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Hello everyone and welcome to another Stellaris development diary. Today's dev diary is going to be a bit of a grab bag, as we're going to talk about features in the 1.5 'Banks' update that weren't quite large enough to get their own dev diary, but are still significant enough that we want to highlight them. All features listed in this dev diary are part of the free Banks update rather than the Utopia expansion. There are of course many other minor features, tweaks and fixes in Banks that did not make the cut for this dev diary but will be covered in the full patch notes once we're closer to release.


Empire-wide Food
Probably one of the most hotly requested features since the release of the game, we've changed food in 1.5 so that it is no longer local to planets. Instead, all food produced by planets goes into a 'global' food stockpile, which is used to feed the entire empire. The maximum size of this stockpile depends on your Food Stockpiling policy, and once your food stockpile is full, any additional food produced is instead converted into faster Pop growth across the empire at a rate relative to the size of the population (so an excess of 5 food/month will produce much more growth in a 10 Pop empire than in a 100 Pop empire). Conversely, if the stockpile runs out and food growth is negative, the empire will suffer starvation, halting all Pop growth and applying increasingly severe happiness penalties for all biological Pops.
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Terraforming Candidates
As explained in earlier dev diaries, one of the decisions taken early on when it comes to terraforming in Stellaris is to not have every planet be terraformable. This is both for practical reasons (a Stellaris galaxy can contain thousands upon thousands of planets, and having them all be inhabited would be completely unfeasible from a gameplay perspective) and thematic ones, as we want habitable worlds to feel rare and special. However, this means that one of the great staples of sci-fi - terraforming Mars - isn't possible in Stellaris. To resolve this, we've introduced a new type of anomaly called a 'Terraforming Candidate'. Sometimes when surveying Barren worlds, you will find ones that while they do not support life, could theoretically do so if you possess the right technology. Once you have unlocked the Climate Restoration technology, you will be able to terraform these worlds into habitable planets. Mars will always be a Terraforming Candidate, and you will be able to find randomly generated Terraforming Candidates when exploring the rest of the galaxy.
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War Demand Costs
A frequent complaint about the mid and late game in Stellaris is that the warscore costs for taking planets simply do not scale well to the size of lategame wars. You can have a gigantic conflict involving dozens or hundreds of planets that results in only a few planets exchanging hands at the end. To address this, we've rebalanced war demands to still be quite expensive in the early game (when conquering a handful of planets is a significant increase in power) but added numerous ways to reduce the cost as the game progresses in the form of traditions and technologies, allowing for vast swathes of territory to change hands in late-game wars.
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Stone Age Primitives
Having Stone Age primitives use a system of modifiers and tile blockers always felt a bit odd, owing to the fact that it is a legacy system designed before pre-sentients and later primitive civilizations were given proper Pops. For 1.5, we've reworked Stone Age civilizations to use the same systems as regular primitives, meaning they have Pops, can be studied and conquered using armies.
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Picking Room Backgrounds
Another occasionally requested feature has been the ability to pick your own room background when designing your species, instead of having it automatically generated by your ethics. In 1.5, you will be able to select your room background in the Ruler customization screen. We've also added a new room background in a Hive Mind style.
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That's all for today! Next week we'll be talking about the new music and sounds coming in Banks and Utopia, as well as showing off the Music Player that will be included with the free update.
 
What about those of us who want to colonise Venus, rather than Mars? :(

Save game, select Venus

Console Command planet_class pc_barren
Console Command add_anomaly barren_planet_category

Research the anomaly and hope for the best.

Honestly though, best advice is to check back again when the code is live and people can go through it because this only might work, and if it does work it will work randomly.
 
