• 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.
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.
 
Last edited by a moderator:
I would like to know about starting solar system : will our solar system be generated with the real dispostions : for example, in a new game with the humans, we will have the solar system generated with the other planets like mars, venus, ...? =)

This was covered in another dev diary. Yes, when you pick humans you'll start in the Solar system which includes around 20 objects between Neptune and the Sun, but Pluto and other Kuiper Belt/Oort Cloud objects are not in. However, you can also choose to have humans start somewhere else.
 
Reading about it on wiki....
M = 76% of all systems. (Red)
K = 12.5% of all systems. (Orange)
G = 7.5% of all systems. Are systems like our system, with our sun.
F = 3% of all systems. (White)
A = 0.6% of all systems. (light blue)
B = 0.1% of all systems. (luminous blue)

I wonder what the effects are. G is probably the most habitable, I am guessing. Others, I just don't know.
 
I don't think they are respecting the real world frequencies of stars, the 1000 stars in the game isn't all of them anyhow.

It was moddable though, if someone wants to make a realism mod. Probably needs to increase star count a great deal though.
 
  • 1
Reactions:
I don't think they are respecting the real world frequencies of stars, the 1000 stars in the game isn't all of them anyhow.

It was moddable though, if someone wants to make a realism mod. Probably needs to increase star count a great deal though.

100,000,000,000 is probably too much for any consumer computer to handle and is definitely too much for an individual player to interact with. Maybe in an ambitious space MMO.
 
  • 1
Reactions:
I don't think they are respecting the real world frequencies of stars
IIRC the devs said planets in a system will depend on the star type.

Edit:
Found it in dd #3.
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.
 
Ah, you mean that.
I guess it'll be moddable or can be changed during galaxy creation.

MoO2 had a setting for that, named "Galaxy age". A younger galaxy had more white and blue stars (which had more barren and irradiated planets with huge resource deposits) while an older galaxy had more red and orange stars (which had more Earth-like planets but less resource deposits). I hope we'll get a similar option in Stellaris.
 
  • 1
Reactions:
Ah, you mean that.
I guess it'll be moddable or can be changed during galaxy creation.

MoO2 had a setting for that, named "Galaxy age". A younger galaxy had more white and blue stars (which had more barren and irradiated planets with huge resource deposits) while an older galaxy had more red and orange stars (which had more Earth-like planets but less resource deposits). I hope we'll get a similar option in Stellaris.

So, the Red, Orange, Yellow, White, Lt. Blue, Lum. Blue could be a statistical range of increasing Mineral deposits.
Hypothetically (just guessing): Red could be Mineral Very Poor, Orange could be Mineral Poor, Yellow could be Abundant, White could be Rich, and the Blues could be Very Rich?
Also, Hypothetically (just guessing): Yellow is most Habitable, then Orange, then Red, then White, then the Blues.

I wonder: if White and Blues being Mineral Richer, Yellow being the BEST well-rounded both in Habitable + Richness, what advantages do Reds and Oranges have being both less habitable and less Resource Rich than Yellows? Would that make reds and oranges less desirables?
 
A few comments, and forgive me as I've not read the whole thread or others--and I'm going to mix things up a bit:

1. Binary and trinary star systems are apparently much more common for the brighter, hotter in our galaxy/universe than single-star systems, which skew heavily toward red dwarf stars with low habitability. I realize that you've not really modeled this and your star systems are more clones of the Sol system. But, you may want to greatly reconsider this decision, especially if you have the option of sprinkling in more "uninhabitable" systems for navigation purposes.

2. Do you have identified "edge" objects within your planetary creation stewpot? Things like habitable bands within gas giants (Integral Sky anyone?), habitable moons around "hot" Jovians and other bizarre ideas?

3. Is it feasible for there to be multiple races naturally within a single star system?

4. Do you have an "early space" option planned, in which play starts without FTL researched and the first task is to manage solar system exploration, discovery and research? (Including possible first-contact by other species in the interim?)

Thanks,
--Khanwulf
 
So after watching the videos on IGN I was wondering if more galaxy generation options would be included by launch.

So far we have size, shape and number of AI races. Could we also get settings to determine clustering of stars and the age of the galaxy please?

Age if the galaxy could be tied to various things such as in a younger galaxy there is more energy but less minerals and there could be an end game disaster based on the massive hot blue stars having super or hypernova events. An old galaxy could be more energy poor and mineral rich and there could be more stagnant empires around.
 
  • 4
Reactions:
Hmm, will Stellaris have multiple stars in a system? Haven't seen screenshots of systems with multiple stars inside.
 
Hmm, will Stellaris have multiple stars in a system? Haven't seen screenshots of systems with multiple stars inside.

Not in the current state. At least that was the last information on this topic.
 
  • 1
Reactions:
Hope to see some double star systems ingame. It should look awesome and the more actually realistic space representation the better. At least those features which dont ruin gameplay.
 
Is it possible that a game will end and parts of the Galaxy will still be unexplored?
 
Will this game be released this year (or next year?) and which Quarter will it be estimated to launch in? And/or when will we find out more information about release?