Teaser für 2.2 aka Le Guin und den dazu gehörigen DLC

Lasst uns als Stellaris-Fans Seite an Seite zu den Sternen reisen, riesige Reiche errichten und uns von unseren Abenteuern im All erzählen.
Beiträge: 161
Registriert: 16. Juli 2017, 15:19
Wohnort: --

Mein Gerate

Beitrag von F.A.T.H.E.R. » 9. August 2018, 10:48

Das Energie Symbol am Ende der Topbar ist vermutlich die Anzahl an Handelsrouten.
Streik! Mehr Gehalt für Signaturen!

Beiträge: 87
Registriert: 6. Oktober 2017, 19:44
Wohnort: München

Re: Teaser für den nächsten Patch/DLC

Beitrag von SOUL96 » 9. August 2018, 14:21

also die topbar sieht man richtig mies aus aber der rest geht schon auch wenn man den planeten jetzt dann nicht mehr wirklich wachsen sieht so wie aktuell


Stellaris WB-02 Rollenspielpreis Gold Sommerspiele 2017 Silber Sommerspiele 2017
Beiträge: 394
Registriert: 7. September 2015, 17:43
Orden: 3
Wohnort: Minden

Re: Teaser für 2.2 aka Le Guin und den dazu gehörigen DLC

Beitrag von Khardros » 9. August 2018, 17:30

Die Topbar ist ja auch noch nicht fertig ;)

Ich finde die Änderungen insgesamt aber sehr interessant ... auch wenn ich die jetzige Ansicht der Planetenoberfläche sehr vermissen werde. So wie es sich aber andeutet, werden sich die verschiedenen Rassen viel unterschiedlicher spielen, als derzeit möglich ist. Besonders bei einem Hive hat man irgendwann einfach Nahrung in gewaltigen Massen - wenn man damit aber tatsächlich sogar Gebäude & Schiffe bauen könnte, wäre das wieder etwas ganz anderes.

Aber wird wohl noch etwas länger dauern, vor Ende September rechne ich nicht damit - eher Oktober oder so.

Beiträge: 87
Registriert: 6. Oktober 2017, 19:44
Wohnort: München

Re: Teaser für 2.2 aka Le Guin und den dazu gehörigen DLC

Beitrag von SOUL96 » 9. August 2018, 18:54

Das war ja auch nur meine Meinung zu der aktuellen topbar die man in dem Bild sehen konnte. Ja das würde ich als Schwarmspieler auch sehr begrüßen mit Nahrung Gebäude und Schiffe zu bauen. Ich schätze ja das es wahrscheinlich November Dezember fertig sein. Also der DLC und so.

Beiträge: 377
Registriert: 10. Mai 2015, 14:58
Wohnort: Hainburg

Re: Teaser für 2.2 aka Le Guin und den dazu gehörigen DLC

Beitrag von Araius » 10. August 2018, 06:42

ASpec hat dazu bereits ein erstes "Vorstellungsvideo" veröffentlicht.

"Es braucht nichts, als einen einzelnen mächtigen Gegner um ein Imperium zu stürzen...und pinke Lamas...VIELE pinke Lamas"
Zitat eines Freundes bei einer Multiplayer Partie von Age of Mythology

Beiträge: 463
Registriert: 12. Mai 2015, 14:21
Wohnort: Lower Saxonia

Re: Teaser für 2.2 aka Le Guin und den dazu gehörigen DLC

Beitrag von F.Bolli » 10. August 2018, 08:54

Sehr schön, es gibt Produktionsketten. Endlich wird die Ökonomie interessant. :-D
Besonders gefällt mir, das man die Spezial Ressourcen selbst aus Basis Ressourcen herstellen kann.
Wer Rechschreib- oder Grammatikfehler findet, darf sie behalten. Ich habe mehr als genug davon.

