortresses open soldier jobs which spawn defensive armies.
On the stream they said they are gonna rework the visuals of the army screen and maybe add better visuals to army battles, but that's it for now.
 
Two things I want to ask/mention.

1) Will it be possible to have gene/robo modding be somewhat automated so when a pop is in a industrial job they automatically get modded to gain the traits that increase mineral output. Or if being sent to colonise a arctic world they get modded to have arctic preference. Have it as a toggle of course so if people want to micro manage then they can.

2) Will barbaric despoilers be getting a buff or new mechanics at some point? Right now they're pretty lack luster considering you lose the ability to do diplomacy and the war goal of raiding planets is not very useful compared to outright conquering them.
 
And I don't think we've even seen what the paid feature(s) of the next DLC are going to be yet.
 
The only reason I'm still able to play is that I have a game that I really want to finish.
 
Are there any thoughts on revisiting the diplomatic relations penalty that gestalt empires 'enjoy'?

I mainly ask as I can't really see a trade system expansion being implemented that doesn't to some degree foster stronger relations between those trading. Even if it doesn't literally provide an opinion bonus, in the calculus of 'who can I afford to cut' a valuable trading partner is above one you don't trade with at all.

In essence, a diplomatic relations malus sounds redundant with being barred from meaningful trade agreements - though I'm not 100% clear on whether it's simply that there is no internal trade or that there is no trading economic presence at all.

As to the rest of this, I recognize I speak from a gulf of inexperience here but I'll lay out why so: I found my attempts to play most machine empires to be very abortive, with the entire galaxy turning against me after one conquest (which I found the -30 relations malus really exacerbated, with more empires deciding to actively antagonize me instead of like, break agreements at most). I scratched my head over this, but apparently it was at least at one time the case (I haven't played really since these dev diaries began, as I'm more hype for the changes than for the current state of the game) that by default hives/gestalts went with the most atrocious possible policy toward new species by default, and the descriptions of how they worked implied it was the only state it could possibly be. In short, I thought that purging pops was the only permitted action for gestalts, when displacement is actually an option. Suffice to say, has there been or will be there be some changes to address that misconception?

I found that kind of play very exhausting, with a war setting me back ten hours of wasted effort when I wasn't able to accurately predict opinion maluses and in turn was unprepared for the fight I had essentially picked with half the galaxy.
 
I mainly ask as I can't really see a trade system expansion being implemented that doesn't to some degree foster stronger relations between those trading. Even if it doesn't literally provide an opinion bonus, in the calculus of 'who can I afford to cut' a valuable trading partner is above one you don't trade with at all.
I disagree.
As long as the victory condition is still "40% planets" and you can only DoW neighbours to sieze planets from, then all considerations other than "Is this a neighbouring empire whom I can militarily defeat" are superfluous.

In short, I thought that purging pops was the only permitted action for gestalts, when displacement is actually an option. Suffice to say, has there been or will be there be some changes to address that misconception?
I think this is a "you" problem, not a "gestalt diplomacy" problem.
I don't recall hearing of anyone else who trashed their own playthrough because they came to the same misconception.