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.
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.
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).
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%.
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.
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.
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.
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!
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.
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).
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%.
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.
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.
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.
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!