Paradox only started its series of Stellaris dev diaries a few weeks ago, and already it's on number 9. This one expands on the galaxy generation explanation from the third diary, getting down to the level of individual planets and their makeup.
First up, each habitable planet is made up of tiles. You can clear blocked tiles of mountains to create more space, and work a tile by placing a Pop (population unit). You'll want to use some of these tiles to place buildings, and take advantage of adjacency bonuses to maximise efficiency.
Planets are differentiated by modifiers which add flavour and stat bonuses. A planet can have "particularly large lifeforms", or "Titanic Life", which adds a bonus to society research.
Another way to differentiate planets is their resources, which are generated as deposits and spawn on planets depending on their type and modifiers. You obviously have to travel to more than one planet to collect all of the resources you'll need, and some are more likely to be found in certain parts of the galaxy (e.g. inside a nebula).
You can still find resources on uninhabitable planets via their orbital resource slot that allows you to place a Mining Station or Research station in orbit around the planet. The devs promise to tell us more about rare resources (and the Spaceport) in the next diary.
Stellaris' game director Henrik Doomdark F hreus has started a series of developer diaries for Stellaris on Paradox' forums. In the first entry, "The Vision", he reveals' the studio's grand plan to "eventually cover the entire "human timeline" with our games... including the future."
Exploration, the "most neglected" X, will be important. Stellaris' randomisation features are designed to keep this phase as replayable as possible, to evoke a sense that each galaxy is "ancient and full of wonders".
Factions and important individuals like planetary governors and scientists will possess a wide range of traits. Technology is also randomised to a degree, distributed according to chance and the traits of your scientists. Traits remix the wants, needs and capabilities of each race, generating a varied galaxy and lots of potential for conflict. In theory, at least. Similar systems worked very well in F hreus last game, Crusader Kings 2.
"The galaxy should always be unknown and surprising. That is why there are no "major races" in the game, and such a great variety of discoveries you can make. In the same vein, there is no fixed technology tree."
F hreus hopes that the focus on expanding and scouting new races in the early game create a smoother experience for players put off by Paradox' dense historical strategies. He also points out that this is the first Paradox game to feature symmetrical starts for factions. When a game begins, every race is trying to expand and survive, just like you. That means powerful races you meet will have thrived int he same conditions as you, in a crucible of competing AIs. It's an exciting thought.
Check out our in-depth Stellaris preview for more details. According to the Steam page, a release date is "coming soon!".
Ta, RPS.
Most developer diaries are pretty boring, trapped between the desire to offer insight and the desire to always present an alluring marketing image of the game being made. I think perhaps the developer diaries for Stellaris [official site] couldn’t be boring if they tried. The 4X space game is being made by Paradox, who normally deal with historical settings but here are procedurally generating a galaxy, including the very races you fight against. It was Adam’s favourite game at Gamescom and now there’s going to be weekly updates talking about the making of it.