Beiträge: 161
Registriert: 16. Juli 2017, 15:19
Wohnort: --

Re: Teaser für 2.2 aka Le Guin und den dazu gehörigen DLC

Beitrag von F.A.T.H.E.R. » 16. August 2018, 16:00

Hello everyone and welcome to another Stellaris development diary. Today, we're going to start talking about the Planetary Rework coming in the 2.2 'Le Guin' update - the complete redesign of the planetary management system and replacement of planetary tiles. This is going to be a really big topic, so we're spreading it out across four dev diaries, with today's dev diary being about Deposits, Buildings and Districts. Please bear in mind that everything shown is in an early stage of development, and there will be rough-looking interfaces, placeholder art, non final numbers and all those things that people assume are final and complain about anyway no matter how many of these disclaimers I write. :p

Planetary Rework
Before I start going into details on the actual rework, I just wanted to briefly talk about the reasons and goals that are behind this massive rework, and why we're removing tiles and building a new system instead of iterating on the existing systems. For me, getting away from the constraints of tiles has been my single most desired long-term goal for the game. It's not that I think the tile system is inherently a bad system - it works well to visualize your pops and buildings and for the early game it works well enough in giving the player some interesting economic management decisions. However, the tile system is also very constrictive, in a way I feel is detrimental to the very core concepts of Stellaris. The hard limitation of one pop and one building per tile, as well as the hard limitation of 25 tiles/pops/buildings to a planet, it severely limits the kind of societies and planets that we can present in the game.

Do we want to make city-planets, with enormous numbers of pops concentrated onto a single world? Not possible. Do we want to have a fully automated post-scarcity empire where robots do all the actual work? Can't be done without losing out on valuable building space. Sure, we could fundamentally alter the tile system in a such a way to allow these, by for example making it so each tile could support several sub-tiles with additional pops and buildings, but by doing this we will inevitably lose the easy visual presentation that makes the system attractive to begin with, and even then we would continue to be held back by the limit of one pop per building. In other words, we'd end up with something that superficially might resemble the old tile system but offers none of its main advantages and continues to be held back by most of its drawbacks.

When designing the new planetary management system we set out a number of design goals:
- The new system should be able to simulate a wide variety of different societies, to build on the roleplaying and diversity in play-throughs that is such a fundamental part of the Stellaris experience
- The new system needed to offer more interesting choices about how to develop your planets, while simultaneously reducing the amount of uninteresting micromanagement such as mass-upgrading buildings
- The new system should make your planets feel like places where Pops actually live their lives, as opposed to just being resource gathering hubs
- The new system had to be extremely moddable, to make it easier both for us and modders to create new types of empires and playstyles

We believe that this new system that we have created will not only vastly improve many of the features in the game that we couldn't get working properly with the tile system, but together with the resource rework discussed in the last dev diary will also make it possible for us to create truly weird and alien societies that play entirely differently from anything the game currently has to offer, or would ever have to offer if we had remained constrained by the tile system.

Under the old tile system, deposits were simply clumps of resources placed on a tile, which would be gathered by a pop and determined what kind of buildings were most efficient to place there. Under the new system, deposits are more akin to planetary terrain and features. Every habitable planet will have a (semi-randomized) number of deposits, with larger planets usually having more deposits. Deposits represent areas on the planet that can be economically exploited, and most commonly increase the number of a particular District (more on this below) that can be build on the planet. For example, a Fertile Lands deposit represents various regions of fertile farmland, and increases the number of Agriculture Districts that can be built on the planet, and thus its potential Food output.
(Note: All deposit pictures shown here are placeholders, there will be new art for them that isn't done yet)

