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https://twitter.com/StellarisGame/status/1067348839055671296
How about a look at a few more civics in the MegaCorp expansion? :)
Ds_7-t4WsAA2pq9.jpg

Hmmm Ruthless competition seems similar to Meritocracy though the effects are different.

Do you think that Meritocracy is going to be changed?
 
There's a lot of room to expand and improve megacorp civics, but I am glad to see that most of them have several effects in multiple areas rather than being a straight narrow single bonus. LeGuin is going to own.

But, fortresses in the current version produce unity. Unity is a weird sort of meshing of art and cultural consensuses.

I always viewed Unity as a weird mix between culture and national identity, hence why I could more or less accept fortresses generating unity and things like supremacy traditions, since patriotism is part of that as well. There is not, however, one single culture, fictional or otherwise, who mantains its identity via political police, since the aim of said force is to quell political dissent. That being said, this is mostly head canon, so it all comes down to personal preference, really.
 
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Resource production in 2.2
A closer look into resource production:

In the 2.2 "Le Guin" update, production is sometimes a multi-step process. You start with one resource and end up converting it into other goods or services, which require different buildings, pops and are, in the end, spent on different things. Take a look! :)

https://twitter.com/StellarisGame/status/1067400786857132039?s=20

DtAq-bhXQAUE-_w


Also a hint to pay attention to the Stellaris twitter. When asked about the dev diary:

There will be stuff to read! But keep an eye on this timeline today too! :)

https://twitter.com/StellarisGame/status/1067411491505283073?s=20
 

Here's the Expansion Feature Breakdown.

We have a new Communist advisor voice!!!
 
I'm not sure how to feel about alloy maintenance. It makes alloys more important and, at the same time, more common and easily available. I mean if you need some alloy constantly, it also meant that at the start each of your planets have to have some alloy production and you will be able to get them(because otherwise you simply will be stuck). Won't it cause the planet specialization to be something of mid - and later game only?
 
Exalted Priesthood is reworked like Aristocratic Elite, you get high priests to replace some administrators (we don't know what they do) and priests (spiritualist culture workers?) get +1 unity per job. We know it can be picked for dictatorships now, could also possibly be open to imperial and/or democracies now.

I wonder if the same is true for the Warrior Culture, Distinguished Admiralty, and Citizen Service civics where they create special soldier jobs.
 
I'm not sure how to feel about alloy maintenance. It makes alloys more important and, at the same time, more common and easily available. I mean if you need some alloy constantly, it also meant that at the start each of your planets have to have some alloy production and you will be able to get them(because otherwise you simply will be stuck). Won't it cause the planet specialization to be something of mid - and later game only?

Most likely you will want to have a few specialized planets to take advantage of the bonuses from buildings
 
I'm not sure how to feel about alloy maintenance. It makes alloys more important and, at the same time, more common and easily available. I mean if you need some alloy constantly, it also meant that at the start each of your planets have to have some alloy production and you will be able to get them(because otherwise you simply will be stuck). Won't it cause the planet specialization to be something of mid - and later game only?

Where is the difference to the current version?

We have mineral maintenance now, we will get alloy maintenance soon. Nothing really changes about that
 
Most likely you will want to have a few specialized planets to take advantage of the bonuses from buildings
Yes, it what you want, but what about you can afford? You need alloys for ships and you need those anyway so other Empire won't try to eat you. So you always need alloys. But at what moment of time you can afford a specialized planet for it? "Afford" as "can pay for maintenance of such planet it other resources" and as "not forced to build\expand other elements because you also in dire need of those". Basically it seems you have to expand alloy production along with other resource production, instead of living on some initial production and then making a "proper setup" as separate project.

Where is the difference to the current version?

We have mineral maintenance now, we will get alloy maintenance soon. Nothing really changes about that

Because alloys are harder to produce and require higher-strata POPs. It means that to satisfy them you need some amount of infrastructure(not as in-game definition, but just everything they need to produce alloys). So you'll be wasting a lot of effort only to be able maintain ships you need to maintain.
 
Because alloys are harder to produce and require higher-strata POPs. It means that to satisfy them you need some amount of infrastructure(not as in-game definition, but just everything they need to produce alloys). So you'll be wasting a lot of effort only to be able maintain ships you need to maintain.

