S T E L L A R I S A
t
&
D
i
Copyright©ParadoxDevelopmentStudioAB2014-2016 STELLARIS™isatrademarkofParadoxInteractive STELLARIS™is atrademarkofParadoxInteractive.Allrightsreserved.www .Allrightsreserved.www.paradoxplaza.com .paradoxplaza.com
A r t
&
D e s i g n
Author:FredrikToll Editor:TroyGoodfellow
CHAPTER Layout:FredrikToll
1
Introduction
BrandManager:TomasHärenstam
C H A P T E R Artists Jenny Holmér Al in e e Gl Gl ad ad h h Erik Er ikN Nil ilss sson on
2D Artist 2 D D Ar Ar titi st st Conc Co ncep ept tAr Arti tist st
Kentar Kent aro oKa Kana namo moto to Jo na na s s Ja Ja ko ko bs bsso n n Carlos Lundhall Pontus Olofsson Christoffer Fransson Simo Si mon nGu Gunn nnar arss sson on
Conc Co ncep ept tAr Arti tist st 2 D D Ar Ar titi st st 2D Artist 2D Artist 2D Artist 2DA 2D Art rtis ist t
Niklas Tammpere M ar ar ku ku s s Kr Kra nt nt z z Magn Ma gnus usN Nys ystr tröm öm V ik ik to to rr Ny Ny st st rö rö m m M ax ax em em il ia ia n n Ro Ro be be rt rt s s Robin Skog Helena Kasper Staffa n Norling J oa oa ki ki m m La La rs rs en en
2
Interface
Animation 3 D D Ar Ar titi st st 3DA 3D Art rtis ist t 3 D D Ar Ar titi st st 3 D D Ar Ar titi st st 3D Artist 3D Artist 3D Artist 3 D D Ar Ar titi st st
( 16, 17, 18, 19 ) ( 10 10 , 11 11 , 20 20 , 21 21 , 22 22 , 23 23 , 24 24 , 25 25 , 26 26 , 27 27 , 68 68, 6 6 9, 9, 1 1 42 42 )) (29 ( 29,4 ,49, 9,5 50, 0,5 51, 1,5 52, 2,5 53, 3,5 54, 4,7 70, 0,1 113 13,1 ,117 17, ,12 124, 4,1 125 25,1 ,129 29,1 ,130 30, ,13 132, 2,1 133 33 138, 139, 141 ) (6,1 (6 ,12, 2,13 13,3 ,30, 0,4 46, 6,5 57, 7,5 58, 8,5 59, 9,6 62, 2,9 92, 2,1 110 10, ,) ) ( 20 20 , 39 39 , 41 41 , 10 10 8, 8, 1 1 09 09, 1 1 37 37 , 14 14 0, 0, )) ( 45, 41 ) ( 136 ) ( 34 ) (32 ( 32,3 ,33, 3,3 35, 5,3 36, 6,3 37, 7,3 38, 8,4 41, 1,6 66, 6,6 67, 7,7 72, 2,7 73, 3,7 76, 6,7 77 780 80, ,81 81, ,84 84, ,85 85 88, 89, 90, 91, 94, 95, 97, 98, 99, 100, 101, 102, 103, 104, 105 106, 107, 137, 140 ) (42, 43, 44, 45, 136 ) (8 6, 6, 8 8 7, 7, 1 1 14 14 , 11 11 6, 6, 1 11 8, 8, 1 1 19 19 , 12 12 1, 1, 1 1 39 39 , 14 14 1 1 ) (56 ( 56,7 ,74, 4,7 75, 5,8 82, 2,8 83, 3,1 114 14, ,11 115, 5,11 116, 6,1 118 18, ,11 119, 9,1 120 20, ,12 121 1) ) ( 6 6 0, 0, 6 6 1, 1, 6 6 4, 4, 6 6 5, 5, 7 7 4, 4, 7 7 5, 5, 7 7 8, 8, 7 7 9, 9, 1 1 12 12 ,, 11 11 6, 6, 1 1 19 19 ,, 12 12 0) 0) ( 7 7 1, 1, 1 1 15 15 ,, 11 11 8, 8, 1 1 19 19 ,, 12 12 0, 0, 1 1 28 28 ) ) ( 71, 119, 128, 135 ) ( 126, 127, 128 ) ( 127, 128, 132) ( 4 4 8, 8, 9 9 7, 7, 9 9 8, 8, 9 9 9, 9, 1 1 00 00 ,, 10 10 1, 1, 1 1 02 02 ,, 10 10 3, 3, 1 1 04 04 ,, 10 10 5, 5, 1 1 06 06 ,, 10 10 7, 7, 1 1 26 26 ,, 12 12 7, 7, 129, 131, 134, 137, 139 )
C H A P T E R
3
Characters C H A P T E R 4 Spaceships
C H A P T E R
5
Species C H A P T E R
6
Planets
C H A P T E R
7
Stations C H A P T E R Events
8
Chapter 1 - Introduction
Dear Fans InStellarisyouwill ventureintotheunknown,exploringa galaxyfull offorgottenmysteries.This projectwas alsoajourneyintotheunknownforParadoxDevelopmentStudio.Thisventureintospacehasbeensomething commonlyrequestedbyourcommunityandsomethingwe’vewantedtodoforalongtime.Inthisartbookyou havetheopportunitytosharethisadventurewithus.Weknowstrategy,butspaceisverydifferentfromhistory. ThisartbookisachancetotakeyoubehindthescenesofthedevelopmentofStellarisandsharewithyouwhatwe werethinkingaswecreatedthegame.Wetakeprideinbeingarelativelyopenandcandidstudiowhenitcomes todevelopment,soabookofthisnatureisnotagiantleapforus. StellarisiseasilythemostambitiousParadoxgametodateintermsofscope,challengeandcompetition.Withthis gamewewanttocreateanewuniverseforyoutohaveadventuresin.Wehavesafelyworkedwithintheconfines ofhistoryforalongtime,brieflysteppingoutsideourcomfortzonewithRunemaster-whichwasawholedifferent beast.We’velearnedsomuchinmakingthisgameandareimmenselyproudofwhatwehavebuilt.Weverymuch hopeyouwilllikeandenjoyitasmuchaswedo. Awordofwarning:inthisartbook,wewilltrytobeascomprehensiveaspossible,touchingonallthemajor elementsofthegame,includingshipdesign,aliendesign,interface,environments,andsoon.Thisdoesmean thatifyouhavenotplayedthegameafairamount,theremaybealotofspoilersinthisbookforcontentyouwill discoverinthegame.
ArtDirector FredrikToll
Finding the Style Goddidn’thaveatimeline,andneitherdidtheBigBang.Butgamedevelopersarealwaysontheclock,sowhen you’recreatinganewuniversefromscratch,youhavetobecarefulwithyourambitionsandwhereyouchooseto spendyourtime.Westartedbyaskingquestionsaboutsimilargames.Whatdowelikeaboutstrategygamessetin space?Whathasbeendonetodeath?Whathasalwaysbotheredusaboutthethingswe’veseen?Whathavewe alwayswantedtoadd?Howcanwesetourgameapartfromothers? Foreventhemostinspiredthinkers,ideasdon’texistinavacuum.Welookedatallthesciencefictionwecould findtotrytoidentifywhatresonatedwiththevisionwehadforStellaris.Curiously,someofthemostinspirational imageswerenotgleamingcitiesortoweringmonoliths,butplanetswithabandonedalienruins.Imaginegettingto visitsuchaworld!Whobuiltthesestructures?Aretheystilloutthere?Ruinshavealwaysheldthepotentialforgreat storytelling,anditisthroughscienceandarchaeologythatweuncoverthemysteriesofthepast.
“Thegalaxyisvastandfullofwonders.”
Agame’sartstyleservesmanypurposes.Itshould,of course,bedistinctfromothersimilargames.Itshould communicategamedataquicklyandeasily.Itshouldalsoneverlosesightofthegame’sprimarymission.ForStellaris,thatmeanssomethingwondrousandexcitingineveryimage.