Not all Deposits affect Districts however - some (such as Crystalline Caverns or Betharian Fields) are rare deposits that allow for the construction of special Buildings (more on this below) on the planet, while others yet may simply provide a passive benefit to the planet, such as a spectacularly beautiful wilderness area that increases happiness for Pops living on the planet. Deposits can have Deposit Blockers that work in a similar way to the Tile Blockers of old, cancelling out the benefits of the Deposit until the Blocker is removed through the expenditure of time and resources. A planet can have multiples of the same Deposit, and there is no hard limit to the number of Deposits that a planet can hold (though there is a cap to how many will be generated under normal circumstances). The types of Deposits that can show up on a planet is affected by the planet class, so where an Ocean World might get its Agriculture from Kelp Forests, an Arctic World would have Fungal Caverns instead.
(Note: All deposit pictures shown here are placeholders, there will be new art for them that isn't done yet)

Districts are at at the core of how planets are developed in the Le Guin update. Districts represent large areas of development on the planet dedicated towards housing or resource gathering. For most empires, there are four basic types of Districts: City Districts, Mining Districts, Generator Districts and Agriculture Districts. There are exceptions to this (such as Hive Minds having Hive Districts) but more on this in a later DD. The total number of districts you can build on a planet is equal to its size, so a size 16 planet can support 16 districts in any combination of the types available to you. Additionally, the resource-producing districts (Mining, Generator and Agriculture) are further constrained by the Deposits on the planet, so a planet might only be able to support a maximum of 8 Mining Districts due to there simply not being any further opportunities for mining on the planet. City Districts are never limited by the deposits on the planet, so you can choose to forego a planet's natural resources and blanket it entirely in urban development if you so choose.

The effects of each District is as follows:
City District: Provides a large amount of Housing for Pops, Infrastructure for Buildings and Clerk Jobs that produce Trade Value and Luxury Goods
Mining District: Provides a small amount of Housing/Infrastructure and Mining Jobs that produce Minerals
Agriculture District: Provides a small amount of Housing/Infrastructure and Farming Jobs that produce Food
Generator District: Provides a small amount of Housing/Infrastructure and Technician Jobs that produce Energy Credits
There will be more details on most of the concepts mentioned above coming in the other dev diaries. For now, suffice to say that the way you develop your planets with Districts will shape that planet's role in your empire - a heavily urbanized planet will be densely populated, supporting numerous Buildings and specialist Pop Jobs such as Researchers and providing Trade Value for your empire's trade routes (more on this in a future DD), but at the expense of not being able to produce much of the raw resources that are needed to fuel your empire's growth and manufacturing capacity.

A planet's Deposits and Planetary Modifiers may influence this decision - a large planet with High Quality Minerals and numerous Mining Deposits will certainly make for a lucrative mining world, but what if it also sits in a perfect spot to make a heavily urbanized trade hub? No longer are choices regarding planets simply limited to 'Where do I place the capital for the best adjacency bonuses?' and 'Should I follow the tile resource or not?' but will be fundamental choices that create diverse and distinct planets that each have their own role to fill in your empire.
In the Le Guin update, Buildings are specialized Facilities that provide a variety of Jobs and Resources that are not suitable to large-scale resource gathering. For example, instead of having your scientists working in a Physics Lab on a Physics Deposit (whatever that is supposed to be...) you now instead construct a Research Labs building (representing not a single laboratory but rather an allocation of resources towards the sciences across the planet) which provides a number of Pop Researcher Jobs that conduct research for your empire. Buildings are limited by the planet's Infrastructure, with one building 'slot' being unlocked for each 10 Infrastructure on the planet. Some Buildings are also limited in the number you can build on a planet, while others can be built in multiples (for example, a planet can only support a single Autotchton Monument, while you can have as many Alloy Foundries as the slots allow). Buildings can still be upgraded to more advanced versions, but generally there will be far fewer upgrades to do and those upgrades will often require an investment of rare and expensive resources, so it's more of an active choice than something you simply have to click your way through after unlocking a tech.
Infrastructure comes primarily from constructing Districts, with City Districts giving much more Infrastructure than resource gathering districts do (6 as opposed to 2 in the current internal build, though non final numbers and all that). In addition to unlocking additional Building slots, a higher Infrastructure level also makes some Buildings more efficient, as the number of jobs they provide is fully or partially determined by the planet's Infrastructure level. For example, in the current internal build, Research Labs and Alloy Foundries both have the number of jobs they provide determined by the infrastructure level, meaning that concentrating your research and manufacturing to your heavily urbanized planets is generally more efficient than trying to turn your agri-worlds into science hubs. In addition to Buildings that provide resource-producing Jobs, there is also a wide variety of buildings that provide for the material and social needs of your Pops, such as Luxury Housing for your upper class Pops, Entertainment Buildings to make your populace happy and Law Enforcement to quell unrest and crime. Densely populated planets tend to require more such buildings, as the need for Housing and Amenities scales upwards with Pops and Infrastructure.
Whew, that was a lot of words. Still, we're only just getting started on the Planetary Rework and next week we'll continue talking about it, on the topic of Stratas, Pop Jobs, Housing and Migration.
Ps. Das Übersetzen währe mir zu viel Arbeit geworden
Streik! Mehr Gehalt für Signaturen!