I need to buy this ASAP! :D but for that, I need first to buy a decent graphic card...:(
 
Minor suggestion - the stone-age primitive description makes a reference to "spoken language". Change that to just "language". I like to think that the plant/fungus/squid people communicate through complex pheromone exchange, or sign language, or whatever. Point is that language need not be spoken.

minor point, but wouldn't this still be "spoken language" as the antithisis to "written language"? To be clear, Signers still consider themselves to be speaking when they use hand signs, it's simply a language that isn't recorded.
 
minor point, but wouldn't this still be "spoken language" as the antithisis to "written language"? To be clear, Signers still consider themselves to be speaking when they use hand signs, it's simply a language that isn't recorded.
Well, pheromones would be persistent for a significant length of time, that could count as a "recorded" language.
 
I want "random" to be part of the choices you can make in galactic creation. At least galaxy type and number of AI empires. Maybe even specify a range for AI empires (10-20 for instance).
 
Any changes to the Leviathans, or will the pirate capital ship still fire peanuts and be plasma fodder?

Some extra explanation on when and why Wraiths appear could also be helpful. Bloody things...
 
Any changes to the Leviathans, or will the pirate capital ship still fire peanuts and be plasma fodder?

Some extra explanation on when and why Wraiths appear could also be helpful. Bloody things...
There already is an explanation, you just need to get the event that explains it, and talk to the curators.
 
Empire-wide Food
Probably one of the most hotly requested features since the release of the game, we've changed food in 1.5 so that it is no longer local to planets. Instead, all food produced by planets goes into a 'global' food stockpile, which is used to feed the entire empire. The maximum size of this stockpile depends on your Food Stockpiling policy, and once your food stockpile is full, any additional food produced is instead converted into faster Pop growth across the empire at a rate relative to the size of the population (so an excess of 5 food/month will produce much more growth in a 10 Pop empire than in a 100 Pop empire). Conversely, if the stockpile runs out and food growth is negative, the empire will suffer starvation, halting all Pop growth and applying increasingly severe happiness penalties for all biological Pops.

@Wiz Will the food be blocked to a planet during sieges/blockades so to say caused by other empires and such?
 
I´m pretty sure that´s a yes.
It was said that a food planet that is blocked can´t export food.
So it would make sense, that a blocked planet can´t import as well.
Though i can´t quote a source.
 
Anyone else hoping that if they don’t make it just one general food % increase trait that they'll add 'Hunting & Herding: +15% food from 'livestock' and consumption based purges.
 
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1. Choose room background... mh god... there really is a god...

2. Primitives... ... ... pls... make ethic/train/whatever where my species can "farm" primitives and eat them... <3 <3 ... or conquered species. No, not slaves... no eat slaves. Slaves work. But food....
 
2. Primitives... ... ... pls... make ethic/train/whatever where my species can "farm" primitives and eat them... <3 <3 ... or conquered species. No, not slaves... no eat slaves. Slaves work. But food....


https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-57-species-rights.995302/
  • Livestock: This represents a species that is regularly culled to be used as food. Livestock produce a fixed number of extra food, but are completely unable to produce any other kind of resource.
 
  • Livestock: This represents a species that is regularly culled to be used as food. Livestock produce a fixed number of extra food, but are completely unable to produce any other kind of resource.
Im hoping that mean we no longer need to make buildings on tiles without resources then so livestock pops don’t complain about being unemployed. Granted im fairly certain they'll be caring about other things. Also does 'happiness' count as a 'resource' for purposes of buildings that produce it? ex: Can a livestock operate a Hyper entertainment forum?

Does Chemical bliss's -60% food modifier count to livestock food? In that the species has to process out a lot of chems and other junk before its safe for their species to eat, effectively creating more waste? Or would that only be if the species that was being Chemical blissed was processing the livestock species and just flaked on work etc?
 
The problem I see with the new food system is making an Empire crumble by Mass blockade.

So please make the AI fortify such systems well, and maybe review blockade. One Corvette SHOULDN'T be able to blockade huge planets.

Finally - when we will get an option to customize starports, or ar least upgrade their weapons? 200 minerals (per level of upgrade) sounds reasonable to advance. I want my starports to fire Gamma lasers, FFS.

i'm quoting this specific one for no real reason. if you're farm world get's blockaded, just turn all the people on ANOTHER planet into livestock and your fine. they'll be released afterwards and go back to normal duty.