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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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It'd probably be tricky to cross between the spirals with Hyperlanes, unless their destinations aren't affected by distance. I just kinda assume they mostly connect to nearby systems.

Considering that Wormholes are described as longer jumps with the impractically of needing a station then it must mean that other jumps are shorter. Warp is supposedly wherever you want, but I guess it could be limited distance regardless. It'd just be a bit awkward unless it was a fuel issue. So Hyperlanes probably don't go far.

The other options really needs to be way faster than warp for me to pick something so limiting, I prefer to go wherever I like. ;)
 
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It'd probably be tricky to cross between the spirals with Hyperlanes, unless their destinations aren't affected by distance. I just kinda assume they mostly connect to nearby systems.

Considering that Wormholes are described as longer jumps with the impractically of needing a station then it must mean that other jumps are shorter. Warp is supposedly wherever you want, but I guess it could be limited distance regardless. It'd just be a bit awkward unless it was a fuel issue. So Hyperlanes probably don't go far.

The other options really needs to be way faster than warp for me to pick something so limiting, I prefer to go wherever I like. ;)
well wormhole and starlanes take you to the desination instently, warp takes some time.

I'm sure there are probably going to be upgrades to speed it up, just like I'm sure wormholes will get upgrades for cheaper stations.

I can't think of an upgrade for the "instantly travel on the premade natural starlanes" system, unless there are lanes that can't be used(longer distances?) at the start that you unlock with the upgrades...
 
well wormhole and starlanes take you to the desination instently, warp takes some time.

I'm sure there are probably going to be upgrades to speed it up, just like I'm sure wormholes will get upgrades for cheaper stations.

I can't think of an upgrade for the "instantly travel on the premade natural starlanes" system, unless there are lanes that can't be used(longer distances?) at the start that you unlock with the upgrades...
In most Sci-Fi yes, but in Stellaris? I'm pretty sure not. They said "faster" not instantly.

Also in series like Stargate it's extremely fast travel but extremely long distance can still take some time. In the Commonwealth Saga by Peter F. Hamilton wormholes were practically instant except for enormous distances, then it took a while after all, and they could make them slower on purpose.

I doubt instant travel is a thing, if so it would also be a bit overpowered as you can guard all your systems with the same fleet.
 
At the moment no, but we have had discussions about it. If we were to allow it I imagine that they will be quite rare.

Pity.

https://www.cfa.harvard.edu/news/2006-11


Among very massive stars, known as O- and B-type stars, 80 percent of the systems are thought to be multiple, but these very bright stars are exceedingly rare. Slightly more than half of all the fainter, sun-like stars are multiples. However, only about 25 percent of red dwarf stars have companions. Combined with the fact that about 85 percent of all stars that exist in the Milky Way are red dwarfs, the inescapable conclusion is that upwards of two-thirds of all star systems in the Galaxy consist of single, red dwarf stars.
 
They said "faster" not instantly.
oh, I could have sworn I read the others where instant.
Well my point stand, warp is still going to be slower then the others as it primary drawback in exchange for being albeit to go anywhere(baring distance restrictions per jump).

Well he new Dev Diary on the subject of FTL is only a few days away now, hopefully it will clear this up a bit more than not-at-all.

This Hyper(space) train has no brakes!
 
At the moment it is normally 3-10 planets, but it depends on the type of system. This number is being always being tweaked and may change for release. You can mod the files to have how many you like, but I can't promise that everything works if you go up to like 100 planets ;)


At the moment no, but we have had discussions about it. If we were to allow it I imagine that they will be quite rare.
In the game you mean beause when it comes to reality I remember Niel degrasse Tyson saying that stars dancing with stellar companion may in fact be more common than loners. Just look at our solar system we almost got two stars, jupiter just needed a little more mass.
 
From another thread:

Doomdark is home sick and is unable to write today's dev diary. This is of course not acceptable behavior so I have revoked his privilege to write today's dev diary and given it to Jormungandur instead.

The dev diary will be posted around 5-6 p.m CEST. It will have the same subject as we have talked about before, The three FTL types. Jormungandur will also provide some new screen shots as a way to say sorry for the delay.
 
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Should neutron stars (including pulsars which is actually a type of neutron star) and blackholes really have planets? Doesn't those go supernova before reaching their final stage? wouldn't that have reduced anything planetlike to space dust?
 