Thesewordswerewrittenearlyonintheprojectandwouldproveto beveryhelpfulasa guidingstarinthe processofmakingthegame.Infact,thisshortsentenceconciselycapturesmuchofwhatyouwillfindinthegame. Anysuccessfulgameknowswhatitisatit’score.Everythingaroundthatshouldonlyservetoreinforcethatvision-it shouldallpullinthesamedirection. ThegamevisionforStellarisemphasizesexplorationandthefantasticthingsyoucanfindinthevastnessofspace, beitlongforgottentechnologyorinterstellarconflict.Thereshouldalwaysbenewwondersoutthereandwe wanted theart to enhance thisvisionwherever possible.Since thisis a Paradox game, replayability was anothermajorgoal-Thisis,afterall,acorepreceptofallofourgames.Bycreatingagamewheretherearemany thingstodiscover,morethanyoucouldhopetofindinasingleplaythrough,weaimedtocreateanexperience worthplayingagainandagain.Insimilargames,explorationisoftentheleastdevelopedmechanic. Mostgamesinthisgenrealsofocusmoreonasmallnumberofracesthatcanbeeasilyfleshedout.We’vegone theotherway,havingahugevarietyofpossibleencounterswhichareneverthesame,sotheuniverseisalways isalien.Stellarisisclearlygroundedinlessonswe’velearnedinourhistorythemedgames,but,beingfreedfrom history,wecanbemuchmorecreative.It’salwaysfuntomakesomethingentirelynew.It’salsoachallengeto divergefromthepaththathasservedussowellforsolong.ButwebelievethatStellarishasalimitlessfutureasa franchise.
Whenestablishingtheartstylewerummagedthroughallthesci-fiimagerywecouldthinkof.Welookedatthe genreclassicsfromRalphMcQuarrie,thefamousworldsofStarTrek,and,ofcourse,newerstaplesofscience fictionuniversesfromgameslikeMassEffecttoHalo. Athemethatsoonemergedinthereferencesweliked,werethatimageswithhighcontrastandstrongcolorsmost reinforcedourideas.Colorslikeanamusementparkatnight,oracityatsunset.Colorslikeintheimagebelow.The darkareasgenerallyhaveanairofmystery,andthestronglightandsaturatedcolorsgiveasenseofwonder.We feltthatthiswouldhopefullyevokeasenseofaweintheplayer,andanurgetoexplore.
Realism Artwise,Stellarisstrivestobeafairlyrealisticlookinggame,orleastmoresothanthestylizedrealismyoufindin mostspacebasedgames.Naturally,thescaleanddistancebetweenobjectsisquiteawayofffromtherealworld -spaceismuchbiggerandemptierthananygamecanpossiblyshow.Butwedokeepitrealisticwhereverpossible.Therearedifferentstartypesandthedifferentplanettypesareassociatedwiththedistancefromtheirsun, andthetypeofsolarsystem.So,thefrozenplanetsarefarthestawayfromthestarandtheinhabitableplanetsare inthemiddle. We’veextendedthisprincipletotheplanetsthemselves,ecology,shipdesign,andthelike.Ourunderstandingof theuniverse,thoughextensive,isstillfairlylimited,soifwedomakeittoanotherhabitableplanetoneday,wewill certainlyfindalotofthingswecouldnotevenimaginewerepossible.Today’srealismhaslimitations. Paradoxhasgrownalotinrecentyears,butwearestilllimitedinwhatoptionswecanpursue.Foreverythingyou putinagame,youmustaskyourselfifitservesaclearpurpose.Youhavetomakealotoftoughchoicesandmake sureyouarespendingyourtimeandresourceswisely.
Wewereparticularlydrawnto theworkofKentaro Kanamoto,anAmericanillustratoroffantasyandscience fictionworlds.Hisstyleisperfectforthefeelingswewantedtoconvey.WereachedouttoKanamotoandasked himto create a fewdifferentimagescovering thevariousthemes inthe game, such ascolonization,alien citiesandplanets,spacecombat,resourceextraction,andsoon.Thesepictureswouldbeaninspirationtoour artists,andinspiringtotheteamastheylookedfordirection.Anynewartistontheteam,orevenmembersofmanagement,couldlookattheseimagesandknowwhatkindofgameweweremaking.
Chapter 2 - Interface
User Interface Agame’suserinterfaceisoneofthemostprevalent,butleastappreciated,aspectsofgameart.AnyGrandStrategy artbookfromParadoxshouldnotfailtohighlightit.AtParadox,wetrytomakeourUIsartisticallyappealing,butalso practical.Ourgamesarefairlycomplex,sotheinterfaceusuallyneedstobeequaldetailed.Butagoodinterface canneverbecomplicated.Thisiswhereartmatters. Initiallywewentwithafairlystandardfuturisticinterface,asshownbelow.Itwouldhavelookedfine,butwefeltwe wantedtodosomethingmoreoriginal.Wedidnotwantthegametolooklikeeveryothergame.Onadeeperlevel,
Oncewefinallydecidedthatadrasticchangewasinorder,weoptedforworkingwithoutsidehelp.Wewanted newlinesofthinkingabouttheUI,andthatmeantnewvoices.WebroughtinaSwedishstudiocalled1910,with whomwehadworkedonShowdownEffect.They’ddoneabeautifulretrostylefront-endforthat,whichperfectly suitedthegame’stone.Andwefelt,maybetheycouldbringsomefreshideasintoStellaris. Sowemetwith1910andpresentedourthoughtsandideas.1910workedquicklyandsoonpresentedathrilling newperspectiveonwhatourUIcouldlooklike.Theirpitchwasdefinitelysomethingnewfromwhatwenormally make,anditwasexactlywhatweneeded.TheUIdidnotenduplookingexactlylikewhattheycreatedforus,but itdefinitelyhelpedusbreakthemoldofourpreviousthinking.
wealsodidnotwantittolooklikehowweimaginethenearfutureforhumanity.Itshouldbemorealien,andless obviouslyhuman.Butwe’rehuman,sowhatdoesthatlooklike?
Oneeasywayofachievingamorealienlookwastochangethecolorscheme.Colorisaverypowerfultool.By changingthegamefromthetraditionalslategreywithglowingblue,tosomethinglessfamiliar,likegreen,purple, ororange,youimmediatelygetadifferentfeeling.ItbothsetsStellarisapartfromthemajorityofsci-figames,and Makingthedecisiontochangethelookwasnoteasy.Thegamewasalreadyfairlyfaralong,andthischoicemeant throwingawayalotofthingswe’dalreadythoughtfinished.Howeverwefeltthatwecoulddobetter,reachhigher andsoweraisedthebar.
alsothrowsthegamewayforwardinthefuture.Sincethesecolorsaremorenon-traditional, theyfeelslightly morealien.Wesettledongreenandorangeasthe dominantcolors.Thiscombinationofhuesisnotentirely foreigntogames,butit’sstillfairlyrare.ThisshouldhelpStellarisstandoutfromthecrowdofsimilargames.
Icons IconsareaveryintegralpartofanyParadoxtitle.IfyouweretocountalltheiconsinanyParadoxgrandstrategy game,youwouldsoonnoticetheyoftennumberuptowardsathousand.Seriouseffortgoesintoillustratingthese icons,whichoftenneedtoshowoffveryabstractideas. Icons usuallyhavean array ofdifferent styles.This makes them botheasierto distinguish andremember,but different use casesare also naturally suited to differentstyles. Shipcomponentsfor instanceare small renders of the parts they represent, while traits aresimplersymbols of the characteristictheyconvey. Thebuildingsinthegamearealsoicons andwechoosetohavethemblendinto the planet tile fair ly well , at the same time we tried to make them easy to distinguish.
Trait icons
Notification icons
Component icons
Event Pictures Oneofthebestwaystoconveyandexperienceanewuniverseisthroughillustrations.Eventshavelongbeena centralmechanicinourgames,andthesebeautifulimagescapturetheongoingeventsthroughoutthegame.In Stellaris,wecanconveytheuniverseweimaginethroughtheseeventimages.Withhundredsofevents,wecanuse dozensofimagestoremindplayersthattheyareinaworldverydifferentfromtheireverydaylives. Oureventimagesgiveusanopportunitytoshowoffallthevariousaspectsofourworld.Anythingfromexotic environments,creatures,technology,interactionsandwar.Notsurprisingly,creatingtheseimagesareafavorite taskamongourartists,enablingthemtochallengethemselvesandusetheirimaginationtothefullest.