It still doesnt change the fact that there is maintanance already. You seem to overthink this
 
It still doesnt change the fact that there is maintanance already. You seem to overthink this
Maybe. But i still think there is a major difference between putting down some mining districts (basically like mines buildings in current version) or even build some mining stations(AFAIK, alloys from space mining is from anomalies only) and making a produce line for much more rare alloys that require deposits, building slot(so more POPs and infa) other POPs like enforces and entertainers to support it. So either building ships in early game will be much more difficult, or alloys won't be as hard to produce as they seemed then they were introduced for the first time.
 
Yes, it what you want, but what about you can afford? You need alloys for ships and you need those anyway so other Empire won't try to eat you. So you always need alloys. But at what moment of time you can afford a specialized planet for it? "Afford" as "can pay for maintenance of such planet it other resources" and as "not forced to build\expand other elements because you also in dire need of those". Basically it seems you have to expand alloy production along with other resource production, instead of living on some initial production and then making a "proper setup" as separate project.

But specialisation doesn't have to happen at a "moment in time". As you empire expands, you need more alloy production. Why not build that on one planet and then, where there are enough metallurgists on the planet to make it worthwhile, you add the building that increases alloy output? You need alloys, and consumer goods and research in ever-increasing amounts and each incremental increase in production can go on a planet that already has production of that type or on to a different planet. If you are worried about losing a planet, you diversify. If you are more concerned about efficiency, you concentrate.
 
Maybe. But i still think there is a major difference between putting down some mining districts (basically like mines buildings in current version) or even build some mining stations(AFAIK, alloys from space mining is from anomalies only) and making a produce line for much more rare alloys that require deposits, building slot(so more POPs and infa) other POPs like enforces and entertainers to support it. So either building ships in early game will be much more difficult, or alloys won't be as hard to produce as they seemed then they were introduced for the first time.
I'm still not really sure what your complaint is (or even if they're is a complaint). What your describing to me sounds fine.

Needing more alloys so you need a generally stronger economy to support those jobs, as well as making some potentially difficult choices of you need to build up your fleet quickly, all sound like great things to me.

Currently is really just spam 1 resource and win, so if 2.2 means that we need a more variety to support our fleets (stuff to support metallurgists) then good.
 
A closer look into resource production:

In the 2.2 "Le Guin" update, production is sometimes a multi-step process. You start with one resource and end up converting it into other goods or services, which require different buildings, pops and are, in the end, spent on different things. Take a look! :)

https://twitter.com/StellarisGame/status/1067400786857132039?s=20

DtAq-bhXQAUE-_w


Also a hint to pay attention to the Stellaris twitter. When asked about the dev diary:

There will be stuff to read! But keep an eye on this timeline today too! :)

https://twitter.com/StellarisGame/status/1067411491505283073?s=20
I'm a little scared of the rather low smelting efficiency there (6 min/2 alloy per job). By the numbers as they are now (yes, I know, not final), fleets become much more of a min sink.
Hoping it can be improved a little with tech.
 
I'm still not really sure what your complaint is (or even if they're is a complaint). What your describing to me sounds fine.
I'm not complaining. I'm concerned that alloy production may be actually easier than it seemed at first. I liked complexity of it, and really prefer it for it to stay that way. But, again, i may be very wrong. F.e. making a production line for alloys is complex, but amount of production is decent and easy scalable.

Currently is really just spam 1 resource and win, so if 2.2 means that we need a more variety to support our fleets (stuff to support metallurgists) then good.
This is that i want also. But i don't want for it degrade into "now fleets require you to spam 2 types of resources". But, again, it's not a complain but a concern.
 
I'm a little scared of the rather low smelting efficiency there (6 min/2 alloy per job). By the numbers as they are now (yes, I know, not final), fleets become much more of a min sink.
Hoping it can be improved a little with tech.

IIRC the current maintenance is about even between energy and minerals? Whereas in the picture, the energy maintenance is 0.88 and alloy is 0.19. So even at 3:1 conversion it's still in the ballpark in terms of raw mineral cost. Starting production of 4 per miner doesn't seem too bad, and maybe makes up for the extra pop attention needed to generate the alloys. Also, I am sure tech will boost throughput at least, if not conversion efficiency (probably output, which would be both).
 
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Here's the Expansion Feature Breakdown.

We have a new Communist advisor voice!!!
The video stated that converting a planet into an ecumenopolis will require a minimum population as well as city districts. I could be wrong, but I don't think that was the case when the feature was first revealed.
 

Here's the Expansion Feature Breakdown.

We have a new Communist advisor voice!!!

They mispronounced Ecumenopolis. Amusingly, in the same way Isaac Arthur used to.