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Good news everyone!

Today we are going to share some details with you on how the galaxy is generated in Stellaris. When discussing this we will also touch on some of the different features of the galaxy and how we try to anticipate what modders will want to do with the galaxy generation in this game and making sure that they will be able to.

When you start a new game you can specify the size and shape of the galaxy as well as the number of (normal) AI empires. Sizes currently range from 200 - 1000 stars. The amount of AI empires only affects how many AI controlled empires that are generated from the start, a lot more will spring into existence during your game. Currently we have three different types of shapes for the galaxy; spiral, elliptical and ring. Spiral galaxies have the stars placed in arms that extend out in a spiral pattern (see “Pinwheel Galaxy”). A spiral galaxy provides an interesting geography, with voids between the arms that might be difficult to pass in a straight line. Elliptical galaxies have the stars placed in a ellipsoidal pattern (see Wikipedia), resulting in a more evenly distributed geography. Ring galaxies have the stars placed in a ring shape around the galaxy core (see “Hoag's Object”). If you play with a ring galaxy you know that other empires have to approach you either clockwise or counterclockwise within the ring, making it easier to cut other empires off from the rest of the galaxy than it is with any other shape. All of these options are of course moddable, both in regards to looks and available options.

Once you are satisfied with your options and decide to start the game, we begin the process of generating the galaxy. When we generate the stars we also decide what class each star should be. Most stars will be star classes with the different spectral types B,A,F,G,K,M. Some star systems can however be more special, like a black hole, pulsar or a neutron star. Every system with a certain star class has a given set of rules that controls how the star system is generated; you will, for example, have a hard time finding habitable planets close to a black hole. All of this is very moddable, you can add your own star classes and remove the existing ones if you want to.

stellaris_dev_diary_03_02_20121005_pulsar.jpg


We also generate some galactic features other than stars. One of these are nebulas. Nebulas are visible on the galaxy map and often contain a bunch of interesting star systems with special rare resources. In a nebula you can expect to encounter some special events and experience certain penalties and bonuses that may impact your decisions when it comes to colonization and fleet movement.

When we generate the contents of each star system we use different system initializers depending on what the system is being used for. If you, for example, were to start as a pre-scripted human you will be placed in our solar system, on Earth. Yes, all of this is moddable also. These initializers allow us to make sure that you, as a player, will always have something interesting to do within a system. They also provide us with ways to create a more balanced start, by being able to affect the content of your star system and systems that are neighboring to yours. It is worth knowing that these initializers have a certain random factor attached to them, so you should never expect the exact same setup between game sessions.

We generate a lot of interesting special content in the different systems, including the ones that no empire is controlling. This content ranges from debris to ships of unknown origin, that could be friendly or not so friendly... Speaking from personal experience when it comes to the “not so friendly” ships, I recommend all players to scout systems before going there with their science ships to survey a potential future colony. It is not fun having your science ship blown out of existence with your most skilled scientist aboard.

stellaris_dev_diary_03_01_20121005_drone_attack_scienceship.jpg


Next week we will talk about the different FTL types.
 
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Does the generation include the possibility of extra-galactic systems that have been captured? Like the antimatter system in that one Larry Niven story.

Sad, since its been estimated that at least 1/3 of the stars in the milky way are binaries. If you were to have really rare systems then I would suggest Trinary/or more systems.
Maybe for an expansion.

Well, that is too bad, since estimates about double stars say that about 1 out of 2 stars are binary systems. Also about 50% of the systems where we found exoplanets are in a binary system.
So, to be honest, they shouldn't be rare, but very common actually.

EDIT: Just ask your local astronomer if you don't believe me.

The counterpoint is that there are way, way more than a thousand star systems in the galaxy and most binary systems won't have potentially habitable planets, even with advanced terraforming technology. Though black hole systems aren't likely to be inhabitable either.
 
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Are the galaxies flat (created on a 2D plane), variable two-dimensional (functionally flat but with Z axis variation on stars to give the appearance of being 3D), or fully three dimensional (where stars could potentially be on top of each other if viewed from directly above)?
 
The issue with O stars is that their low life span means there is no time for an interesting system forming around it. So O systems would be mostly boring single body systems

Their stellar winds are also so powerful that they blow away most of their protoplanetary disks, and if a planet does manage to form in the habitable zone, the wind will blow away its atmosphere before it ever really coalesces.
 
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I'd guess that new civilisations would "discover" FTL and go on wandering the space.

Exactly I want to know if that is the case and if so how it might work. But if there are only 4-5 different "races" to play as, wouldn't that mean the galaxy gets pretty full with samey civilisations?
 
I'm trying not the hype this game too much, but the more I read about it the better it seems!
 
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Are the galaxies flat (created on a 2D plane), variable two-dimensional (functionally flat but with Z axis variation on stars to give the appearance of being 3D), or fully three dimensional (where stars could potentially be on top of each other if viewed from directly above)?


Some one answered from the dev team on the last page, its treated like its 2D, but Z variation for appearance/character
 
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Exactly I want to know if that is the case and if so how it might work. But if there are only 4-5 different "races" to play as, wouldn't that mean the galaxy gets pretty full with samey civilisations?
From what I've read, different civilizations will be on different planets, at different stages in development (the one example I've seen was a developer mentioning a "Bronze Age" civ, so we can assume they'll follow a path roughly similar to human history) and some will eventually discover FTL methods of travel. They've also let out that we will be able to influence their growth directly or indirectly, and it's even theoretically possible to alter their genetic code.
There also seems to be a lot of confusion surrounding the "number of playable races" that has sprung from Paradox's display of their "phenotypes." Apparently, though, races will be randomized in sort of a modular way, with a large pool of elements to draw from. Sort of like how no character in CK2 is going to be the exact same as another character (barring exceptional circumstance), "alien races" will be distinct. The problem is that in order to allow interaction--and for design reasons--they all have to be constrained within the parameters of the game.
I think.
 
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There will be a whole group of soon-to-be astronomy students who will be shocked at university to learn that there is an O-stellar class. "That wasn't in Stellaris!"

But I'd certainly understand the logic in omitting that class

Really they should be in, though, if only for the massive supernovae that you could have in-game. If we stick to the real-life ratios ~75% of stars are going to have to be red dwarves.
 
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My question: Will each race have a preferred planet/atmosphere type? It was one of the things I liked about the Space Empires series and MoO3. It also provides an interesting mechanic, in that obtaining a client race with different preferences opens up new planets for colonization.
 
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Nice. Now let's have a DD about terraforming. I want to know if I can turn Venus and Mars into second and third Earths.
 
Really they should be in, though, if only for the massive supernovae that you could have in-game. If we stick to the real-life ratios ~75% of stars are going to have to be red dwarves.

Yeah, I'd like to see them in the game, even if they are vanishingly rare even among the "interesting" stellar types. Just to occasionally have a potential bomb in your neighborhood. If it does go supernova, you can have a nice white circle creeping towards your nearby colonies.
 
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