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Stream info

Aquilegia

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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'.
 
Last edited:

The Founder

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- rare/strategic goods (like motes, gasses and crystals) can be used to upgrade buildings
In particular those are needed as Upkeep. On top of building cost (if any). But I am sure we already knew that

- To start a trade route, you need a starbase + a trade module. First trade module has a collection range of 1 star system.
Pretty sure that was already talked about in the Trade Route DD.

- 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.
Right now the only example is the Emprie Capital Planet. Wich turned from a Planet modifier (wich was always prone to bugs) into a effect attached to the Planet Laben "Empire Capital".
 

Haccoude

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I do not quite get what you are asking. Why should different buildings have different requirements based on planet types?
Because it can be used for allowing greater customization of inhabited "objects" (Planets, orbitals, asteroids, etc.) for which it would make no sense to have massive populations.
Locking building unlocks to every 5 population unnecessarily locks down the potential for what the system can be made to do. Much more than infrastructure does, since (like I said), it can tinkered to work exactly like the population system.
 

roman566

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Shame infrastructure is gone. Efficiency no longer matters. You can build hyper-advanced buildings on some remote backward and get the same benefits as if they were put right in the ecumenopolis. This essentially kills tall builds as wide will always have more stuff, optimizing for high infrastructure and high productivity is no longer viable.
 

Aquilegia

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In particular those are needed as Upkeep. On top of building cost (if any). But I am sure we already knew that


Pretty sure that was already talked about in the Trade Route DD.

Recap so people can make sense of the rest of the notes. Upgrading buildings did cost an amount of rare resources in the previous build in addition to the upkeep, but they did not show (due to the empire not having the tech yet to upgrade) if it's still valid in current build.


Right now the only example is the Emprie Capital Planet. Wich turned from a Planet modifier (wich was always prone to bugs) into a effect attached to the Planet Laben "Empire Capital".

Yes, they also gave a specific example of the mining world label as something which would increase mineral production on that world, but that was not implemented yet (empire world was already implemented on the stream).
 

Aquilegia

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Shame infrastructure is gone. Efficiency no longer matters. You can build hyper-advanced buildings on some remote backward and get the same benefits as if they were put right in the ecumenopolis. This essentially kills tall builds as wide will always have more stuff, optimizing for high infrastructure and high productivity is no longer viable.

They playtested it, and it turned out in people quickly spamming city districts on all their lowly populated planets, before they had reached a higher population, to reach high infrastructure fast. If they'd implement the 'forge/mining/etc. world' gets an efficiency bonus on the good that gives the planet that label, it would still make sense to specialize your worlds.

Highly populated worlds also give more trade income, which would also help a more tall approach.
 

BlackUmbrellas

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Shame infrastructure is gone. Efficiency no longer matters. You can build hyper-advanced buildings on some remote backward and get the same benefits as if they were put right in the ecumenopolis. This essentially kills tall builds as wide will always have more stuff, optimizing for high infrastructure and high productivity is no longer viable.
Just like you can build your tier V buildings on a tiny outpost at the edge of your empire now, right?

Building slots are gated by Population. Builddings themselves could be gated behind other factors, like total buildings on the planet or the level of another specific building.
 

sortulv

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They playtested it, and it turned out in people quickly spamming city districts on all their lowly populated planets, before they had reached a higher population, to reach high infrastructure fast. If they'd implement the 'forge/mining/etc. world' gets an efficiency bonus on the good that gives the planet that label, it would still make sense to specialize your worlds.

Highly populated worlds also give more trade income, which would also help a more tall approach.
Specialization would make tall builds even worse - now you are actually being directly penalized for not putting different things on different planets, and if you are unable to live on more than a single world - that really sucks...

Guess lifeseeded means you absolutely have to have xenos or robots in your empire now.
 

roman566

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I don't care about building cap, what I care is that bonus job slots for high infrastructure is gone and there is no replacement for it. While it makes sense from the gameplay perspective, it ruins immersion. Ecumenopolis? Sorry, we're not producing anything. All building slots are used for amenities, crime fighting etc. Fringe Worlds with 40 pops? Research and production centers of the empire due to many building slots and relatively low population that keeps the amenities and crime down.

