Stellaris Dev Diary #9 - Planets & Resources

Stellaris Dev Diary #9 - Planets & Resources

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grekulf

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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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The answer is there, if you look closely enough ;)
Going by the numbers on the top bar and the numbers of days between the first two screenshots: monthly resource dumps?

EDIT: I apparently can't read.
 

grandad1982

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@grekulf So in the last screen your outliner has 3 planes but the top bar shows 2/4 next to the planet symbol. Why the discrepancy?
 

wolfing

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I hope adjacency bonuses are handled well. In Gal Civ you basically only end up wanting to produce one type of resource on each plannet. I kinda like the idea of there being more choices vs always all in.
I wonder if it's too late to rethink the approach. I think it's only there because other games do it that way, but to me it's counter-intuitive. Several factories that use the same resources should not have synergy, quite the opposite as they would compete for their input. I'd think an approach more intuitive (and possibly more fun) is if each plant requires one or two resources, and the synergy would be to have plants that produce those resources next to them, or at the very least if they don't use the same resources.
 

Elfin

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That's great, really.
But what about food? It's said that in case of lack people won't be happy, but could it be imported somehow from agricultural planets to more industial ones?
 
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Alex_brunius

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I wonder if it's too late to rethink the approach. I think it's only there because other games do it that way, but to me it's counter-intuitive. Several factories that use the same resources should not have synergy, quite the opposite as they would compete for their input. I'd think an approach more intuitive (and possibly more fun) is if each plant requires one or two resources, and the synergy would be to have plants that produce those resources next to them, or at the very least if they don't use the same resources.
Yeah, would make more sense with "mining" tiles where specific resources are extracted and adjacency bonus for factories near these.
 

EntropyAvatar

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So energy and minerals seem to build up in an empire-wide pool. Any storage limit there, or does it basically rely on opportunity costs to keep the numbers reasonable?
 

loup99

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Interesting! Thank you for the dev diary grekulf!
 

Jonathan Palfrey

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Really impressive stuff.

Will the "Surface" tab always be known as Surface? What if my race live in some underwater Space-Atlantis? They won't be on the surface.
If you look at a planet as a whole, the difference between "on land" and "under water" is fairly trivial in relation to the planet's diameter. Another way of looking at it: the bottom of the sea is the surface of the planet, considered as a solid.
 

myrsl0ken

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Food seems to be a local resource, but to which extent will we be able to redistribute food in our empire? I'm thinking that planets with surplus could supply other planets in the same star system, but that interstellar transport might be too cumbersome.
 
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Umega

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Ok well I don't mind those kind of building tiles. I thought you were going to do it the same way GalCiv3 did, which I didn't like.
And now I know what all those icons are at the top left corner.
Looking great!
 

valergain

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Loved the look of planet interface, it's unique and Paradox. So glad your not doing the Gal Civ way of displaying things. Also money is no object apparently.