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Stellaris Dev Diary #9 - Planets & Resources

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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I respectfully disagree with that opinion. Respectfully, because imo it's MoO1 that is still the champion, almost 23 years after its release.

I bought, played and loved both since the original publishing by MicroProse, so for me it's damning hard to choose between the two.. :confused:

in fact I have to admit that I played much many games at MoO1 respect to MoO2, maybe because of its semplicity and immediate feel.

or simply by the fact that has been pubblished some years before.. :cool:

it seem from all this DD that Stellaris is on the right way to detronize them :)

ps: before to see your post I was playing a game at MoO1..
 
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It would be nice, but I'm not sure it'd work with the current mechanics they have set up. In MOO2 you could build every single building in your list. In this game you'll be limited to the amount of buildings each planet can support. Don't get me wrong, I'd like to have visualization of the planet's surface, but it seems like a lot of work to implement it, and I'd be more comfortable if they focused on how the game works right now, than how the game looks.

Of course, Paradox did use to visualize things up to EU3, when this ancient artifact of 1990's game design sensibilities was finally buried for good.
 
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I bought, played and loved both since the original publishing by MicroProse, so for me it's damning hard to choose between the two.. :confused:

in fact I have to admit that I played much many games at MoO1 respect to MoO2, maybe because of its semplicity and immediate feel.

or simply by the fact that has been pubblished some years before.. :cool:

it seem from all this DD that Stellaris is on the right way to detronize them :)

ps: before to see your post I was playing a game at MoO1..

For me, what makes MoO 1 almost perfect are three things:
1. The feeling of space adventure. Only few other games managed to do that, like MoO2, Mass Effect, Imperium Galactica 2, Homeworld. And MoO was truly artistic in this, to do so in just a bunch of crude pixels.
2. Relative complexity of the game, which in time surprisingly turned into relative simplicity, but not being obsolete or archaic, even now. This game just don't get old at all, except graphics and sound, like no other game ever.
3. Perfect feature synergy. It feels like everything works ideally with all other features.

But, as of now (who can tell after 20 more years), i'm sure it will be it - Stellaris will finally dethrone the king and his successor. Although i must say that Wargaming MoO is also surprisingly good, way better than i expected it to be.
 
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For me, what makes MoO 1 almost perfect are three things:
1. The feeling of space adventure. Only few other games managed to do that, like MoO2, Mass Effect, Imperium Galactica 2, Homeworld. And MoO was truly artistic in this, to do so in just a bunch of crude pixels.
2. Relative complexity of the game, which in time surprisingly turned into relative simplicity, but not being obsolete or archaic, even now. This game just don't get old at all, except graphics and sound, like no other game ever.
3. Perfect feature synergy. It feels like everything works ideally with all other features.

But, as of now (who can tell after 20 more years), i'm sure it will be it - Stellaris will finally dethrone the king and his successor. Although i must say that Wargaming MoO is also surprisingly good, way better than i expected it to be.

I read the First Impression review of Wargaming MoO Early Access on SpaceSector and despite my skepticism it seem to me too much better than I expected..

http://www.spacesector.com/blog/2016/03/master-of-orion-early-access-first-impressions/

it's not obviously definitive, but it seem a good heirs
 
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It would be cool to see that one of the options you can do to the wild animal barrier is if you can essentially make them like guard dogs or pets. So you get a tiny boost to the strength of your defense armies and maybe like 5% extra happiness on that planet. The downside to doing that would be that you couldn't access the resources or grow a pop on that tile(I think it would add some depths to those tile barriers) and lets say if you do NEED that tile for energy, minerals, etc. and you remove the already established animal friends, you get temporary unhappiness on the planet for an X amount of time. I think it would be a really cool feature!
 
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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.

View attachment 142990

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.

View attachment 142991

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
View attachment 142998 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.

View attachment 142997 Minerals are used to produce most things in the game. If Minerals represent matter, Energy Credits represent work.

View attachment 142996 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.

View attachment 142994 View attachment 142995 View attachment 142993 Physics Research, Society Research and Engineering Research are used to advance technologies in different fields of science.

View attachment 142999

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.


There are several different types of terrain for your home world ie Ocean Tropical ect...
Is there an even chance for each type of world in the galaxy and say on a dry home world will there be less food?
Basically I want to know if we pick a certain home world type will we handicap ourselves?
 
There are several different types of terrain for your home world ie Ocean Tropical ect...
Is there an even chance for each type of world in the galaxy and say on a dry home world will there be less food?
Basically I want to know if we pick a certain home world type will we handicap ourselves?

on a dry HomeWorld there will be less food for sure than on a Gaia or Tropical world.

probably there will be a spectrum of chances for each kind of planets when a Galaxy will be created more or less in the same way of any other space 4X.

perhaps there will also be the possibility to custom the Galaxy creation process.