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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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Good news everyone!
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.
but a scientist is always fine with perfect hair and perfect teeth. if you dont get the reference you will be taken away to a reduction camp by a vague yet menacing government agency.:cool:
 
I got a question.. so you cannot travel through the core in ring galaxis or is it just very unlikley your armada will survive?
 
So I think the Galaxy generation will be hardcoded?
It's not going to be possible to mod it to make my own shape?
For example, it's possible in Star Ruler.

I highlight something for you:

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.
 
I don't know about you guys, but my computer would explode with the force of a supernova if it had to simulate a galaxy with millions, or billions, of stars. Plus hundreds of various civilizations. I doubt most supercomputers could simulate such a thing.

Except for the one that is simulating us...

Nice Sol System. I just hope that other systems feels as unique and filled out as ours
 
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Wil there be a supermassive black hole in the center of galaxies as it seems to be the rule in universe? Do you plan to implement more fantaisist galaxy shapes (I think that's a good tool for replayability and after all it's something we'll be stuck with for a few 10th of hours each game...).
 
I highlight something for you:
ohhh, thanks.
somehow i managed to miss that.

But how much is modifiable, as in what freedom do we have?
How is it done? with Lua or the Clausewitzs own scirpt?
is it possible to use basic math functions as in Trigonometric functions, root, square and do we have rand too?
 
I can't wait for Stellaris. Every space strategy game I play seems to be missing something, and I pray that Stellaris will be the one that doesn't feel like that.

I really wonder how ship design and such are going to be handled. Honestly, I'd love to see a few elements in the same vein as Aurora 4X. Not quite that crazy, of course, but that game, despite its shortcomings, did a lot of things right.
 
No irregular galaxies? Or lenticular galaxies? Or even barred spiral galaxies? Seems like we're missing some potential for interesting maps. Possibly multiple galaxies, like a sort of Milky Way-type system of a main galaxy orbited by dwarf galaxies and smaller galaxies like the Magellanic Clouds. Or maybe a map with two galaxies in the process of colliding, like the coming Andromeda-Milky Way merger. The Antennae Galaxies or the Mice Galaxies could be extremely interesting models for maps. Ideally, we could choose any part of the Hubble sequence as well as interesting things like galaxy mergers and such to generate our map based on.

Just a few thoughts.
 
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No irregular galaxies? Or lenticular galaxies? Or even barred spiral galaxies? Seems like we're missing some potential for interesting maps. Possibly multiple galaxies, like a sort of Milky Way-type system of a main galaxy orbited by dwarf galaxies and smaller galaxies like the Magellanic Clouds. Or maybe a map with two galaxies in the process of colliding, like the coming Andromeda-Milky Way merger. The Antennae Galaxies or the Mice Galaxies could be extremely interesting models for maps. Ideally, we could choose any part of the Hubble sequence as well as interesting things like galaxy mergers and such to generate our map based on.

Just a few thoughts.

Maybe as free patch content or DLC.
 
Sorry if this has already been asked but how would one go about choosing to start as Earth?
Your question was answered in this thread. (No worries, it's not exactly obvious from the title!)

EDIT: Specifically:

You can pick the scripted Sol-humans and customize them to start with a custom human race in Sol, or you create a custom race of humans from scratch and start in a random system.
 
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I guess it makes for more fun to have those sort of "geographical barriers", but what is the reason that in a Pinwheel Galaxy or a Ring Galaxy one couldn't cross the empty spaces between the arms or the inner part of the ring? It is definitely fun that your enemies can be blocked in a ring galaxy, just wondering if there is a "physical/technological" reason why that would happen seeing as the empty space is basically empty space haha.

And also, I am all for that option to make maps that are smaller than a galaxy, so that the 1000 habitable systems seem more realistic. Please make that moddable so that people can choose hehe!
 
I guess it makes for more fun to have those sort of "geographical barriers", but what is the reason that in a Pinwheel Galaxy or a Ring Galaxy one couldn't cross the empty spaces between the arms or the inner part of the ring? It is definitely fun that your enemies can be blocked in a ring galaxy, just wondering if there is a "physical/technological" reason why that would happen seeing as the empty space is basically empty space haha.

And also, I am all for that option to make maps that are smaller than a galaxy, so that the 1000 habitable systems seem more realistic. Please make that moddable so that people can choose hehe!

Because it would take too long...? Remember... FTL technology didn't work in this empty space... You need hyperlanes (which don't exist in this empty room), wormholes etc.
 
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Because it would take too long...? Remember... FTL technology didn't work in this empty space... You need hyperlanes (which don't exist in this empty room), wormholes etc.
An advantage of one of the three options might be that you can cross massive voids like the space between arms. Of course, that would be balanced out by the benefits of the other choices.
 
I guess it makes for more fun to have those sort of "geographical barriers", but what is the reason that in a Pinwheel Galaxy or a Ring Galaxy one couldn't cross the empty spaces between the arms or the inner part of the ring? It is definitely fun that your enemies can be blocked in a ring galaxy, just wondering if there is a "physical/technological" reason why that would happen seeing as the empty space is basically empty space haha.

And also, I am all for that option to make maps that are smaller than a galaxy, so that the 1000 habitable systems seem more realistic. Please make that moddable so that people can choose hehe!

It wasn't said as being impossible to pass between the spirals, just that it would be difficult. Others above this post gave a good reason as it why it would be difficult so I won't rehash it.