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Stellaris Dev Diary #10 - The Spaceport and rare resources

Good news everyone! We are back with another dev diary! This time we’ll look at the spaceport.

Spaceports are permanent off-world installations that, depending on size, may support thousands of crew and inhabitants, acting almost as a city in itself. As the main hub for anything moving planetside it becomes a natural focus for interstellar trade and production as well as a vital strategic point in any conflict. All types of ships are built and serviced in the spaceport, from smaller vessels like science ships to enormous battleships. As it is too large for a construction ship to build, the spaceport is instead constructed by an established colony. When finished, the spaceport orbits the planet offering basic off-world defenses and the ability to construct and repair ships. The spaceport starts out small and can be upgraded in steps, a total of five times, where each upgrade adds additional toughness, damage output, the ability to build larger ships and most importantly additional module slots.

stellaris_dev_diary_10_01_20151123_station_modules.jpg


Modules are attachments that can be added to spaceports, allowing further specialization or utility. Like many other things in Stellaris, some modules may only be available to empires of a specific ethos while others may be the result of a rare scientific breakthrough. Their effects can range from additional defenses (Reinforced Hull Structure for added toughness, Fighter Squadron to combat raiders), benefits to economy (Hydroponic Farms to grow additional food, Solar Panels to gather energy) and ship support (Crew Quarters for lowered upkeep of ships while docked) as well as refining and utilizing different rare resources. This all comes at a cost of course. A fully upgraded and equipped spaceport is a huge investment and the loss of one may alter the course of a war.

A rare resource is any resource showing an abnormal or useful behavior when processed. The uses can range from financial to destructive and some resources offer multiple effects depending on their use. A source of Engos Vapor could either be used to boost the thruster speed of all ships built within the spaceport or be pumped into the local atmosphere to soothe the local populace. Monopolizing a few of these resources offers great potential for a trade empire to flourish, or a warlike one to take whatever else they desire.

stellaris_dev_diary_10_02_20151123_exotic_resources.jpg


We’d like for spaceports to be something players customize and develop according to their playstyle, either by covering weak areas or further enhancing their strengths. The decision where, when and with what modules to build a spaceport will also be heavily influenced by the planet it orbits and how close it is to potential danger.
The rare resources should ideally provide a source of power and tension in the game. We’ve seen some players go for strategies based on controlling specific resources while some players prefer a more opportunistic approach, adapting to whatever they might happen upon. Others simply prefer to grab everything they can to better control where, and by who, they are used. Why risk the uncertainty of war when supplying both sides with the means of destruction ensures profit regardless of outcome?

(We’ll discuss further details on trade at some point in a future dev diary.)

P.S. I forgot to mention, next weeks dev diary will cover the technology system!
 
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So um.....can we build the deathstar?
 
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2 questions : 1). are there boarding parties ? - can I capture stations / ships ( I guess it would be something you could negotiate in a treaty if nothing else )

2). Deathstar dlc?
 
Hmmmm not be a overly technical but usually the kind of thing your describing here is called a shipyard not a spaceport...
 
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Please, please, avoid GalCiv spaceport spam.
 
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Seems like starports work precisely as in Distant Worlds. Not that I complain; just an observation. Losing a major port in DW could actually cripple your economy, especially early on, so I'm inclined to believe they will indeed play an importat role in Stellaris too.

But... Scale those stations down. Seriously, guys. They don't need to be larger than the friggin planets to be visible. 1/2 or 1/3 of the size will be perfectly functional too, and much more pleasant to the eye.
 
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Are you interested in a trade agreement with Space England?
Nah, I've already got a deal with Space Australia for Space Fosters... a key strategic resource.
 
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Spaceports seem to wrap up all of the orbital infrastructure functions in one: ship yard, fleet base, research station, trade station, etc. Depending on how you customize it, of course. I think having this infrastructure in space should help the operational game, as a quick raid to destroy an important space port will be very tempting. Take out port and cut their production capacity for battleships in half? Yes please. So you will want to defend them, but that takes away from your fleet potential, or the economic advantages of the port. Having espionage reveal which ports behind the front lines are unguarded would be pretty sweet.

These shouldn't be as annoying as the star bases in GC3. Spaceports are basically orbital extensions of your planet's infrastructure. You won't have to build and direct a constant stream of constructors to the far corners of space to continually upgrade them. Setting up upgrades should be as simple as building anything else on the planet.
 
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Seems like starports work precisely as in Distant Worlds. Not that I complain; just an observation. Losing a major port in DW could actually cripple your economy, especially early on, so I'm inclined to believe they will indeed play an importat role in Stellaris too.

But... Scale those stations down. Seriously, guys. They don't need to be larger than the friggin planets to be visible. 1/2 or 1/3 of the size will be perfectly functional too, and much more pleasant to the eye.
unless they let us build them so big that they do, in fact, dwarf the planet. I'm thinking 40k sized ships and stations. FOR THE EMPRAHH
 
Can spaceports be moved? Even if they can't be moved like a traditional unit and they're set to be locked into an orbit, I'd love to be able to transfer stations to other planets in a system (at a cost, of course). Their location could prove to make for some interesting strategic decisions, especially so in a wormhole-based empire when proximity to the system's gateway could mean the difference in a war just as much as the benefits that the spaceport itself provides.
 
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Am I the only one getting a little nervous reading these dev diaries? Its starting to seem like Stellaris is going to be another generic space 4x in the vein of Galactic Civilizations. I haven't seen anything yet that makes this seems like a Paradox game. I really really want a dev diary on the pop system so I can feel a little better (or worse).
 
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First. In all seriousness though, nice ;)

Really :) because that´s not behaviour that will result in everybody doing the same ;-) I appreciate the EU4 approach where it´s banned since it´s unrelated to the post... Since you managed to do this now, to make you the last one to do so, ban it now ;-)
 
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