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Hello everyone and welcome to another Stellaris development diary. Now that the 1.7.2 update is out, we can officially start talking about the next update, which has been named 1.8 'Čapek'. This update will include the reworked AI crisis and other changes to crises outlined in Dev Diary #72. More information will be forthcoming in future dev diaries on the exact nature and release date of 1.8, but for today we'll be going over some changes and improvements to Habitability and Terraforming coming in 1.8.

Habitability Changes
Ever since the changes to the habitable planet classes and habitability back in Heinlein we have continued to discuss habitability, and in particular, the frequency of habitable worlds in the galaxy. A general feeling among the designers has been that habitable planets are too common and do not feel special enough, but that reducing the base number of habitable worlds wasn't really feasible while most empires only had access to colonizing a third of them at the start. We also felt that the sheer abundance of habitable worlds that become available to you when you do achieve the ability to colonize/terraform other climate types also meant that there is little pressure to expand your borders - not when you can triple your planet count simply by utilizing the planets already inside your borders.

For this reason we've decided to make a number of fundamental changes to habitability. First of all, the habitability at which Pops can live on a planet was reduced from 40% to 20%, meaning that by default, most species will be able to colonize most habitable worlds in the galaxy from the very start. We have also changed the actual effects of habitability: Rather than acting as a cap on happiness, it now acts as a modifier on it (in addition to affecting growth, as before), with each 10 points of habitability below 100% reducing happiness by 2.5% (so at the base 20% habitability, a Pop would get -20% to their happiness). This means that while low-habitability planets are possible to colonize, it may not be a good idea to do so unless you have ways to compensate for the negative effects of low habitability.
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With these changes, we have cut the base number of habitable worlds in the galaxy in half. For those that prefer to play with more (or even fewer!) habitable worlds, there is of course the habitable worlds slider in galaxy setup as before. Overall, the changes should result in habitable worlds and terraforming candidates feeling like more significant finds in the early game, and contribute to mid and late game friction as empires run out of worlds to colonize inside their borders.


Planetary Deposits
Along with the change to habitability, we have also changed the way resource deposits are generated on habitable worlds. Rather than all habitable worlds having the exact same chance to generate the different kind of resource deposits, we have now broken it up a bit by climate as follows:

Wet Climate planets (Continental, Ocean, Tropical) are more likely to generate food and society research deposits.
Frozen Climate planets (Arctic, Tundra, Alpine) are more likely to generate mineral and engineering research deposits.
Dry Climate planets (Desert, Arid, Savanna) are more likely to generate energy and physics research deposits.
Gaia planets are more likely to generate mixed deposits and strategic resources.

Of course, this does not mean that you will *only* find those types of desposits on such planets - it simply means they are more likely to be found there.
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Terraforming Interface Improvements
Also coming in 1.8 are a couple changes to improve Terraforming and Terraforming Candidates. First of all, we've introduced a concept called 'significant planetary modifiers'. This is a flag (accessible to modders) that can be set on any planetary modifier, and will result in that planet appearing in the Expansion Planner even if it not of a habitable planet class. For now, the only significant modifier is Terraforming Candidates (such as Mars), so you should no longer find a Terraforming Candidate only to forget which system it is located in, but we expect to make more use of this functionality in the future.
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We also spent some time cleaning up the Terraforming interface in general, hiding the button for planets where it is never applicable (such as non-Terraforming Candidate barren worlds) and improving the sorting and style of the actual terraforming window.
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That's all for now! Next week we'll be talking about some significant changes coming in the area of genetic modification.
 
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you can have a rare type of planet that has 15% or even 0% habitability relative to other planets ... so that you can ONLY live on your one type of planet without terraforming, and make terraforming more expensive for them (transplanting a whole ocean is nearly impossible). As the counterbalance, you can then stack the deck for resources in those world's favor and make those types of planets have unusually abundant resources...so that races based on those planets have precious few planets, but very rich ones. Meanwhile, you could make several planet types that ... all have 60% or so habitability to one another so that you're relatively more likely to run into habitable worlds...

