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Stellaris Dev Diary #132 - Ecumenopolis and Megastructures

Hello everyone!

On this stellar day you will be able to read another of our dev diaries about the upcoming expansion - MegaCorp.

Like always I have to mention that we’re not yet ready to reveal when MegaCorp is due to being released, and that this article may contain placeholder art, interfaces and non-final numbers.

For this dev diary we will be exploring some of the new cool features in the MegaCorp expansion – namely Ecumenopolises and new Megastructures.

Ecumenopolis
“Thus shall we make a world of the city, and a city of the world”.

upload_2018-11-1_12-43-29.png

The city planet is here. To create a Ecumenopolis, you first need to unlock the associated Ascension Perk. The ascension perk is only available for non-gestalt empires, and requires the new Anti-Gravity Engineering technology.

upload_2018-11-1_12-40-47.png

upload_2018-11-1_12-41-55.png

Once you have the ascension perk, a decision will appear on your colonized planets. To be able to enact the decision, you need your planet to be entirely filled with only City Districts, in addition to the cost.

upload_2018-11-1_12-42-36.png

Ecumenolopises replace the regular districts with special districts available only to the ecumenopolis. These districts are Residential Arcology, Foundry Arcology, Industrial Arcology and Leisure Arcology. These districts are more powerful and provide a lot more jobs than regular districts. Additionally, Ecumenopolisis provide a bonus to pop growth and resource production for all jobs on the planet.

upload_2018-11-1_12-44-33.png upload_2018-11-1_12-44-43.png upload_2018-11-1_12-44-53.png upload_2018-11-1_12-45-7.png

The Arcology Project is a must for anyone wishing to build a truly "tall" planet.

Megastructures
MegaCorp is releasing with 4 new Megastructures:
  • Matter Decompressor
  • Strategic Coordination Center
  • Mega Art Installation
  • Interstellar Assembly
These new megastructures will be unlocked by the Galactic Wonders Ascension Perk.

upload_2018-11-1_12-49-38.png
Megastructures have also received a balance pass to fit the new economy, and thus they now cost alloys to build instead of minerals.
Matter Decompressor
upload_2018-11-1_13-2-29.pngupload_2018-11-1_13-2-48.pngupload_2018-11-1_13-2-58.pngupload_2018-11-1_13-3-9.pngupload_2018-11-1_13-3-31.png

The Matter Decompressor works similar to the dyson sphere, but using technology far too complex to try to explain here, it extracts minerals instead of energy. It has 4 levels which provide:
Minerals: 250/500/750/1000

Strategic Coordination Center
upload_2018-11-1_13-5-53.png upload_2018-11-1_13-6-6.png upload_2018-11-1_13-6-15.png upload_2018-11-1_13-6-24.png upload_2018-11-1_13-6-32.png
The armored hull of the Strategic Coordination Center houses the cream of our military command, who devote their time to strategy and planning in this state-of-the-art facility. It has 3 levels and provide the following effects:
Naval Capacity: 75/150/225
Starbase Capacity: 5/10/15
Defense Platforms: 8/16/24
Sublight Speed: 5%/10%/15%

Mega Art Installation
upload_2018-11-1_13-10-2.pngupload_2018-11-1_13-10-10.pngupload_2018-11-1_13-10-19.png

An artistic beacon on a stellar scale, this installation inspires and represents the spirit of its creators. The Mega Art Installation also has 3 levels, but with the following effects:
Unity: 100/200/300
Amenities: 5%/10%/15%

Interstellar Assembly
upload_2018-11-1_13-19-28.pngupload_2018-11-1_13-19-46.pngupload_2018-11-1_13-20-14.png

A meeting place for galactic powers, increasing immigration attraction and global opinion of us. The Interstellar Assembly has 4 levels with the following effects:
Immigration Pull: 25%/50%/75%/100%
Other empire's opinion: 10/20/30/50

----

Don’t forget to tune in today to our Twitch stream at 15:00 CET for the Stellaris dev clash. The campaign will begin its second session, and you would not want to miss it!

That's all for this week, folks. Come back next week when we will be talking about The Caravaneers.
 

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Jean-Luc

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Will there be much of a point to the Assembly's opinion bonus if you're Xenophile? A growth bonus (migration pull) could also be lackluster by the super late game when you build the Assembly and I've a feeling even federation builders will construct it last simply because it doesn't provide "raw power" in the same way the Dyson Sphere, Matter Converter and pretty much all other mega structures do.
 