It would make more sense to have buildings locked behind population size wall, but keep infrastructure productivity bonus as reason for creating highly populated worlds.
 

Serenity84

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You can build hyper-advanced buildings on some remote backward and get the same benefits as if they were put right in the ecumenopolis
A metric for development still exists in the number of pops and also like now the level of your capital administration building. Those will open up more advanced buildings that are either better than the basic ones or maybe open up for more jobs (like factories or science labs doubling their jobs if you build an advanced support building). So your core worlds will be more advanced and produce more for the same amount of districts. Especially when it comes to things like alloys and science as opposed to raw minerals and food
 

roman566

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A metric for development still exists in the number of pops and also like now the level of your capital administration building. Those will open up more advanced buildings that are either better than the basic ones or maybe open up for more jobs (like factories or science labs doubling their jobs if you build an advanced support building). So your core worlds will be more advanced and produce more for the same amount of districts. Especially when it comes to things like alloys and science as opposed to raw minerals and food

Do you actually know that or are you just wild guessing?
 

sortulv

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Do you actually know that or are you just wild guessing?
From the post above:
- # 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

Still indicates that tall play is terrible, but at least city planets might work for wide play...
 

The Founder

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Because it can be used for allowing greater customization of inhabited "objects" (Planets, orbitals, asteroids, etc.) for which it would make no sense to have massive populations.
Locking building unlocks to every 5 population unnecessarily locks down the potential for what the system can be made to do. Much more than infrastructure does, since (like I said), it can tinkered to work exactly like the population system.
Like the Habitat Administration and all Habitat Buildings? Yes, that has been in since 1.5. Not sure about what you are asking exactly.

Building slots are gated by Population. Builddings themselves could be gated behind other factors, like total buildings on the planet or the level of another specific building.

A metric for development still exists in the number of pops and also like now the level of your capital administration building.
Building levels are propably still gated behind the Capitol Building Level. Wich itself was gated behind Infrastructure (50 Infra to even go from Ship Shelter to T1). And is now gated behind population - like it was since 1.0.

If somebody claims there is an issue with that System, I just have to asume that person is making stuff up to complain.

Specialization would make tall builds even worse - now you are actually being directly penalized for not putting different things on different planets, and if you are unable to live on more than a single world - that really sucks...

Guess lifeseeded means you absolutely have to have xenos or robots in your empire now.
Liveseeded can now colonize every planet. There is no longer minimum habitability. Of coruse the low habitabiltyi penalty is way more severe.
And if they do not colonize, that means a way smaler empire Size. Especially with ways to buff Space Resource income and the abilty to su the market, I am not sure Life Seeded is in a bad position. It now has more options then ever, even as Spiritualist Fanatic Purifiers.
 

EvilKnievel82

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From the post above:


Still indicates that tall play is terrible, but at least city planets might work for wide play...
We don't know all the numbers yet, but as they said in the stream:
- there will be buildings that give jobs on a per pop level (basically the same mechanic as with infrastructure)
- there will be buildings that give % bonuses to production of certain resources (e.g. alloys)
- they may add bonuses for planet specialization

The number of buildings is still limited, so you will probably only build bonus buildings for 1-2 resources per planet as you still need buildings for basic needs resources. I think going tall is probably more viable than ever if you focus on trade and production of rare resources. Basic resource production will be more effective in a wide empire and particularly for hive minds and slavers.
 

Pootino

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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'.

Also Technocracy now turns one of your ruler pop into a "science director" that produces research and amenities (basically a science noble)

p.s. Social welfare doesn't make unemployed pops produce unity, only Utopian abundance does, it simply stops making them being unhappy.
 

$ilent_$trider

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Yes, all those systems producing two energy? Now they will produce THREE!
And the ones that produce 6 will produce 9.
Honestly, for me, it means that Paradox finally noticed there's a gap here and improving to 50% means that eventually they could increase to more.
 

BlackUmbrellas

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Specialization would make tall builds even worse - now you are actually being directly penalized for not putting different things on different planets, and if you are unable to live on more than a single world - that really sucks...

Guess lifeseeded means you absolutely have to have xenos or robots in your empire now.
Tall builds will be fine, provided they play to their strengths. We have a trade market now- so a 1-planet empire would be possible by trading refined, high-tier materials for raw ones.