Currently Stellaris is built around "Class M" worlds, which are all fairly similar to Earth. This idea sounds like it would be suited to a different class of planet. Perhaps beings that come from a gas giant, silicon-based life, or similar.
 
Europe in general takes their holiday time much more seriously than we do in the USA. I kinda envy them.

Yes, it really annoying, that they have free holiday time. Among with free healthcare, propper training for teachers, policeman and other areas. You do not have to pay for the whole hospital, when you go there and so on.... Its so bad, that they are not made slaves.

Or should i say: damn socialists?
 
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That and 6 hour workdays man..

the expected average in Scandinavia covers around 37 hours a week, over 5 days ... with the 'default' being somewhere among the lines of 8am-4pm (with half an hour of lunch) Monday-Thursday ( at a total of 7½hours of work) with half an hour less on Fridays ... of cause, there's many reasons why this might not be exactly followed (shorter hours, seasonal hours, longer shifts/fewer days, shifted in one direction or the other due to personal preference / matching up with foreign offices), but that is the expected default in regular office jobs
 
the expected average in Scandinavia covers around 37 hours a week, over 5 days ... with the 'default' being somewhere among the lines of 8am-4pm (with half an hour of lunch) Monday-Thursday ( at a total of 7½hours of work) with half an hour less on Fridays ... of cause, there's many reasons why this might not be exactly followed (shorter hours, seasonal hours, longer shifts/fewer days, shifted in one direction or the other due to personal preference / matching up with foreign offices), but that is the expected default in regular office jobs

I was reading this:

http://www.bbc.com/news/business-38843341
 
Can you guys not get off topic. If you'd like to discuss EU vacation, you can do so in another thread in the appropriate subforum.
 
I apologize if this has been brought up in the previous 20 pages or so, but won't these habitability changes have serious repercussions for hivemind balance?

Since hiveminds don't have happiness, habitability will only affect pop growth rate, which doesn't matter nearly as much in the long term. In other words, habitability bonuses won't matter nearly as much for them as they do now.
 
I apologize if this has been brought up in the previous 20 pages or so, but won't these habitability changes have serious repercussions for hivemind balance?

Since hiveminds don't have happiness, habitability will only affect pop growth rate, which doesn't matter nearly as much in the long term. In other words, habitability bonuses won't matter nearly as much for them as they do now.

They have already (somewhere) mentioned that Hivemind gets a new balancing pass, along with a bunch of localization made for them, to change the tech names and the like
 
It just seems like the changes to habitable worlds, while certainly making finding good planets 'special', also introduces a potentially undesirable RNG nature to the game. This would particularly be true at the start. Crap, I am just not finding any good planets ... start over I guess?
 
It just seems like the changes to habitable worlds, while certainly making finding good planets 'special', also introduces a potentially undesirable RNG nature to the game. This would particularly be true at the start. Crap, I am just not finding any good planets ... start over I guess?

Yeah, random is really random. I have had perfect starts with size 18+ worlds ready to colonize within a single jump or two, then I have had games where I couldn't find a decent world for a full hour. Thats with 5 scout ships and a 1000 star map.

I would also keep an eye out for primitives. Don't be afraid of just sending in the marines and taking their world for your own.
 
It just seems like the changes to habitable worlds, while certainly making finding good planets 'special', also introduces a potentially undesirable RNG nature to the game. This would particularly be true at the start. Crap, I am just not finding any good planets ... start over I guess?

You can still change the slider in the starting screet for more habitalbe planets in the system. Additional to this, you can edit your species: In my case, i always choose the "extrem adaptive"-trait, which gives you +20% habitable-ability. I have never problems finding planets then.
And yes, if you have primitives close by at starts, its a big bonus quite early. You just need one army unit and have a new planet. There are only two downsites for that: the first one ist the diplomatic malus. Other empires do not like it, if you invade natives. So, you have to think of this, too.
Another downsite is, that the native pop has a big minus for the next 100 years or so, because they do come from another technocolical era. It might be a solution of forbide them to get children. So that the rest of the planet can still be settled with your pop, which does not have this malus. But thats your choice then.
 
my first playthrough will be with x0.25 habitable planets and x5 primitives... hehehe.....