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Starchitect is part of Genesis[1] and is similar workflow to that of Planet Tech v5 that shares the same Genesis data pool. This tool allows developers to scatter modules, locations and assets and thus to no longer work directly on the planet. It uses the same logical ruleset as the biomes to allow locations to appear where they make sense.[1]

Starchitect is used to populate Planet and Moon surfaces with data-driven generated points of interest such as Outposts and Caves, ensuring a minimum content density of 100KM. Distribution is intended to be logical, interesting and coherently scattered, with each POI having a unique personality and not feeling repetitive. Data-driven mission generation via StarSim plugs into these POIs. Thousands of POIs can be generated on a surface, with elements of pre-existing locations modularized to create a library of layouts, buildings and assets that can be combined into a large variety of layouts that suit the situation. For example an outpost generating near ore deposits with mining structures, power facilities and habitation, or a derelict ship generating in proximity to an AA turret. POI variables include:

  • Art Style - Frontier / High Tech / Utilitarian
  • Archetype & Function - Mining / Farming / Homestead
  • Faction & Loadouts - Lawful / Unlawful / Unoccupied

A number of POIs generate logically in a nearby Cluster, with the following mining & distribution example of 15 POIs given:
Distribution Center x1 -> Forward Operating Bases x3 -> Mining Outposts x4 -> Caves x7
Clusters can have overarching Factions or Commodities to tie the POIs together thematically
Unlawful Clusters generate far from other Clusters
A number of Clusters generate as part of Sectors. Like Clusters, Sectors can also have overarching rulesets driven by data.

References

  1. 1.0 1.1 CitizenCon 2954: Day One [Full Broadcast], Star Citizen, YouTube, 2024-10-19