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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!
 
When I grow up, I want to be a replicator. ;)

...

What that you say? Replicator's only a job type for Gestalts? Well, who needs individuality anyway?

...

Wait, it's only a job for cold, soulless, Machine Gestalts? Ah, fie.

EDIT: Just realised @BlackPrince is much quicker on the draw than I am. Touche sir.
 
are you planning on adding more ways to build diplo relationships with your neighbors ? I'm hoping trading parters will do this - I miss EU4/CK2 's actions to strengthen your relations, currently you are very limited in what you can do .
 
I don't like the name Spawning Pool, firstly because it rips off Starcraft and secondly because it combines oddly with Human Hive Minds.

Other than that it's pretty interesting and I look forward to trying it out.
 
So, Pops of a Hive Mind will migrate out of their own free will? How does that work?

Or are we going to get certain policies or templates to trigger automatically when to move a Pop away? Oh, and I think forced resettlement has been removed, how does that work in a controlling empire, such as an Authoritarian or a Gestalt empire?

I simply cannot fathom how it is that those pops may move about with their own free will.
 
So, Pops of a Hive Mind will migrate out of their own free will? How does that work? . . . I simply cannot fathom how it is that those pops may move about with their own free will.

Why does it have to be "their own free will"? I can imagine a hive mind subconsciously redistributing its drones based on regional needs.
 
@Wiz, I know it's still in development with non-final numbers etc etc, but in the second screenshot your Hive Mind planet seems to be running a deficit on resources (except food) and not producing much else in return (except drones - or maybe those coloured-brick resources are really valuable?)

Is this working as intended for a Hive Mind capital, or an artifact of setting up your screenshot and not the result of normal play, or just in dire need of some numbers balancing down the line?
 
I don't like the name Spawning Pool, ... because it combines oddly with Human Hive Minds.
This is like saying "The Easter Bunny's baby-blue colour scheme clashes with that bloodsoaked red Kalashnikov he's holding".
Err... well, yes.
Yes it does clash.
This is your signal that you should not be mixing these things.
Easter Bunny and Kalashnikovs, Humans and Hive Minds.
But if you insist on mixing them, well, expect thematic strangeness.

On the other hand... get in the pool and join in the orgy, drone.
 
My strategy for constructing Habitats has been to place them on planets with large resource deposits on them thus putting that deposit on one of the Habitat's tiles to be worked. How will resource deposits effect Habitats now?
 
Why does it have to be "their own free will"? I can imagine a hive mind subconsciously redistributing its drones based on regional needs.
It depends if the migration is deterministic. If you can determine it, then there are rules. If you can't determine it, then it is random, or it is based on their own free will.
 
@Wiz you mention that Habitats will have their special district types, as well as Gestalts. How moddable is this? I.e. is it possible to make the available district types highly dependent on planet type and empire type? On civics? Traditions? etc.
 
I'm sorry if this has been asked and answered, but there was talk at one time of a Civic or some other mechanism that would allow Hive Minds to better participate in diplomacy and Federations. I'd like to play a Friendly Neighborhood Hive Mind, but I usually find that Rogue Servitors are the only NPC empires that will talk to me until the Crisis hits (and sometimes even during and after the Crisis). Is this something that's still on the roadmap?
 
@Wiz you mention that Habitats will have their special district types, as well as Gestalts. How moddable is this? I.e. is it possible to make the available district types highly dependent on planet type and empire type? On civics? Traditions? etc.

It's probably just as moddable as the current habitat buildings, i.e. just a simple check on pc_class.
 
Please consider adding a 'collapsed view' option for the planetary jobs list that omits the space-consuming pop portraits and only shows a list of jobs and number of pops assigned.

The current view looks pretty, but isn't very functional because the pop portraits occupy a lot of space and prevent players from seeing the planet's jobs at a glance. It's the same problem that plagues Vic2, where vital information cannot be viewed at a glance but requires too much scrolling, hovering over, or switching windows.
 
My strategy for constructing Habitats has been to place them on planets with large resource deposits on them thus putting that deposit on one of the Habitat's tiles to be worked. How will resource deposits effect Habitats now?
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.