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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.
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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.
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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.
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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)
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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!
 
I was sorta of hoping hive minds would have classes we would associate with soldier insects, like daughter-queens, workers, soldiers etc.
It could be a good idea to give Hive Mind's jobs flavour names like these, indeed
 
Does it mean that we will be able to have non-hivemind pops living on the planet without being exterminated? Or is this remark only for the ones being eaten alive?

Only for the ones being kept as livestock, processed, or in the process of being assimilated. Rogue Servitors are the only exception to this, as before.
 
I'm kind of disappointed with the habitats. Now they're significantly smaller and less valuable than planets, no?
Read again. As adjustments to unity and research cost comes from number of districts, having less, more efficient districts is better. So habitats with their highly efficient science and unity pruduction would actually be more valuable than just basic planet.
Of course you just need more habitats overall...
 
I dont really have any idea of what the game balance is like at the moment but do gestalt empires seem more powerful with the system the way you describe it? having access to 50% more raw resource jobs and easier housing seems like a pretty massive advantage and you didn't say that they have any drawbacks to counter that (especially since they can now get bonuses for stability where they previously couldn't for happiness).

Not having internal trade routes (ie a civilian economy) is a major drawback. Regardless, it's far too early to talk balance specifics.
 
Hi Wiz, great stuff!

Would you also be implementing the special unused sky backgrounds from habitable moons in the next update?

Thanks and Keep up the good work! :)
 
Will the hive-mind get more special civics like the machine empires? (like the devouring swarm, Rogue Servitors or Baberic despoilers)
 
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Not in the sense of getting it as a resource on the habitat itself, but they'll probably automatically 'mine' the planet like a mining/research station would.
That's one awesome update, Wiz! Very impressive and great news about habitats.
Question, can habitats still can provide some measure of food growing? Some sort of urban farming, hydroponics or reduced food requirements affected by researches?
On the topics of researches, it seems almost ineviatable that researches will be heavily restructured due to all the changes, so could give some sort of hint about them?
 
That's one awesome update, Wiz! Very impressive and great news about habitats.
Question, can habitats still can provide some measure of food growing? Some sort of urban farming, hydroponics or reduced food requirements affected by researches?
On the topics of researches, it seems almost ineviatable that researches will be heavily restructured due to all the changes, so could give some sort of hint about them?

Hydroponics Farms is a building you can build on both planets and habitats to get some farming jobs. It's less efficient than farming districts, though.
 
Out of bounds error. Hype value overflow (づ。◕‿‿◕。)づ

I love the changes to habitats! They finally get to be their own thing instead of having to be balanced against regular planets! <3
 
Read again. As adjustments to unity and research cost comes from number of districts, having less, more efficient districts is better. So habitats with their highly efficient science and unity pruduction would actually be more valuable than just basic planet.
Of course you just need more habitats overall...
Right, I read it, but unless the habitats are twice or more efficient per district the net output will be smaller.
 
Out of bounds error. Hype value overflow (づ。◕‿‿◕。)づ

I love the changes to habitats! They finally get to be their own thing instead of having to be balanced against regular planets! <3

Which makes me wonder: do you have any special plans regarding ringworlds? Anything to give a distinct identity and features aside from just having a lot of building slots?
We haven't finalized the design on how Ring Worlds will work yet. I'll probably mention it in a later DD when it's nailed down.
 
Will there possibly be some advanced machine traits similar to what the second level of genetic ascension gives if you take the synthetic age ascension perk?