Federalist girl

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Hmm, I should start with a life-seeded Gaia World and turn it into an ecumenopolis. Talk about finding paradise and paving it into a parking lot...

Relatedly, will there be a City World habitability preference? You know that city dwellers just can’t move back to the country... :p
 

Lord_Piggles

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Would it make sense for Ecumenopolis planets to be uninhabitable for seeded life? I imagine a species that can only live on perfect environmental utopias couldn't deal with a planet with practically no environment
 

Verx90

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so , the perk have no prerequisite if not a research of 8k base price , we can see them in early-mid-game .

no megastructure for the empire that controll the galatic market ? :D
 

MAHak

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Can an ecumenopolis be reverted back to a normal planet?
Can a machine world be converted to an ecumenopolis and vice-versa?
How will a gestalt consciousness empire handle a conquered ecumenopolis?
 

Calvax

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Actually, we have got too many important ascension perks which can heavily influence game experience.

Do you have any plan to add more perk slots? Cause they are not enough.

Given that unity boosts from traditions are being removed and civics like Agrarian Idyll are being reworked to give housing/amenities boosts rather than unity it seems like Stellaris is going in the opposite direction. It will be harder to accrue unity and take longer to unlock traditions and perks. Now by the late game an empire can easily unlock everything, but if unity is much harder then empires will have to be more selective. I hope perks get a balance pass to make sure that some aren't must/never picks. Galactic wonders might not be too bad, at least for wide players that will probably prefer a perk that boosts military power than unlocking long term investments for flat resource bonuses.
 

ross-g

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Because they would need different arcology districts anyways (no clerk jobs etc.). So it makes sense to give them their own type of densely populated core world. As I understood they will get a replacement for ecumenopolis/machine world.
I suspect it's because the outputs of an ecumenopolis are focused on trade value, amenities, and consumer goods and those won't be nearly as significant for gestalts.

These aren't really sufficient justification - Gestalts already have different districts (Hive/Nexus district instead of City district) so why not just have Gestalt arcologies that give outputs which aren't focused on trade/amenities etc?

In 2.2 Gestalts will have many mechanics of the base game disabled but with nothing additional as a substitute ... Factions, Trade Routes, limited Ascension path... etc.
 

pryr

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Strategic Coordination Center is especially promising for me. In 2.1 even if a have resources as tall empire due superior economy, i never had enough fleets to fully match wide empires.
 

GloatingSwine

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These aren't really sufficient justification - Gestalts already have different districts (Hive/Nexus district instead of City district) so why not just have Gestalt arcologies that give outputs which aren't focused on trade/amenities etc?

That would be a different planet type though.

3/4 district types would be fundamentally different for a gestalt, ergo they need something else.
 

DominusNovus

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All I know is that I plan on keeping Earth realtively pristine, while turning Mars into an ecumenopolis.
 

GloatingSwine

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So Machine Worlds will become something like an ecumenopolis for machines, right? Change the district defines, add or repurpose some art, etc.

One would hope, because the current ones are crap. (Worse for machines than Gaia Worlds because once you have all the other bonuses +10% Multiplicative is better than +15% Additive).

It's also possible that fast breeding bio Gestalt empires are sufficiently able to stuff their planets full of productive pops that they can get more productivity without world transforms.
 

Mitchz95

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I don't see any reason why gestalt empires -- organic or machine -- shouldn't be able to build ecumenopolises. If anything, they'd be more likely to take on such a project than regular empires since the will of their hive mind is law.
 

Xephos Demonslayer

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If Megastructures still can't be upgraded/built more than one at the same time. It will take centuries to build/upgrade them all
Maybe let master builders be able to construct 2 in tandem? I think that's balanced, is 2 ata time, but costs an AP
 

GloatingSwine

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I don't see any reason why gestalt empires -- organic or machine -- shouldn't be able to build ecumenopolises. If anything, they'd be more likely to take on such a project than regular empires since the will of their hive mind is law.

Which is why they don't care about trade value, amenities, or consumer goods. 3/5 of the things ecumenopolises are designed to produce.

It's not that they couldn't build one, it's that it's entirely orthogonal to their goals.