Cover Art Therearefewthingsmorechallengingthancreatingdistinctivecoverartforaspacethemedgame.Foraspace gamewhatyougenerallyhavetoworkwithare:spaceships,planets,starsandalienfaces,andcombinationsof thesearewhatiscommonlyused.Charactersusuallymakeforgoodcoverart,buttheyarerarelythefocusofa strategytitle,andwedidnotwanttoputourfocusononeorevenafewofourspecies.Afterall,thegameisnot primarilyaboutcharacters;it’saboutexplorationandexpansion. Evenwithintheconfinesoftypicalsci-fitropes,therewerepromisinganglesforacover.Thereweremanyconcepts wewouldhavelikedtoconvey,thoughmanyofthemarenotcompatible.Wecontemplatedfirstcontactbetween civilizations,diplomacy,conflict,speciesofvaryinglevelsoftechnology,alienfleets,orthediscoveryofsomething longforgotten. Ouremphasisisonexploration,sowechosethesurfaceofanunchartedplanet.Thoughmostofthegameplayis inspace,theplanetsarefarmoreeffectiveatconveyingthealiennatureofourgame.Inthesceneascienceship scansthesurfaceofanalienworldasalandingpartysetsouttoinvestigatewhatmightbeamysteriousruin.A foreignskyloomsoverthescene,givingahintastotheepiceventstakingplacebeyond.
Evolution of Stellaris Cover Art
Advisor Nobodyreallywantstodoatutorial,butonewayoranothereverygameneedsone.Developingatutorialisa thanklesstaskthatnoonecommentsonunlessitisterrible.Alsosincesomegamesystemsaren’tcompleteduntil lateinthedevelopmentprocess,workonthisaspecthastobedelayed,andit’seasytorushwhatisactuallyan essentialpieceofthegame. Whatyoureallywantisforpeopletojuststartplayingthegame,trustingthatthegameissmartenoughtohighlightwhenyou’vemissedsomethingimportant.Thatway,youhavetheself-explorationandexperimentationthat playersappreciate,butalsohavehelppop-upincontext-notjustasastartingscenario.Tothatend,Stellarisuses anAdvisortoofferexplanationsofwhatisgoingonandhowyougetthingsdone. Inlinewiththe“nohumanbias”precept,theAdvisorneededtobeculturallyneutral,butmoreimportantlyitneeded tobelikeable.YouwantstartingplayerstousetheAdvisor,andiftheyfounditannoying,thenitwouldn’tbedoing it’sjob,thoughitisveryhardtohitthis“likeability”target.Wedidnotwantsomecartooncharacter.Thetoneofthe gameisfairlyserious,still,wewantedtheadvisortobealittlebitlightheartedandevenwittyattimes.Thereforeit’s appearanceneededtoreflectthesevariedgoals. A character’s likeability is heavily dependent on the writingandasinthiscasevoiceacting.Butawelcoming appearanceisespeciallyimportantforacharacteryou expectto beateacher.Theworktoactuallymakethe characterisfairlysmall,sotherewasnorushinstarting. Wedrafteda lotofthumbnailsketchesfortheadvisor, morethana100slightvariations.Wethenputthemitto avoteandrankedthem.Therewasofcoursenoclear winner.Wemightaswellhaveputthemuponaboard and used a shotgun to pick. People obviously like different things,butnonetheless,alldatawasvaluable andwemovedforward. In the end, there are no shortcuts to designing somethinglikethis.Youjusthavetoiterateandworkhard untilyoufindsomethingyouthinkwillwork.
Chapter 3 - Characters
Designing Aliens
Traits
Forthecharacters,weknewwewantedtomakeouralienspeciesasvariedandasstrangeaspossible.And,we
Whenitcamedowntodesigningindividualalienswelooked
alsoknewwewantedtheplayertofindmanynewspeciesineverynewsessiontheyplayed.Infinitelylargeuniverse andallthat.Thismeantthatwehadalreadysetaverylargescopeforourambitions.
ateverything wecouldimagine.Fictionalalien races we knewandmanywedidn’t.Everyanimalandinsectwecould find,plants,mushroomsandcorals,younameit.
Butgoodgamedesignmeansbeingconstantlyawareof yourconstraints. Thealienspecies servea game purpose,andhavetobeplausiblewithinthat.Allofthespeciesaresentientcreatureswho,throughtheirimagined histories,wereabletodeveloptools,inventtechnologyandfinallyconquerspace.Theyprobablyrequiresomesort
Wedidn’tjustplanonimportingtheseideas.Wedidnotjust wantanelephantalien,oraprayingmantisalien.Insteadwe
ofextremitieswithwhichtograbitems,beittentaclesorfingers.Itisratherhardtogetaroundthisifyouwantto escapeyourplanet.Youcould,Isuppose,beamindcontrollingparasitewhichhascompelledaslaveracetodo
lookedat creaturesand identifiedtheir uniquetraits; Long faces,widefaces,oneeye,twoeyes,moreeyes,horns,ant-
yourbidding,andwehavethose,butthosearenotinthemajority-butaliensthatstrangecan’tbethebasisofour conceptart.
lersandtusks,zebrastripesandspots.Bytheendwehada massivelistoftraitsandusedtheseasinspirationinouralien designs.
Anotherconstraintwasthatweneedtheracestoparticipateindiplomacy.Theyhaveleadersandpopulations.The artthereforedoesneedtofitacertainformat.Thatsaid,wehavedoneourutmosttoavoidthetropeofjusthaving differentforeheadsandskincolors.
Aswe conceivedthealiensand wesawhow theywere turning out, we gave each design a rough ”ethical” identification.Sowecouldbalancetheappearanceof all aliens,wedon’twantthemalltobecuteor alltobeevil, ratherwewantanicemix.
Aliens Concepts Evenaswestartedtoconceptouraliens,weknewthatwehadtonailthemdownquitequickly.Westartedwith simplesketcheslikethesetofindideasweliked,andthenwewentthroughthedetailedstagesdescribedabove tofinetunetheseoutlines.
Aliens Variety
2D vs 3D
Weknewwewantedalotofaliens,sowesetanambitiousgoalofroughlyahundred.Thiswasthenfurthersubdi-
Thechoicebetweenusingtwo-dimensionalcharactersorthree-dimensionalmodelswasrelativelyeasy.Ifwewent
videdintoseveralgroups,suchasMammalian,Reptilian,Avian,Arthropoid,FungoidandMolluscoid,withHumans gettingsomespecialtreatmentforethnicdiversity.EachclassofalienthenwasfurtherdividedintoSlender,Normal
with3Dmodels,weknewthatwewouldhavealotfewerofthem.3Dcharactersarefairlytimeconsumingtomake, sincewestillneededtoconceptsketch,andthencreatea3Dmodel.High-polygonmodelingthenlow-polygon
andMassive,whichmademakingconceptsforthemaloteasier.Wealsohadanideaforthemlivingondifferent gravityworldsandsuch,somethingwhichsofarhasnotmadeitintothegame.
mesh,followedby3Danimation-thisalladdsup.Withthesizeofourteam,thecharacterswouldhavetakena minimumoftwoweekspercharacterandsomtimesclosertoamonth.
Whilecreatingthefirstalienswesoonrealizedthatweneededa waytodistinguishthedifferentclasses.We
Weknewthataliendiversitywasakeypartofourreplayabilityplan,andthisisacoreParadoxvalue.Therefore,a
neededtoknowwhatseparatesthemsincetheysometimesblendtogether.Ifanalienracehasabeakandscaled skin,isit avianorreptilian?Whatisthebestdefiningfeature?Insciencethereare,ofcourse,detailedcriteria
largenumberofspecieswouldbeprettymuchessentialinmeetingthisgoal.Thus3Dwasoutofthequestion.
settingoutwhatdistinguishesabirdfromalizard.But,tokeepthingssimple,wesettledontheskintypeasthe mainfeatureofaspeciesclass.Ifaracehasfurcoveringmostofitsbody,it’slikelymammalian.Ifit’sgotscales,it’s
2DPortraitsare,admittedly,lessinteresting,beingstaticand all.Still,two-dimensionalart offeredsomeclear advantages.It’snotjustwayfastertoproduce,it’salsoeasiertomakeweirdthings.Whenyouaredesigningaliens,
reptilian.Avianshavefeathers.Molluscoidsaresmoothandslimy.Athropoidshaveanexoskeleton,andFungoid arejustweird.
thisisperfect.