Stellaris WB-02 Rollenspielpreis Bronze Sommerspiele 2017
Beiträge: 355
Registriert: 1. August 2016, 21:01
Orden: 2
Wohnort: Hessisches Bergland

Re: Teaser für 2.2 aka Le Guin und den dazu gehörigen DLC

Beitrag von TheGreenJoki » 17. August 2018, 17:30

Auf Deutsch lässt sich das ganze zu folgenden Punkten zusammenkratzen:

1) Es wird die nächsten drei Wochen weitere DD geben bezüglich des Planetenrework, daher jeden Donnerstag die Augen aufhalten! Ebenfalls sind Nummern und Bilder alles noch Platzhalter und nicht final. :)

2) Es wird kein max. 25 Teile Cap mehr geben, heißt das Planeten auch mehr als 25 haben können (Wiz meinte aber in den Kommentaren, das aus Balancegründen sie hier nochmal schauen müssen, damit es nicht zu unfair wird).

3) Tiles als solche verschwinden auch indirekt, werden aber prinzipiell ersetzt durch ein ähnliches Tile-System, wo bestimmte Geländefelder bestimmte Ressourcen geben (Fruchtbare Länder, Minengebiete). Die AI soll mit dem wohl besser umgehen können....

4) Distrikte ersetzen die Gebäudehubs der aktuellen Version. Minen oder Monumente/Tempel sind damit aber nur eine Kategorie weiter nach hinten gerückt und nicht verschwunden. Durch Distrikte ist es möglich Planeten zu spezialisieren (Coruscant aus Star Wars wird möglich sein), wobei nur Stadtdistrikte ein Softcap haben (wenn der Planet 30 Times hat, kann man nur 30 Civ-Distrikte bauen), während Mineralien-, Aggra- und Energiedistrikte ein Hardcap je nach Planeten haben.

5) Die einzelnen Distrikte bieten unterschiedliche Infrastruktur, welche eine neue "Ressource" zum Planetenausbaues ist. Je höher die Infrastruktur, umso effizienter werden die einzelnen Gebäude (Stadtdistrikte geben mehr Infrastruktur als die anderen).

6) Tile-Deposits gibt es so nicht mehr (bzw. irgendwie halt doch), Strategische Ressourcen wie Batherian Stones gibt es aber immer noch und die sollen wohl weiterhin spezial Gebäude ermöglichen.

7) Bevölkerung wächst jetzt primär durch "Housing", welche durch die Stadtdistrikte schnell ausgebaut werden können. Traits der Bevölkerung werden Einfluss darauf nehmen, wie viel Platz ein Pop braucht (Kommunal und Einzelgänger werden nicht mehr Happiness beeinflussen).

8) Distrikte schaffen Jobs (dazu im nächsten DD mehr) und auch Luxusgüter, etc. hierzu wurde nicht viel gesagt.

Glaube damit habe ich das wichtigste abgedeckt :)
Bleiben wir mal realistisch!