Regarding Binary Systems:
I know its SciFi, but basic gravitational laws tell us that it is extremly unlikely to have any planets ina (real as in not half a light year apart) binary Systems, as all planets in "normal" (as in like in our solar system) will either crash into the stars or be catapulted out of the system long before they have fully formed. (Also rouge microplanets incoming ! :D)

In the screenshot the Scale of the ship to planet seems somewhat stylized (i realize it can't be realistic), but with what i assume is vastly different ship sizes, how will this affect the Planetsize to Shipsize Ratio?
 
HOLY CRAWFISH, I thought I knew all the galaxy types.

I knew about spirals, barred spirals, ellipticals (though I forgot what they were called), and irregulars, but ring galaxies? I seriously thought you made that up. I am VERY impressed.

-but modders, you'd better get to work installing barred spirals. Those look bad-A for sure.
 
Question about Hoag (ring) galaxies:

Are there any systems in/near Galaxy Core? Can we reach them with high enough tech level, opening new land for late game colonization?

I mean, most of the game will be going clockwise or counter clockwise along the ring, but when we reach power level omega we can jump to the core and colonize there. Or use the core to leapfrog to the another side of galaxy.
 
And that still seem horribly underpopulated - and thus unbelievable and hence less immersive - to me. Even if only 0.1% of stars have something relevant, we're still talking millions in the Milky Way.

Just to note, I'm not by any means calling for the option to have maps like that removed. I'm asking for extra maps which represent parts of galaxies.
Could you as a player handle that number of solar systems? Afaik there was a Spore player who tried to colonize & conquer each star system. After a few months of repeating the same processes over and over again he had an empire of... 10 000? planets only by colonizing his small part of a galaxy arm. He estimated that it would take several years to colonize the whole Spore galaxy (~ 2 million stars).

So... do you have the energy and will to colonize & conquer for months and years?


Will there be star systems with uninhabitable planets? They could be used to hide fleets, mine for resources, provide scientific interest, or establish an outpost.
I hope there's technology which makes every planet inhabitable in the end. In MoO2 it always bugged me that toxic planets couldn't be terraformed. You had to wait until an AI colonized it, then destroy it with a planet killer weapon and rebuild it with planet-forming technology. That technology required another planet in the system to be present. If the toxic planet was alone in the system you couldn't change that. It really bugged me.


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? [...] just wondering if there is a "physical/technological" reason why that would happen seeing as the empty space is basically empty space haha.
With warp technology you can cross the empty space. There may also be hyperlanes. Wormhole technology probably doesn't have enough range.
 
Could you as a player handle that number of solar systems? Afaik there was a Spore player who tried to colonize & conquer each star system. After a few months of repeating the same processes over and over again he had an empire of... 10 000? planets only by colonizing his small part of a galaxy arm. He estimated that it would take several years to colonize the whole Spore galaxy (~ 2 million stars).

So... do you have the energy and will to colonize & conquer for months and years?

Nope.....which is why I've been asking for maps that represent a smaller part of the galaxy, so the "relevant" star density for a playable map seems more plausible. ;)
 
With warp technology you can cross the empty space. There may also be hyperlanes. Wormhole technology probably doesn't have enough range.
Dont know why but I though wormholes could have more range than warp. Any word from devs about ranges of diferent FTL? Related to other FTL tech and related to galaxy size.
 
Could you as a player handle that number of solar systems? Afaik there was a Spore player who tried to colonize & conquer each star system. After a few months of repeating the same processes over and over again he had an empire of... 10 000? planets only by colonizing his small part of a galaxy arm. He estimated that it would take several years to colonize the whole Spore galaxy (~ 2 million stars).

So... do you have the energy and will to colonize & conquer for months and years?
He wants maps that represent a small cluster within the galaxy, so not a whole galaxy. In addition, not instead of.

With warp technology you can cross the empty space. There may also be hyperlanes. Wormhole technology probably doesn't have enough range.
I doubt the Hyperlanes cross much empty space, they mentioned it as being fairly restricted by space between spirals.

Wormholes should have longer range than the others, makes sense given that you need to build expensive stations to service them while warp can just jump from system to system. I couldn't find direct dev word on it, but RockPaperShotgun made an article based on an interview:
There are three forms of faster-than-light travel and each species chooses one at the beginning of the game. Hyperlanes connect systems directly but those who use them are tied to the existing layout, turning the map into a series of nodes. Travelling through the warp is slower but provides freedom of movement. Wormholes require stations, constructed at the edge of systems, but allow for long jumps.