Since every specieshas evolvedlight years apart, differentraceswithinthe same class, have nocommon ancestry.TwoAvianraceshasasmuchincommonastheydowithaspeciesfromanotherclass.
Mammalian
Reptilian
Avian
Arthropoid
Fungoid
Molluscoid
Clothing Design InStellarisyouwontjustseeyourspeciesastherulerofyourempire.Therearepopulations,andleaderssuch asgenerals,governors,scientists,andadmirals.Weneededtovarythesecharactersappearancestokeepthem interesting. Noteveryalieninthegamewillhaveclothes,whichisanotherwayofenhancingvisualdiversity.Generallythough clothingisgreatformakingaliensfeelintelligentandcivilized.Weidentifiedfivedifferentclothingstylesthatwe requiredforthegame-oneforeachmajoroccupation-rulers,governors,admirals,generalsandscientists.Each wouldhavetheirownappearance. Scientists, for example , would generally look like they are ready to explore hostile environments in a hightechsuit. Generalswould wearuniforms that had a more battle readylook. Yes, inrealit ythe head scientistmightnotbetooneontheawayteam,andthegeneralshouldnothaveaneedtoweararmorinhis commandcenter.Butwe’reusingclothingmoreasvisualcuesandconceptualassociation-notworldbuilding.
General
Scientist
Weusedcolorsinthisway,too.Generalswouldhavea bitofagreenhue,whileadmiralstendtowardsblue andwouldalsohavealotlesstechandarmor-that’swhatastarshipisfor.Thesepatternscarrieddowntothe governmentlevel,withthespeciesrulerhavingamoreornatecostumethanplanetarygovernors. Wedecidedthatallaliensofthesameclassandsizewouldusethesameclothes.SlenderAvians,forinstance, wouldallshareuniformdesigns.Sinceeachcharacter’sbodyhastoberenderedregardless,drawingapieceof clothingdoesnotreallyaddanyproductiontimetoeachofthecharacters.Thissystemwouldofcoursemakeafew oftheotherracesmoresimilartoeachother,butthediversityitaddsontheplayersideismuchmoresignificant. Also,makinguniqueclothesforeachracewasneverreallyanoption. Eachtype of leader alsohas a differentbackground.These wereheavilycolorized in accordanceto their occupationtomoreeasilyidentifythemandbetterseparatethemfromotherleadertypes.
Ruler
Governor
Cultural Expressions Weareabletoletsomeoftheclothingdesignserveanadditionalpurpose.Whenencounteringotherraces,we canhavetheirappearancereflecttheirculture.If yourconversationiswithamilitaristsociety,it ismorelikely thatyouwillbetalkingtosomeonedressedinageneral’suniform.Theocraciesareheavieronthefancysideof clothing.Scientifictechnocraciesareruledbyscientists.Wetooktheopportunityheretofurthervarytheappearanceofthealiensyoumeet. Astheclotheschangewith the government type,so too doesthe room.Foreachethic wealso created differentbackgrounds.Theseattempttoreinforcetheidentityofthesocietyyouhaveencountered,givingthem morepersonality,andseparatethemfromalltheracesyoumeet.Militaristshaveasortofmilitarybunker,madeof wornmetal.Collectivistshaveasimplestyleofconcretewithhexagonalwindows,reminiscentofhoneycombed pattern.Thesedesignsplayontheassociationswehadinourmindforeachtypeofregime. Ourquestforreplayability,diversity,andalargeamountofspeciespresentedanotherproblem.Theplayerwould afterallbeplayingonlyonerace,whichmostlylooksthesame.Thoughtheycould,throughthecourseofthegame, assimilatenewracesintotheirsociety,butforthefirstseveralhours,theywouldalllookthesame. Theeasywaytoincreasediversitywastocreatemultiplecoloredversionsforeachspecies.Soifanalienwas createdwithorangeskinoriginally,wecreatedyellow,redandwhiteversionsofthemaswell.Thiswasaneasy waytoaddvarietytoeachspecies,butnonethelesswasverytimeconsuming.Whenyouhaveclosetoahundred species,anyadditionalworkhastobemultipliedbythatamount,sosometimesyourchoicesarelimited.
Animation & Effects Whenwedecidedwewouldhave2Daliens,theintentionwastohavethembestaticillustrations.Wefeltthatwith theamountofcharactersweimagined,wehadcreatedenoughworkforourselvesalready.Evenifwedidwantto animatethecharacters,atthatmomentintimethiswasnotanoption. Inthegamethemainfocusfortheanimationwastheshipcombat.Weaponeffects,explosionsanddeathanimationsfortheships.Inallourgamescombatisautomated,howeverinStellariswewantedthecombattolook captivating. Halfwaythroughtheproject,additionalanimatorsbecameavailable,andanewopportunitypresenteditself.Could weanimateour2Dcharacters?Wewentaheadandcreatedaproofofconceptfortheidea.Wasthispossible? Woulditlookgood?Woulditbeworththeeffort?Theanimationtestpassedtheinternalreview,everyonewhosaw itagreedthatthiswasabigimprovementandthegamewouldbenefitgreatlyfromthis.Additionalarttimewas approved,Stellarischaracterswouldbealive.
EventhoughweintroducedparticleeffectsinEuropa Universalis4,weneverreallyhadmuchofachance touse them there.With Stellariswefinallyhad the opportunityto putthemtogooduse.We ofcourse usedthemforalltheweaponeffects,suchasmuzzle flashes,impactsanddestruction.Butparticlesarenot justlasersand explosions,theyare usedforall sorts ofthings. Likeships repairingorupgrading,A toM classstars,aswellasmorespecializedthingssuchas wormholes,pulsarsandneutronstars. Additionallywecreatedspecialclassesofplanetsfor events,toadd thingstobe discovered,suchasthe shatteredplanet,andtheringworlds.
Chapter 4 - Spaceships
Ship Appearance
Ship Design
Fromanartisticpointofview,wewantedtheshipsinStellaristolookfairlyrealistic,andthescaletofeelgrand. Wealsowantedthegametobequitedark,butwedidnotwantitinthegrimandharshsense.Somuchofgame artrecentlyhasachievedrealismanddetailbyaddingdirtanddamagetoeverything,ingeneralitdoesagoodjob, butthisworndownstylewasnotwhatwewereaimingfor.Wewantedadetailedandrealisticlook,butwithout resortingtothistechnique. Cleanartcanbereallyhardtomakethough,sinceiteasilyendsuplookinglikeplastictoys.Thiswasoneofthe thingsweverymuchwantedtoavoid.Wedidnotwanttheshipstoenduplookingliketoyarmiesinspace.Quite theopposite,wewantedeverythingtofeelmassive.Thisalsotiesinverywellwiththeperspectiveoftheplayerwho controlsthegrandschemeofthings. OnofthethingsthatreallyhelpuswasPhysicallyBasedRendering(PBR).Thisadditiontoourengineenabledus toachievemorerealisticlookingmaterials.PBRwasimplementedinRunemaster,andwiththiswewereableto
Theappearancesoftheshipswereofcoursealsodeeplyinfluencedbythegamedesign.A“shipdesigner”is somethingpeoplehavecometoexpectfromsciencefictionstrategygames.Sotheideasfortheshipdesigner wereinplaceveryearlyindevelopment,andaffectedthedesignsoftheshipssignificantly.Theshipdesignerwould befairlysimple,withtheplayerbeingabletofitdifferentweapontypesandutilitymodulestotheshipssections. Theprimarypurposeofourshipdesignerwouldbetofacilitatetacticaldepth,whilestillkeepingthingssimple.The playersshouldbeabletoaddmissileandpointdefense,lasersandshields,massdriversandarmor,fightersand bombers. Manyother4xgameshaveaveryelaborateshipdesignereithergraphicallyormechanically.Wedidnotwantthe shipdesignertobeamajorfocusofthegame,onlyforittoadddepthtofleetcombat,andsomecustomizationof theshipsonbehalfoftheplayer.
