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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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Yup, each inhabited planet can only have one spaceport.

What about habitable moons around, for example, gas giants? Or even moons around planets? Can we get a space port for each inhabited one of those?

And in the case of military installations are they likely to have overlapping fields of fire?
 
So something like the starbases (or Earth Spacedock ;) ) in Star Trek. One thing I remembered about that, though, that not every planet has starbase. Will starbase cost anything (most likely, I'm sure) and, if so, will it be expensive enough in either or both of build cost and maintenance to only justify limited number of starbases throughout your empire? At least that can lend strategic consideration to spaceport, deciding where it is absolutely and most needed.
 
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@Tim_Ward : What does FIDS stand for? Is that a general term or something specific to that game?
 
A few stats like gravity, atmosphere, atmospheric pressure, radiation levels, temperatures etc would be nice as pure fluff though.

I think we can agree on that.

What i fear is that most planets would feel generic and without personality if their description are too broad and the parameters not varied enough, when in reality each planet is a unique gem with very different properties.
 
@Tim_Ward : What does FIDS stand for? Is that a general term or something specific to that game?

Specific to Endless games from developpers Amplitude, it means Food Industry Dust and Science (Dust = currency).

Those are very very generic values and most of the management of your empire in Endless games revolves around increasing your gain of these values each turn. Which makes for very shallow gameplay and poor replayability.
 
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Specific to Endless games from developpers Amplitude, it means Food Industry Dust and Science (Dust = currency).

Those are very very generic values and most of the management of your empire in Endless games revolves around increasing your gain of these values each turn. Which makes for very shallow gameplay and poor replayability.

ok, thanks.
 
I think the idea is you build a basic spaceport above every world for trade, but only build major spaceports at key worlds to be major trade hubs, shipyards, and defenses.
 
So something like the starbases (or Earth Spacedock ;) ) in Star Trek. One thing I remembered about that, though, that not every planet has starbase. Will starbase cost anything (most likely, I'm sure) and, if so, will it be expensive enough in either or both of build cost and maintenance to only justify limited number of starbases throughout your empire? At least that can lend strategic consideration to spaceport, deciding where it is absolutely and most needed.

It will cost a lot I think, check the DD:

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.
 
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Do spaceports give at least little bonus for land defense? I am hoping for a yes because enemies landing troops on the planet while the colony's orbit is still secure, should have devastating consequences.

I hope your landing ships mostly get wrecked by any orbital defence in place around a planet, unless you totally overwhelms them.
 
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So does anyone know what this is yet? Also has anyone seen it be more that 0/0?

of1Eaei.jpg

Maybe it's the number of interstellar relations or something? 0 discovered, 0 diplomatic relations established?
 
Maybe. It's not a very obvious shape to interpret. Before this dd I thought it might be space stations.

Could it be sectors as described in one of the recent previews?
Possible. I think that the green planet icon next to it, means that you have discovered 4 habitable worlds but have only 1 world under control, so the "regions" theory might be a good one as well.

edited to add: other possibility: discoveries set aside for later research?
 
Possible. I think that the green planet icon next to it, means that you have discovered 4 habitable worlds but have only 1 world under control, so the "regions" theory might be a good one as well.

edited to add: other possibility: discoveries set aside for later research?

Yeah could be anomalies too. I just want to hover my mouse over it and get the tool tip with the detailed breakdown!
 
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