Stellaris Dev Diary #9 - Planets & Resources

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grekulf

Stellaris Game Director
Paradox Staff
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Aug 13, 2012
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Greetings Earthlings!

We have spoken earlier about how the galaxy is generated, and today I aim to expand on that somewhat by telling you about the planets and how they differ from each other.

Planet Tiles
Each habitable planet has a number of tiles on its surface, representing the planet’s size. Some tiles might be blocked by natural barriers, such as mountains, and can be cleared to open up new space. When the galaxy is generated, each tile generates a random number and checks if a deposit will be spawned there. A tile can be worked by having a Pop placed in it.

Buildings can also be constructed in tiles, and they often have adjacency bonuses for the resource they are producing. Therefore it will be advantageous to construct your power plants in proximity to each other, to achieve optimal efficiency.

stellaris_dev_diary_09_01_20151116_planet_tiles_2.jpg


Planet Modifiers
Celestial objects come in many different sizes and shapes, and planet modifiers are a part of what can set two planets apart. In the example above, Omaggus III has particularly large lifeforms on it, which could prove fruitful to study.

Deposits
Resources are generated as deposits and they spawn on planets depending on the type of planet, and which modifiers can be found on the planet. Certain resources are also more likely to be found in systems that lie in specific parts in the galaxy, like inside a nebula. All resources cannot appear on all planets, and some planets have a higher chance of hosting certain resources. Asteroids are very likely to have minerals on them, for example.

stellaris_dev_diary_09_02_20151116_build_station_2.jpg


Orbital Resources
Planets that cannot be colonized do not use surface tiles, but they can still generate deposits. Each planet has an orbital resource slot that can be worked if a Mining Station or Research Station is built in orbit around that planet. Sometimes you encounter planets that you could potentially colonize, but that is not habitable enough for you to want to colonize it. In those cases you may also want to construct an orbital station.

The Basic Resources
food.png
Food is a requirement for Pops to grow. If there is plenty of Food, Pops will grow faster. If there is a lack of Food, Pops will be unhappy.

minerals.png
Minerals are used to produce most things in the game. If Minerals represent matter, Energy Credits represent work.

energy.png
Energy Credits represent all liquid assets and energy produced by our Empire. Actions, such as clearing tiles, cost Energy Credits to perform. This resource is mainly used for upkeep, and although it can be hoarded, that might not be the best way of handling it.

physics_research.png
society_research.png
engineering_research.png
Physics Research, Society Research and Engineering Research are used to advance technologies in different fields of science.

stellaris_dev_diary_09_03_20151116_galaxy_view.jpg


Here, have a bonus screenshot! As an interstellar rogue I'm used to breaking the rules.

Join us again next week when we will be telling you about Rare Resources and the Spaceport.
 
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Important question about resources. Are they gathered on per-day, per-week or per-month basis?

(assuming time scale is measured in days, weeks and months instead of more abstracted galactic units)

(I still hope time scale won't go down to hours, it would be way to detailed for an Interstellar Civilisation Game, this is not WW2...)

The answer is there, if you look closely enough ;)
 
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Victoria 2 had 3246 provinces. There are up to 1000 stars in Stellaris. Even if every system has ten planets that is still only three times the number of provinces a six year-old game can handle.
You can't compare like that and I have a real problem understanding why people don't understand that. Stellaris and Victoria 2 is not the same game, they do not share any game code, and the different calculations the games does differ in significant ways. It is like claiming that the system requirements between a FPS 10 years ago and a FPS today should basically be the same since they just about shooting someone in first person.
 
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