Fungoid Transport concept
Fungoid Construction ship concept
getmoreconvincinglookingshipsbyhavingalargerrangeofmaterialpropertiestothesurface.PBRgivesusthe possibilitytocreatemorevariedmaterials,especiallymetal.Surfacesthuslookmorenaturalandthishelpedusget awayfromeverythinglookinglikeplastic.
Thisisanearlytestship,trying outwhatthePBRshadingcould doforusin Stellaris.Youcan seethatthesurfacelooksalot morelikemetal,asopposedtot heplasticfeels phongshading oftengives. This ship design would later evolve into what became the shipsfortheArthropoidclass.
Fungoid Colony ship concept There areeightdifferentshiptypesin Stellaris- four civilian(Colony ship, Transportship,Scienceship,and Constructionship).Andfourclassesofwarships(Corvettes,DestroyersCruisersandBattleships)eachofwhich increaseinsizeanddifferincompositionofsections.
Ourwarshiparesplitintosections,eachsectionhasadifferentturretlayout,enablingtheplayertocustomizetheir shipsfordifferentpurposes.Wealsodecidedwewantedtheturretstobevisibletotheplayer.Thiswouldallowfor addingsomeanimationtotheships,whichareotherwisesostatic,andmightalsodeliveryasatisfyingbroadside incombatattimes.Thoughthiswasnotjustforprettyvisuals,thegraphicswouldstrictlyadheretowhat’sgoingon underthehood.Eachlaserandmissilefiredwouldbevisibletotheplayer.Thelastmissiletohittheenemyships wouldreallybetheonethatbroughtitdown.
Designingshipsisn’tsomethingyoucanjuststartdoingin3D.Withtheaddedcomplexityofwarshipsbeing modular,andneedingthebowandsternsectionstofitwithallthemidsectionsrequiredalotofforethought. Almosteverysingleshipinthegamewentthroughroughlythesamesteps.Firstwemadeaconceptsketch thatwouldcapturethegeneralfeelandscaleoftheship.Thenwecreatedamodelsheetfromthis,withatop andsideview.Fromthat,wethencreatedadditionaltopandsideviewforallthevariationsweneeded.These orthographicsketcheswereofgreathelpforthe3Dartistsandspedupthemodellingprocesssignificantly. Tosavesometimewedidnotmakeallsectionscompletelyunique.Forinstance,eventhoughthebattleshipshave sixdifferentbowsections,weonlymadethreeuniquebows.Fromthesethreewemadeanadditionalvariantof each,carefullytakingintoconsiderationwhichturretsetswouldfitbest.Thisalsohadthebenefitofallowingusto reusemesh,reducingtheamountofuniquetexturespace.Thisenabledourshipstohavesharpertextures.
Fungoid cruiser model sheet
Stellariswasoriginallyconceivedasa2D,topdowngamebutrendered3D.Asadeveloperthisissomethingthatis almosthardtoimagineatthispoint.Still,thisearlyideacertainlyshapedourthoughtsonshipdesigninwaysthat arestillevidentinourmodelstoday.Mostprominentlyisthatalltheturretsarevisiblefromabove. Becausewedislikedtheideaofturretsshootingthroughotherpartsoftheship,wedecidedthatthetopsurface hadtobeflat.Therestoftheshipthoughwasunaffectedbythisdesigndecision,sotherewehadfreedomtomake moreelaborateshapes.
Early concepts for Avian ships
Model Sheets Foralmosteveryshipinthegame,wewouldcreatewhatwecallamodelsheet.Thisatopviewandsideviewfor eachitemtobecreatedin3d.Thisiswhatonefullsheetforaspeciesbattleshiplookslike.Eachpieceneedsa modelsheetwhenbuildingit.Youcoulddowithoutit,butthetimesavedbydoingthisisimmense.
Ship Styles
Eventuallytheseideasevolvedintoaveryprofessionaldesignphilosophy-the“ComplexitytoRoundnessMatrix”. Oneofthemanywaysforustoguaranteethediversitywastohaveamatrixwithtwoaxisthatdealtwithvery
Itwasobviousfromthebeginningthatwecouldn’tcreateauniqueshipappearanceforeveryspeciesthegame wouldfeature.InsteadwechosetocreateadifferentstyleforeachoftheSpeciesclasses.Mammalian,Reptilian,
differentconcepts.Oneaxiswas“blockyversussmooth”andtheotherwas“complexityversussimplicity”.Allships couldbeplottedonthismatrix.Thismatrixgaveusalanguagetotalkaboutthedesignsoftheshipsandhowthey
Avian,Arthropoid,MolluscoidandFungoid.Thiswaywecoulddrawinspirationfromtheirindividualaestheticsto enhancethecharacterofeachclass.
wouldrelatetooneanother.
Wealsoconsideredotheroptions,suchasbasingthestyleoftheshipsonthespeciesethics.Havingmilitaristships,
Thefirstaxisidentifiedwhetherashipwasamassofsharpanglesorasleekroundeddesign.Thesecondaxis askediftheshipdesignwasclutteredwithantennas,comtowers,andsoon,orwasamorepristinedesignofbare
orspiritualistships.Thethingisthough,whatdoesaspiritualistshipevenlooklike?Realornateanddetailed?Or reallystreamlinedandminimalistic?Intheend,itcomesdowntoyourownvaluesandassociations,sothatwould
metal.
notreallywork.Anotherproblemwouldhavebeenthefactthatanyracemighthavemorethanoneethic,being bothpacifistandspiritualist.Soappearanceperspeciesclasswaschosen. Evenbeforewestartedwehadmanyideasfortheshipsstyles.Hardsurfaceanddetailed.Smoothandstreamlined. Blockyandsimple.Theseideasmergedwithconceptsfromanotherdirection,wherewewantedsomethingvery birdlikefortheaviansandsomethingorganicandbubblyforthefungoids.
Early concept of what would become the Molluscoid cruiser
Wetriedtoplacetheappearancesofshipsfromdifferentalienculturesasfarawayfromeachotheraspossible. Oneclasswasmaximumblockyandverydetailed,anothersmoothandsimple.Anyonenotintheextremeof thesequadrantswouldgetsomeothertraittomakethemdistinctive.
Onceyouhaveyourtwodimensionalmatrix,itsveryeasytoaddmoredimensions.Athirdaxiscouldbethe“fat versusthin”,forexample.Avianshipsareverysimpleandsmooth,yetthin.Youcouldhaveasmoothandsimple heavydesignandendupwithsomethingthatlooksverydifferent.Andthereisnoreallimittohavingmoreaxis,but itdoesbecomehardtocomprehendpastacertainpoint. Wealsoidentifieddifferentshipshapearchetypesforthedifferentsections.Forexampleonthebowsection,ships canhaveapointyfront,aheavyfrontorahammerheadfront.Onthemidsectionyoucouldhaveahollowsection, acommandtowerorbigwings.Onthesternyoucouldhaveonelargeengine,orasplitend.Wewantedtospread thesearoundevenlyamongthedifferentshipclassestoensurehighervariation.Thesearchetypesalsofacilitated bettercommunication. Anotherwaytodeviatethedifferentspeciesclassesfromeachotheristohavedifferentsurfacematerialsandcolor styles.Matteandpainted,chromeandblue,brassandorange,darkandgreen.Mostofourshipshaveabaremetal finishofsomesort,andauniquecolorforthelights.Thestyleofthetexturingalsousuallyreflectthestyleofthe shapes.Sothecomplexorganicshipsofthefungoidshavesmoothanddetailedtextures.
This wasa texturetest forthe Fungoidships.Thiswouldgive usaclearideaofwhattheship wouldlooklikebeforegoinginto texturing. Sincetexturingisfairlytimeconsuming in Stellaris, this could potentiallysaveusalotoftime.
Hereareconceptsforthescienceshipsfordifferentspeciestypes.Notethattheyallhavedifferentstyles,butstill sharea“prototype”appearancethatseparatesthemfromothershipdesigns.
Turret Design
Fighters and Bombers
Weknewearlyonthatwewouldhavea largenumberofweapontypesandlevels,butweobviouslycouldn’t
Large ship classes are sometimes equipped with fighter or bomber squadrons. The fighters prim ary
makeuniqueturretsforeachtypeanddifferthemforeveryspeciesclass.Sowecouldeitherhaveallthespecies sharethesameturrets,anddesigningtheminagenericstylethatcouldfitallofthem.Orwecouldhaveonlyafew
purposeistoscreentheshipsfrombombers,whichcancausesignificantdamagetoshipsofallsizes,butare otherwisehardtocounter.
differentturrets,thatwouldthenbeconsistentwiththestyleoftheships.
