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Stellaris Console Dev Diary #19 - Megastructure Changes

Hello again, Stellaris: Console Edition Fans!

AC here again, here to talk to you today about some of the new things coming in the next update for Stellaris: Console Edition. This update is still a good way off, but we have a lot of changes to talk about, so we’re starting early. Today we will be talking about some changes to Ascension Perks and changes to the existing Megastructures.

Megastructure Changes


One of the overall biggest changes to Megastructures is that they all now have associated technologies that need to be researched before the megastructures can be built. Some will be unlocked with the Galactic Wonders Ascension Perk, and some can drop randomly after researching the prerequisite technologies. Apart from that fairly significant change, the output of most Megastructures has increased considerably. For instance, the final stage of the Dyson sphere will now produce +4000 energy, more accurately rewarding the time and resources invested into its construction.

1 - dyson sphere output.png


Ascension Perks


Galactic Wonders

The Galactic Wonders Ascension Perk now no longer unlocks all the Megastructures, but only the most powerful. These are unlocked as partially researched technologies, and are not ready to build instantly when the Ascension Perk is unlocked. Galactic Wonders now unlocks the Ringworld, Matter Decompressor and Dyson Sphere (providing you have the required DLCs).

2 - galactic wonders AP.png



Master Builders

Master Builders no longer unlocks mega-engineering, or adds size to habitats, but instead increases the number of megastructures that can be built simultaneously by +1. It also increases Megastructure build speed by +50%.

3 - master builders.png


Voidborne

The Voidborne ascension perk also no longer gives the ability to build habitats, but instead increases Habitat habitability by +20%, and allows the construction of an additional two districts.


4 - voidborne.png


Habitat Changes

In the current version of Console Edition, habitat districts are static, and limited in their usefulness. Habitats will now by default start with the option to build Habitation, Leisure and Trade districts (or energy districts, if you’re playing as a non-trading empire).

However, unlike in the current version, if your Habitat is built around a planetary body that contains a mineral, energy, or science deposit, your habitats will now be able to build districts associated with that deposit. For instance, habitats built around a planet that has a mineral deposit can now build an Astro-Mining bay to get those sweet, sweet minerals.

5 - habitat mining.png



This vastly increases the use-cases for habitats and makes unlocking habitats even more valuable. Habitats now also require the Star Fortress technology and have a default habitability of +70%.

Ring Worlds

Ring worlds are also changing, in an effort to reduce micromanagement and make Ringworlds feel more unique, Ringworlds now can build up to 5 unique “segments”, each powerful ringworld segment will give an abundance of jobs and housing.

6 - city ringworld.png


7 - commercial ringworld.png

8 - research ringworld.png


9 - farm ringworld.png



That’s it for today folks, join me again next week when we’ll be talking about some new additions coming in the next update.

See you then!
 

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Hey guys I know it will be a long time before we are at parody with PC version if ever, but I am wonder, when will have an update where the unemployed pops are put at the top of the resettlement list, I hope we won't have to wait as long as PC player because they got it 'relatively' recently and it seems like a fix you could do a lot earlier.
probably next year :(
 
yeah I have on PC but I like playing on console because I want to keep my PC game free but more than that I like playing games on my big screen and not reading the tiny tiny text... so tiny.... no even small than what your thinking but also I think I may just not be used to it