Stream info
Stream info
Buildings
- Infrastructure is gone
- # of building slots depends on pops
- if a building slot is not valid anymore due to the world declining in pops, the building will go into disrepair and stop working
- # of jobs per building is now static (so an alloy forge gives a fixed 2 jobs, upgrade gives 5. Used to be dependent on infra)
- commerical zones (1 job/10 pops) and other possible worker strata jobs buildings are an exception, they can give more jobs dependent on number of pops
- rare/strategic goods (like motes, gasses and crystals) are used to upgrade/upkeep buildings
- buildings can be downgraded
Rare resources
- Rare/strategic resources require tech to exploit.
- Beelining for these techs can be a good idea if they're abundant in your space, even if you don't need them, since they can sell for a good profit on the market.
- having a negative income of rare goods like these will cause penalties (like against production of alloys), and may cause buildings to fall in disrepair.
Trade
- Having populated words located near the capital is a good idea to keep trade routes short and reduce piracy
- To start a trade route, you need a starbase + a trade module. First trade module has a collection range of 1 star system.
Tile Blockers
- Most tile blockers we've seen now reduce number of districts you can use for anything (so a size 16 planet with 3 tile blockers each blocking 1 district can only have 13 districts build).
- Slum tile blockers give a pop on clearance
- On the district screen, if a box for a farm/energy/mine district is greyed out, it means that you could potentially build that district, but there are not enough *total districts* left over, so you'd need to remove another type of district first.
- Red box means a tile blocker is specifically blocking that type of district.
Traditions
- Other traditions apart from discovery/expansion have been made more useful.
- Prosperity is will be more focused on improving specialist jobs.
- Harmony has traditions which will improve amenities.
Policies
- There will be a lot more empire-wide policies which will affect factions (for instance instead of having to search for which species has species rights set wrong, a policy will make setting that policy wrong impossible)
- Civilian/mixed economy gives more consumer goods than a war economy (policy).
- Generally militarist empires will have less need for consumer goods (stream did not tell how that would work).
- Social welfare will made unemployment useful, these pops will give unity (but cost unemployment subsidies).
- Utopian condition unemployed pops will give both unity and research.
- Political power for strata will be equal under utopian conditions and under shared burden.
Game balance/extra
- Devs are considering to give a bonus to a planet based on their "type" to promote specializing. For instance a 5% extra mineral production for a "mining world", etc.
- Building a science ship at the game start may no longer be the standard first move, as building one will require you to sell some resources on the market.
- Generally you'll see a higher production of base resources like energy/minerals/food compared to the previous versions, but you'll need a lot of these to produce the more advanced resources like alloys/science/consumer goods.
- Tech now exists which improve space mining (up to about 50%) to keep track with planetary mining.
- Tech has been reworked to make the initial choices for tech more balanced.
- traits are reworked to apply in more general situations, for instance repugnant now reduces amenities given by that pop
Also, they cut off the stream just before they could show setting up a trade route, telling the audience they'd show it 'next time'.
Buildings
- Infrastructure is gone
- # of building slots depends on pops
- if a building slot is not valid anymore due to the world declining in pops, the building will go into disrepair and stop working
- # of jobs per building is now static (so an alloy forge gives a fixed 2 jobs, upgrade gives 5. Used to be dependent on infra)
- commerical zones (1 job/10 pops) and other possible worker strata jobs buildings are an exception, they can give more jobs dependent on number of pops
- rare/strategic goods (like motes, gasses and crystals) are used to upgrade/upkeep buildings
- buildings can be downgraded
Rare resources
- Rare/strategic resources require tech to exploit.
- Beelining for these techs can be a good idea if they're abundant in your space, even if you don't need them, since they can sell for a good profit on the market.
- having a negative income of rare goods like these will cause penalties (like against production of alloys), and may cause buildings to fall in disrepair.
Trade
- Having populated words located near the capital is a good idea to keep trade routes short and reduce piracy
- To start a trade route, you need a starbase + a trade module. First trade module has a collection range of 1 star system.
Tile Blockers
- Most tile blockers we've seen now reduce number of districts you can use for anything (so a size 16 planet with 3 tile blockers each blocking 1 district can only have 13 districts build).
- Slum tile blockers give a pop on clearance
- On the district screen, if a box for a farm/energy/mine district is greyed out, it means that you could potentially build that district, but there are not enough *total districts* left over, so you'd need to remove another type of district first.
- Red box means a tile blocker is specifically blocking that type of district.
Traditions
- Other traditions apart from discovery/expansion have been made more useful.
- Prosperity is will be more focused on improving specialist jobs.
- Harmony has traditions which will improve amenities.
Policies
- There will be a lot more empire-wide policies which will affect factions (for instance instead of having to search for which species has species rights set wrong, a policy will make setting that policy wrong impossible)
- Civilian/mixed economy gives more consumer goods than a war economy (policy).
- Generally militarist empires will have less need for consumer goods (stream did not tell how that would work).
- Social welfare will made unemployment useful, these pops will give unity (but cost unemployment subsidies).
- Utopian condition unemployed pops will give both unity and research.
- Political power for strata will be equal under utopian conditions and under shared burden.
Game balance/extra
- Devs are considering to give a bonus to a planet based on their "type" to promote specializing. For instance a 5% extra mineral production for a "mining world", etc.
- Building a science ship at the game start may no longer be the standard first move, as building one will require you to sell some resources on the market.
- Generally you'll see a higher production of base resources like energy/minerals/food compared to the previous versions, but you'll need a lot of these to produce the more advanced resources like alloys/science/consumer goods.
- Tech now exists which improve space mining (up to about 50%) to keep track with planetary mining.
- Tech has been reworked to make the initial choices for tech more balanced.
- traits are reworked to apply in more general situations, for instance repugnant now reduces amenities given by that pop
Also, they cut off the stream just before they could show setting up a trade route, telling the audience they'd show it 'next time'.
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