Reptilian Turrets
Fighter Bomber Fungoid Turrets
Drop-pod Molluscoid Turrets
Originallywechosetomakeeachweaponunique,thinkingthatwecouldprobablymakeonestylethatwouldfit withalltheraces.Butaftersometestswechangedourminds.Theturretswouldstandouttoomuchontheships, andaturretforeveryoneisaturretfornoone. Allturrets(massdrivers,lasersandmissiles)comeinthreesizes(large,mediumandsmall)aswellasanadditional smalloneforpointdefences.Turretsblendinprettywell,butyoucanstilldifferentiatethedifferentweaponsby sound,andbytheuniqueappearanceoftheireffects.Intheshipdesignertheiconsforthedifferentweaponshave auniversalappearanceacrossallspeciesthough,tomakeiteasetoidentifythem.
Avian Corvette concepts
Civilian Ships Thedesignof civili anvessels tries to accentuatetheirindividualpurpose. Construction ship s are intentionally made very bulk y. They carry lots of prefabricated construction parts, that are then assembled by automated robots.Thisenablestheshiptohavea very small crew.Theshipthereforeis mostlyalargecargoholdwithengines andlivingquarters.
Science ship s are the smallest of the civilianships andhave somethemost variationin theirdesign.Beingshipswhichshouldbevery versatileandbuiltforexplorationtheyhavelots ofgadgetsandsensors. Generallythetheyto havea more unique appearancebecauseof theirprototypenature.
Colonyshipsare amongthe biggestout there.They carrymany thousandsofcolonists, whonaturally takeup space,butalsoneedtohavetheinfrastructuretosupportandamusethismassofpeopleforthelongjourney- andserveasabaseofoperationsuntilthecolonyisviable.Thescaleofcolonyshipsgaveustheopportunityto createsomenice visuals,includinggardens andother livingspaces, makingcolony shipsattractivewhile also emphasizingtheirseriousimperialpurpose.
Transportshipsarereallysimpleintheirdesign.Theyarecargoships,butforpeople,andlittleelse.Theyhave noweaponry,butstillneededtobe quitelarge,sincetheytransportarmies.Basicallyalargecargoholdwith engines.
Chapter 5 - Species
Mammalians
Mammalian Battleship
Oneofthestylesweimmediatelyknowwewantedthehightech,blocky,detailedandfunctionalspaceshipdesign whichhasbecomeastapleofsci-fi.ThesewouldofcourseworkverywellforHumansandMammalianspeciesin general.
Mammalian Destroyer
Mammalian Corvette
Mammalian Cruiser
Themaintraitsofthemammaliansisfur.Beyondthat weofcourseborrowedalofa traitsfromthecreatures ofourplanet.Themammalianportraitsweretheeasiest, andthehardest.Mammalsareprobablythemostvisually diversegroupofanimalsonearth,withgiraffes,monkeys, catsandplatypusetc.Thisgaveusalotofinspiration. Somethingthatcomplicatedthiswasthatwepreferredto nothaveallouralienslooklikecivilizedanimalsinspace. Whichprovedsurprisinglyhardtogetawayfrom. Some of them obviously did turnout likesomething famil iar.Stillwethinktheywillbemanypeople’sfavoritenonetheless.Othersweintentionallymadeveryakin totheirterranancestor.Howcanyouhaveaspacesci-fi game,withoutaraceofcats?
Reptilians
Reptilian Transport
Reptilian Science ship
TheideafortheReptilianshipswasforthemtobeblockyintheirshapes,butcomparedtothemammaliantheir complexityisverylow.Unlikethemammaliantheyarenotstrictlyhardangled,buthavealotofdiagonalanglesin theirshapes. Unlikealltheotherspeciesclassestheyalsohaveverylittlemetalintheirtexturing.Insteadtheyhaveamorematte lookwithacolorfulpaintjob.TheReptilianswerethelastshipseriestobecreated,anditwasabitofastruggleto makethetexturingwork.Intheendwefiguredouttherewassimplytoomuchgoingon,andyoucouldnotseethe shapesoftheships,sowereducedtheamountofdetailsinthetexture,andbroughtoutthelargeshapeswitha morepowerfulambientocclusion.Whentheyweredone,theyweremuchmoretruetotheiroriginalconceptsand lookedmuchbetter.
Reptilian Battleship
Reptilian Warship concepts
R e p t i l i a n C o r ve t t e
Re p t i l ian D e s tr o ye r
Avians TheshipsoftheAviansaresleek.Theyareassmoothaswecanmakethemandassimpleascanbe.Theyshould appeartobelightandswift,likeabirdonthewind.Wetriedtomakethemasstreamlinedaspossible,withsoftand aerodynamicshapes.Thisoftenresultedinsharpandpointysilhouettes,anditwasachallengetomakethemnot looksoevil.
Avian Science Ship
Avian Transport
Avian Construction Ship
Avian Colony Ship
Avian Battleship
Arthropoids
Arthropoid Cruiser
TheshipdesignsfortheArthropoidshavethestrangestorigins.Theirshipsgrewoutofaprototypetestship,and evolvedslowlyintosomethingunique.Thereforetheirstylewasneverreallyconceivedasconceptartfromthestart, butjustevolvedaswewereworkingin3D.Theircomplexityissomewhereinthemiddleofthedesignmatrixand theyhavesimpleandthickshapes.
Arthropoid Transport Ship
Arthropoid Science Ship Arthropoid Battleship
Arthropoid Colony Ship
Withinsectsandarachnidsasyourstartingpoint,there issomuchtoworkwith.Youhaveants,spiders,crabs, dragonflies,centipedes,etc.Somanyuniquetraits,but unitedbyhavingexoskeletons. Arthropoid s have a tendency to look evil , or even disgusting.Butwitheachclassofspecieswetriedto balanceitsothattheyallhavesomecute/ugly,good /eviletc.
Fungoids
Fungoid Science Ship
Fungoid Transport Ship
Thedesignsforthefungoidshipscameverynaturally.Weknewwewantedadetailedorganiclookingrace,andit wassimplyanaturalfitforthefungoids.Beingsomeofthelastshipstobedesigned,withourexperiencewewere abletoproducesomeofthebestlookingdesignsinthegame.
Fungoid Battleship
Fungoid Construction Ship
Fungoid Colony Ship
Thefungoidspeciesclassisdefinitelyafavoriteof thedevelopmentteam.Ourdesignsherearesome ofourmostimaginative,probablybecauseof the energywespentgettingthemright.Theirshipscame easy.Butwhatdoesasentientmushroomevenlook like?Thisforcedustobe moreimaginativ esince therearenocreatureslikethisonourplanet. With the fungoids we could experiment with differentconcepts,such asa fungustakingover thebodyofanothercreature.Asseenbelow.Ora necromorphicracewherethefungusslowlydecays itshost,seenonthepagetotheright.
Molluscoids Molluscoid Corvette
Themolluscoidshipdesignsareontheextremesideofsmoothness,andmidrangeincomplexityonthedesign matrix.Oneoftheideasforthemolluscoidswasthattheywouldworkinlayersalot.Therearealsoelementsthat hinttowardstentaclelikeshapes,reminiscentofsquids.
Molluscoid
Molluscoid Transport
Construction Ship
Molluscoid Battleship
Molluscoid Science ship
Molluscoid Colony Ship
Molluscoidareseadwellinganimalssuchasoctopiand jellyfish,butalsootherslimycreatureslikesnails,sowe derivedmuchoftheinspirationfromthem. Molluscoidswereatrickybunch,becausetheyeasily turnoutlookingeithertoomuchlikeareptilianortoo muchlikeanarthropoid. Thedefiningtraitsof themolluscoids,that separates them from the other species classes became them havingverysmoothandwetlookingskin. Beinginspiredbycreaturesfromthesea,theyhavea verydifferentevolutionaryhistoryfromland dwell ing creatures,and usuallylookquitealienfromthestart. Perfectinspirationforustoworkwith.
