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No, because Dharma.
I meant the free updates. Both will change the games in an important and fundamental way.
I wouldn't have thought that they would return to the (severely lacking) crusade mechanic and give it the attention it deserved from the start.
The changes they plan to introduce for Stellaris sound better than i could've imagined.
I just hope they pull it off as well as it sounds like (for both games).
 
I think that construction of a ecumenopolis will be a ascension perk.
The thematic was about a Ecumenopolis having falling - like the 1st Leagues one - and using that as start.
Should not be any more imbalanced then Tombworld or Gaia Start.

Does this mean that ringworlds can develop massive populations?
Planets can already develop massive populations, well in excess of the previous 25 cap.
And ringworlds are basically just "buildable planet bodies" (for game purposes).
 
I meant the free updates. Both will change the games in an important and fundamental way.
I wouldn't have thought that they would return to the (severely lacking) crusade mechanic and give it the attention it deserved from the start.
The changes they plan to introduce for Stellaris sound better than i could've imagined.
I just hope they pull it off as well as it sounds like (for both games).

Stellaris is my first 'created and developed by' Paradox game, and based on its history, I imagine it will be a broken mess on release

Buuuut, 2.3 will be great!
 
With the way POP capacity been decoupled from planet size and instead reliant on districts, buildings and modifiers, it'll probably be trivial to whip up mod that adds a building with, say a +20 POP capacity modifier. Heck, you could probably add Ringworld unique buildings that increases the POP capacity massively, if that's your thing.
 
With the way POP capacity been decoupled from planet size and instead reliant on districts, buildings and modifiers, it'll probably be trivial to whip up mod that adds a building with, say a +20 POP capacity modifier. Heck, you could probably add Ringworld unique buildings that increases the POP capacity massively, if that's your thing.

It is indeed trivial, as there is already building that increase housing. So it will mostly just be a mater of copy pasting and modifying value.
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With the way POP capacity been decoupled from planet size and instead reliant on districts, buildings and modifiers, it'll probably be trivial to whip up mod that adds a building with, say a +20 POP capacity modifier. Heck, you could probably add Ringworld unique buildings that increases the POP capacity massively, if that's your thing.
Also, I see a 10 icon space for tile blockers and special deposits, and a 12 icon space for buildings. But:
1. the 5x5 tile display is gone
2. tile blockers/deposits no longer have to have a "position" on the planet to work, so no reason it can't be scrollable
3. The building display does organize them in order of infrastructure requirement, but the only way I could see that being important is if infrastructure drops it can choose the order in which they're deactivated or something. Again, no reason it couldn't go beyond 12, and be scrollable... But, additionally, there may be a max # of unique/useful buildings anyway.

What I'm saying is, this redesign seems like it could easily be coupled with increasing or removing the 25 size limit on inhabited planets. So... Mod ringworlds to have 4 size 100 sections, if you want? :p
 
What I'm saying is, this redesign seems like it could easily be coupled with increasing or removing the 25 size limit on inhabited planets. So... Mod ringworlds to have 4 size 100 sections, if you want? :p

It would certainly be interesting if they beefed up planet sizes in addition to this rework. I know that I would certainly enjoy that, would make for more variation and interesting things to do in the galaxy. I wonder how the World Shaper perk is going to be effect by this, or if that edict will still just be the 1 to 3 additional size to planets. August 9th can't come soon enough
 
What I'm saying is, this redesign seems like it could easily be coupled with increasing or removing the 25 size limit on inhabited planets. So... Mod ringworlds to have 4 size 100 sections, if you want? :p

It's certainly more scalable than before. I do wonder if the economics would break for very large planet sizes though. At the limit, each city district provides 5 housing and 1 clerk job. So 4 more jobs to fill. Each increases the specialist jobs by 6/20 per building. So with 10 buildings providing jobs you'd get another 3 slots full with one housing left over for admin pops (who may use more than one housing).

Well, I guess it scales fairly well, assuming there is a limit to the building count of around 12.
 
It would seem to me that this new inmigration mechanism would allow for an "already filled" planet to acquire foreign population if you have the right jobs and treaties. It also seems that having very populated worlds would allow you to help you growing new colonies, which seems like a very good and logical boost to tall civs.

Hm, what do you mean with that? If you aim for buildings then you're automatically also aiming for infrastructure. The one unemployed pop we've seen so far is on a planet that has the same amount of city districts as the starter earth, but has 2 more energy districts and somehow got 6 more pops.

It seems that specialist buildings give additional jobs if you have a high infrastructure level. So if you build them without enough infrastructure level you might run into unemployement issues, I think.

Don't get your hopes up TOO high. :p

Screw that noise, I am going FULL HYPE. Ciber-daemonic space unicorns or burst! : P

Talking seriously, this is shaping up to be the greatest update yet, and one that could fill the "great strategy on space" premise. I wonder if it will also rework diplomacy and winning conditions, or if it would be left for a latter patch.

Still, there's a lot of aspects regarding economy that we don't know yet. I am quite curious about the new happiness effects, the "unrest per strata" mechanics, and how will civics and traditions change with this new economy. Can't wait!
 
The thematic was about a Ecumenopolis having falling - like the 1st Leagues one - and using that as start.
Should not be any more imbalanced then Tombworld or Gaia Start.
What unique gameplay bonus, mechanics, ect would you give such a civic?

I do think "fallen Ecumenopolis" could be a cool world type, essentially a world that is one big ruined city, possibly with infrastructure that can be scavenged for tech or repaired, but low hability and low resources. Like both Feros and Ilos from Mass Effect. Some would spawn at the start, one might even be holy world's the Spiritualist Fallen Empire is defending, and one would be created when you Armageddon bombardment an Enumenoplis down to extinction.
 
Whatever they do with ringworlds, I hope it still allows for the individual segments to be arranged like planets. Otherwise, mods that make ringworlds bigger, or just different in general, will be dead in the water.
 
I wonder how xenophobes will work now that populations will no longer be "adjacent".

Will it be based on numbers of alien pops on planet or within social class?
I have no idea what you are talking about.

It has been about "any Xeno slaves on the planet" since 1.5 came out. Could be 1 Xeno Slave, could be all but 1 Xeno Slave. The same Xenophobe modifier was applied. There was never anything about Adjacency.
And indeed rules like "Citizens and Slaves only" should still work with that new System.

What unique gameplay bonus, mechanics, ect would you give such a civic?
How should I know at this point? All we know about the new Planet/Economics System is a bunch of teasers from Wiz.

When Tomb World civic was introduced, a totally new kind of "Tomb World Habitabiltiy" was introduced to balance it. So it is not as if game balance will not overrule whatever is cool or established.
 
All this talk of ringworlds, I'm personally much more interested in habitats.
I imagine that in the new system they will have powerful buildings that makes filling them up with city districts super effective. The one resource district I expect them to be good at is energy, but even then, I imagine that in the new system they will be optimized to become highly urban, highly densely populated city worlds.
That being said, the acritical nature of them probably means you can build whatever district you want. They might not be very effective at mining and farming, but if you choose you could build as many such districts as you wanted, unlike a planet where what you can build is based on the properties of the planet.

I wonder how the new system will effect slaves. Obviously they will still mine and farm, but along with those primary industries I imagine they will probably work in the secondary industries, like refining minerals into alloys, creating luxury good, ect. I'm eager to see how these mechanics will expand slavery, give you a reason to have slaves on worlds that don't produce a lot of resources like habitats and highly urban worlds.