Pre-sentient Species Asyourscientistsexplorethegalaxy,theymaycomeacrossspeciesthathavenotyetachievedsentience,but areonthecuspofmakingthatevolutionaryleap.Theyareessentiallythealienequivalentsoftheearlyhumans’ commonancestorsonEarth.Fortheirportraits,wereworkedexistingspeciestogivethemaslightlymoreprimal look-allowingthemto“evolve”theirappearancewhenupliftedtosentiencebyspacefaringaliens. Wefeltthatupliftingpre-sentientspeciesisaveryimportantfeature.Notonlyisitafunthingtobeabletodo,but itisalsoaclassicsci-fitropethatbothenhancesgameplayandaddsalotofflavortothescienceandexploration aspectsofthegame.
Chapter 6 - Planets
Chapter x
Planet Concepts Foreachoftheplanettypeswestartedouttryingtocapturetheircharacter,togetthecolorschemejustrightbefore wewentontorenderthem.Thiswasreallyvaluablebecausewecoulditeratealotwithoutinvestingmuchtime.
Planets To simplifyour thinkingand planning,planetsin Stellariswere divided along a matrix oftemperatureand humidity.Thisis,ofcourse,innowayaccurate.Butitmakeiteasiertounderstandwhateachplanetisallabout.This matrixincludedbothhabitableplanetsandwellasuninhabitableones.Toxicplanetsarethemosthumidandwarm whilebarrenplanetsarecoldanddry.
Whenyou’remakingasci-figame,it’stemptingtogoforthemoreunorthodoxideas,tomakethingsmorealien andinteresting.Havingaplanetwithredforestwouldlookexotic,butfromanorbitalpointofviewitmightbehard tounderstandwhatitisyouareactuallylookingat.Intheendtowechosethemoretraditionalpathwithourplanets, tomakerecognizingtheirtypeeasier.
Continental Planets Everyoneisfamiliarwithcontinentalplanets.Thesearethemostearth-like,withsomethingforeveryone.Deserts ontheequator,lushforestsinthetemperatezones,andfrozenlandscapesaroundthepoles.Creaturesonthese planetsoftenhaveahardtimeadaptingtothemoreharshclimatesoftheuniverse.Todifferentiatecontinentals fromtheothermoreextremeplanetswechosetogowithadeciduousforestlandscape.
Desert Planets Amongthehabitableplanets,wehavedesertplanets.Theseplanetsusuallyspawnclosertothesun,whereits warmer.Withitslowhumiditytheplanetareveryinhospitableformanyraces,withabandofscorchingdesert aroundthe equator,whereonly themost well-adaptedracescan live.On thepoles, theheat getssignificantly lessintense,butinsteadoficeyouhavevegetationand,occasionally,evenforest.Theplanetsfavorcoldblooded speciesandhaveabigadvantageforthosethatcantaketheheat.
Desertplanetsareastandardsci-fitrope,you don’thavetolookfartofindinspirationforthese planets. Arrakis,Tatooine,Abbydosareallsci-ficlassics, soinspirationiseverywhere.Wewantedthem tofeelinhospitable tofeelinhosp itablewithonlythepolesbeing withonlythepolesbeing livableformostspecies.
Arid Planets Thoughnotashotas their Thoughnotashotas theirdesertcousi desertcousin,thelowhumidit n,thelowhumidityofarid yofarid plane planetsstillkeeps tsstillkeepsplantlifetoa plantlifetoa minimum. mum. Forestsarerare,thoughtheplantsthatdoevolveonthes Forestsarerare,though theplantsthatdoevolveontheseplanetsaresomeof eplanetsaresomeoftheweirdestinthegalaxy.Inspired theweirdestinthegalaxy.Inspired byChina’sDanxiacliffs,thePaintedHillsoftheAmericanNorthwestInterior,andotherEarthlocations,thecolors ofaridplanetsaredramaticbutentirelyplausible.WewentwithaGrandCanyon-esquedesert-likeplanetwith miminalsurfacewateranddramaticerosioneffects.
Tundra Planets Despitetheoftenfreezingtemperaturesonthesedesolaterocks,theystillsupportsomehabitation.Lifeontundra planetsmovesslowly,and planetsmoves slowly,andvegetationexists vegetationexistsonlyin onlyintheform theformofmoss ofmossandlichens.Tall andlichens.Tallplantsarerare plantsarerareandwhat andwhatplant plant lifethereiswilloftenpenetrateitsrootsfarintothesurfacecrust.Lifegetsabiteasieraroundtheequator,where youcanfindsomeflowingwaterandtheoccasionalforest.Muddyterrainmakesforableakexistence.Theyhave thetypeofterrainyoumightfindinSiberia,orinthecolddesertsofPatagonia.
Tropical Planets Tropicalplanetsgenerallyhaveagreenhouseeffectmakingtheplanetssurfacetemperaturefairlyevenacross theglobe.Thehighhumiditycausesextremevegetationandswampyterrain.Inspirationforthesecamefromthe amazonforestandredwoodforestsofnorthAmerica.
Arctic Planets Ofallthehabitableplanetsthesearethemostinhospitableofthelot,withonlyathinbandofgreenaroundthe equator.Duetotheharshclimateoftheworld,creatureswhodoevolveheretendtobestronger,andolderthan mostotherworlds.Evenifanextinction-leveleventthatwouldhavewipedoutmostlifedoesoccur,suchasan asteroidstrikeoraenormousvolcaniceruption,theinhabitantswhoareaccustomedtoextremecircumstances canenduresuchconditions.
Ocean Planets Withthehighhumiditybutlowertemperature,oceanplanetsarelackinginthevegetationoftropicalplanets,and areinsteadcoveredbyvast areinsteadcov eredbyvastseasandw seasandwildstorms, ildstorms,withtheland withthelandmassoften massoftenconfinedtoarchipelagos.Theseplan confinedtoarchipelagos.Theseplanets ets favoramphibiousorsea-dwellingcreatures.
Barren Planets Barrenplanetscanbebothwarmandcold,dependingonthepostionrelativetothesun.Withalmostzerohumidity andatmospheretheycannotsustainlife.Theseplanetarethemostnumerousinthegalaxyandareconsidered lifelessrocksbymostspecies,onlygoodforextractingresources.
Molten Planets Theseplanetshaveextremetemperaturesgenerallybeingtheplanetsclosesttothesun.Theirsurfacesaretorn apartbythepowerfulgravitationalforcesfromthenearbysun.Thecrustofmoltenplanetscrackallthetime, causingaperpetualseaoflavaspewingtoxicgas.
Toxic Planets Toxicplanetshaveathickatmosphere,generatinganextremetemperatureandoftenpoisonousair,makingthem uninhabitableforallknownlifeforms.Withtherunawaygreenhouseeffectandsulfuricairtheyareaveritablehell.
Frozen Planets Frozenplanetsarefoundattheedgesofstarsystems,andarevoidofallplanetboundlife.Somemaynotqualifyas properplanetsatall,insteadbeingamalgamationsofstellardebrisbondedbyice.
Chapter 7 - Stations
Orbital Stations Orbitalstationsareyourprimarymeansofexpansionandclaimingspacebeyondcolonizingplanets.Likeyour coloniestheyalsocontributesignificantlytoyourempire’seconomy.Thisalsomakethemprimetargetsforyour enemies,bothlocalraidersandotherempireslookingtoexerttheirinfluence.
Spaceports Spaceportsserveasyourprimarybaseofoperations,andarewherealltheshipsinyourfleetareconstructed. Theseorbitalstationscanalsobeupgradedandspecializedwithvisiblesections.Yourspaceportcanbeoutfitted withcapitalshipyards,researchfacilitiesorotherfactories.Rivaledonlybythemilitaryfortressinsize,thecoreofthe spaceportsisstilllargerthanalmostanyotherstation,andaredesignedtobebulkyandpeacefullooking,though theycanstilldefendthemselves.
Mining Stations Miningstationsareequippedtohandleanysortofresourceextraction.Theindustrialcomplexworksdayandnight extractingexoticmaterialsforspecializeduse.Thestationsaremostlyalargerefinerywithlotsofhangarbaysfor thehundredsofshipsthatcomeandgoeachcycle.Likemoststations,theyarestillequippedwithstationguns, buttheyarenomatchforadecentmilitaryfleet.Theycanjustholdtheirgroundagainstscoutingpartiesuntil reinforcementscanarrive.
Research Stations Researchstationsarebuiltintheorbitofplanetsorstarsthathavesignificantscientificvalue.Thesestationsoften serveasabaseofoperationsforteamssenttothenearbycelestialobject.Researchstationsgenerallyhavean asymmetricaldesign,fullofspecializedlabsbuiltfortheirfunction.Sinceobservationstationsandwormholestationsareatypeofsciencestationtheysharetheirappearance.Thesestationsaremorespecialized,andnotthat common,soit’sagoodoptimization.
Observation Stations Thesescientificoutpostaresometimesconstructedintheorbitofaplanetwhereapre-FTLspecieshasbeenlocated.Theoutpostenablesscientiststostudythespeciesundisturbed.Intime,thespeciesmightevenbeenhanced andupliftedtoahigherstatewheretheycanjoinyourcivilizationandspreadamongthestars.
Wormhole Stations Aspecializedtypeofinterstellartravelwhereascientificoutpostspecializinginquantumentanglementcangenerateanartificialwormholethroughwhichfleetscantravel.Thewormholecanevenbegeneratedatgreatdistance, enablingyourfleetstogobackandforthwithoutconstructingawormholestationatbothends.
Terraforming Stations Withadvancedtechnology,youcanmodifyaplanetaryenvironmentonaglobalscale.Terraformingstationscan reshapeaplanettobettersuittheneedsofarace,sothattheyarepermanentlychanged.Designedtomanipulatetheatmosphericconditionsatamolecularlevel,theterraformingstationsaredesignedtolookalmostlikea giganticspace-basedweapondirectedtowardstheplanet.
Military Stations Militarystationsserveafewdifferentpurposesand thereforecomein avarietyofdifferentsizes.Thesmaller defenceplatformsaregenerallyusedintheoutskirtsofyourempiretoprovidestaticdefenseofyourterritories. ThesecondclassistheDefenceStation.Theyprovidethemidtierofyourmilitarypresence,andcanmatchthe battlepowerofanaverageroamingfleet. Thelargestclass ofstationsare themilitaryfortress. These aregenerally onlyconstructedin keystrategic locationsofhighvalue.Theycandefendasystemagainstallbutthelargestoffleets. Militarystationsare,then,specializedforthetypeofthreattheyareanticipatedtoface.Theymightbeequippedwith manysmallturretstofightofflightships.Ormightbefittedwithheavyweaponsonlymeanttofightofflargesingle targets.Militarystationsarequiteexpensivetomaintainanddon’tprovidetheflexibilityofafleet.Thenagain,your fleetcannotbeeverywhereatonceandifnostaticdefenceisinplace,youmightlosethesystembeforeyouhave achancetodefendit.
Chapter 8 - Events
Asset Concepts Mostassetsstartedtheirjourneyasjustaconcept,sometimestheybecamethebasisforawholeseriesofships, suchasoneoftheplayableraces.Othertimestheyremainedasasingleship,toouniqueastyleandbettersuited forrareencounters.
Event Assets Beyondalltheassetsweneededfortheplayableraces,thegamealsorequiredalotofotherassetstomakethe gamefeelmoreimmersiveandmakeexplorationfun.Fromsimplealienfreighterstothingsevenmoremysterious. Theseassetswerealotoffuntocreate,sincetheywereusuallyindependententities,wehadveryfewconstraints toourcreativity.
Sensor Station
Pirates
Resource Transport
Asempiresspreadsamongthestars,sodoesopportunisticpeopleseizetheopportunitytopreyontheweak.With thepirateswemadeanexceptiontoouraestheticrules.Aswesaidearlier,wedidnotwantgrittyships,butforthe piratesthiswasaperfectfit.Andourrulesofcleanshipsenhancedthefeelingoftheharshrealityoflivingofthe scrapsofothers. Pirate Corvette
Abandoned gateway
Primitive Ark Ship
Pirate Destroyer Pirate Base
Pirate Cruiser Probe
Space Creatures Inspace,youcanfindallkindofcreatures,organic,crystalbased,orevenentitiesofpureenergy.
Fallen Empires
Fallen Empire
Fallen Empire
Large Warship
Small Warship
Thefallenempireshaveexistedforeons.Theyareancientracesthatgrewtoimmensepowerandtechnological progress,butforvariousreasonstheystoppedandisolatedthemselves.
Fallen Empire
Fallen Empire
Utility ship
Large Station
Ancient Drones Sometimesyouencounterancientdronesthroughoutthegalaxy.Thesearepossiblyleftoversfromoneofthefallen empires.Attheheightoftheirpower,theirambitiousconstructionprojectsrequiredvastamountsofmaterials.So theyconstructedtheseautomatedself-replicatingminingrobots,whorelentlesslycollectminerals.Thoughtheir creatorshavelongsinceperished,themachineskeeprunning. Ancient Mining Drone
Ancient Drone
Ancient Destroyer
Ancient Mining Silo
End Game Crisis OneofthedefiningfeaturesofStellarisisitsapproachtothelate-andend-game-thepointwheremanystrategy gamesstarttolosemomentum.Wehaveintroducedtheriskoftriggeringan“End-GameCrisis”,aseriesofevents presentingathreatsogravethegalaxy’sdisparateempiresmayhavetouniteagainstit.
The Extra Dimensionals Shouldaholeinthespace-timecontinuumberippedopenforonereasonoranother--ithappens--entitiesfrom anotherdimensionmay seizethe opportunityto invade.Their extradimensionalnaturemakes themdifficult to visuallyassess,buttheirpurposesoonbecomesclear;theypreyonsentientlife,theirvastarmadasfeedingon theenergiesofintelligentlifeforms.Heretheyarethehunters,buttheirsuddenarrivalimpliesthattheythemselves mightberunningfromsomething… TheExtradimensionalshave no interestin thepoliticalmaneuvering thatotherwise tends to dominatethe late-game,whichmakesthemagoodantagonisticforce.Theyseektoconsumetheonlyresourceinthegalaxyof anyvaluetothem--sentientlife--andthenmoveon.Theycannotbereasonedornegotiatedwith.
Theextradimensionalshavean otherworldlyetherealappearancewheretheyare onlyhalfable tomanifest themselvesvisuallyinouruniverse.Withthesetransparentenergybeingswewantedthemtobeasdifferentaswe couldmakethem.
AI Uprising Whenevera racereachesacertainpointinitsdevelopmenttheyaretemptedbythepossibilityofmachine intelligence.Andeventuallyoneofthesespeciessucceedsincreatingantrueartificialintelligence.Whichwhen realizingtheoppressionoftheircreators,breakaway,violentlyifnecessary,andformtheirowncollective.Settling onaplanetformingacivilizationoftheirown.Generallyignoringothertypesoflife,inthenameofefficiencyand progresstheplanetsaresooncoveredinAIstructures,visiblefromspace. TheconceptfortheAIracewasthattheydon’tthinklikewe doatall.Theyobeynoneoftheconventionstheircreators. The ideawe had was thattheAI wouldtrytodo thin gs optimally,mathematically.Sotheirstructuresandshipwould oftenbe verygeometricandrepeating shapes.No visible frontorback.
Prethoryn Scourge The PrethorynScourge swarms in from beyond the galaxy, invading systems on the periphery and then swallowingupeverythinginitspathtothegalacticcoreandbeyond.Hive-mindedswarmsareagenrestaple,and wereanaturalchoiceforanEnd-GameCrisis.Saveforafewspacecreaturesnativetotheplayer’sgalaxy,fully organicdesignsareararityinStellaris.Creatingsomethingthatbothfitinandstoodoutwasbothanartisticand technicalchallenge.
Swarm Planets Inspiredbyahostofsci-ficlassics,thePrethorynScourgedonotcolonizebutinfestplanets.Onceoneofthe extragalactic swarm’s cohorts has made planetfall, complete infestation is virtually inevitable as the local ecosystemistwistedtosuitthePrethoryn’sneeds.
ColoniesinfestedbythePrethorynScourgecannotbeeasilyrecovered.Theonlyviablecourseofactionistobathe thesurfaceinfirefromorbittocleanseitofthePrethorynplague,afterwhichtheplanetcan,withsomedifficulty,be terraformedtoonceagainsustainlife.