Stellaris Dev Diary #64 - Minor Features and Tweaks

Stellaris Dev Diary #64 - Minor Features and Tweaks

Wiz

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Hello everyone and welcome to another Stellaris development diary. Today's dev diary is going to be a bit of a grab bag, as we're going to talk about features in the 1.5 'Banks' update that weren't quite large enough to get their own dev diary, but are still significant enough that we want to highlight them. All features listed in this dev diary are part of the free Banks update rather than the Utopia expansion. There are of course many other minor features, tweaks and fixes in Banks that did not make the cut for this dev diary but will be covered in the full patch notes once we're closer to release.


Empire-wide Food
Probably one of the most hotly requested features since the release of the game, we've changed food in 1.5 so that it is no longer local to planets. Instead, all food produced by planets goes into a 'global' food stockpile, which is used to feed the entire empire. The maximum size of this stockpile depends on your Food Stockpiling policy, and once your food stockpile is full, any additional food produced is instead converted into faster Pop growth across the empire at a rate relative to the size of the population (so an excess of 5 food/month will produce much more growth in a 10 Pop empire than in a 100 Pop empire). Conversely, if the stockpile runs out and food growth is negative, the empire will suffer starvation, halting all Pop growth and applying increasingly severe happiness penalties for all biological Pops.
2017_03_09_2.png


Terraforming Candidates
As explained in earlier dev diaries, one of the decisions taken early on when it comes to terraforming in Stellaris is to not have every planet be terraformable. This is both for practical reasons (a Stellaris galaxy can contain thousands upon thousands of planets, and having them all be inhabited would be completely unfeasible from a gameplay perspective) and thematic ones, as we want habitable worlds to feel rare and special. However, this means that one of the great staples of sci-fi - terraforming Mars - isn't possible in Stellaris. To resolve this, we've introduced a new type of anomaly called a 'Terraforming Candidate'. Sometimes when surveying Barren worlds, you will find ones that while they do not support life, could theoretically do so if you possess the right technology. Once you have unlocked the Climate Restoration technology, you will be able to terraform these worlds into habitable planets. Mars will always be a Terraforming Candidate, and you will be able to find randomly generated Terraforming Candidates when exploring the rest of the galaxy.
2017_03_09_1.png


War Demand Costs
A frequent complaint about the mid and late game in Stellaris is that the warscore costs for taking planets simply do not scale well to the size of lategame wars. You can have a gigantic conflict involving dozens or hundreds of planets that results in only a few planets exchanging hands at the end. To address this, we've rebalanced war demands to still be quite expensive in the early game (when conquering a handful of planets is a significant increase in power) but added numerous ways to reduce the cost as the game progresses in the form of traditions and technologies, allowing for vast swathes of territory to change hands in late-game wars.
2017_03_09_3.png


Stone Age Primitives
Having Stone Age primitives use a system of modifiers and tile blockers always felt a bit odd, owing to the fact that it is a legacy system designed before pre-sentients and later primitive civilizations were given proper Pops. For 1.5, we've reworked Stone Age civilizations to use the same systems as regular primitives, meaning they have Pops, can be studied and conquered using armies.
2017_03_09_5.png


Picking Room Backgrounds
Another occasionally requested feature has been the ability to pick your own room background when designing your species, instead of having it automatically generated by your ethics. In 1.5, you will be able to select your room background in the Ruler customization screen. We've also added a new room background in a Hive Mind style.
2017_03_09_4.png


That's all for today! Next week we'll be talking about the new music and sounds coming in Banks and Utopia, as well as showing off the Music Player that will be included with the free update.
 

mackau

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@Wiz

I asked a long time ago on twitter if you could add an option to block jump & psi drives from "xyz only" game types (as they annihilate the balance when introduced in a galaxy with only one FTL type). Did you ever get around to this?

THanks
 

Vojcek

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War cost reduction is nice, although I still think that it could be paired with some "go over limit" demand of planets. Since unrest is nicely modelled in Banks then why dont allow players take much more planets from war and give there massive unrest and rebellion modifiers on them?
 

CharlieFox

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Now that food works like a normal resource, will there be a food focus for sectors?

Edit: And on a related note, will sectors have their own separate food stockpile (like minerals or energy)?
 

Muramasa

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Does the food stockpile allow blockaded worlds (full science habitats for example) to not starve or is it only in case an Agri world is being blockaded?
As a whole how does blockading work? System wide ? Planet with hostile forces in orbit only?
 

Promethian

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Not much in the way of new info for people who have been following along but its good to get it condensed and easy to reference. Not every dev diary needs to be ground breaking, especially not ones this close to a major release when I am sure the time crunch is starting to be felt.
 

Cri11e

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Will we be able to sell food like energy and minerals?
 

Notho

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I'm looking forward to this. Great job!
 

henzington

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how will long will uplifting Stone Age take and how long will the production penalties on conquered pops last compared to Bronze Age for example?
 

MastAKK

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Wait! Wait! Am I sleeping? Really?! Jes~... Room styles!
Shut_up_take_my_money.jpg
 

The Founder

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Global (or rather Galactic) food was touched on during the Intermsission segment.
@Wiz

I asked a long time ago on twitter if you could add an option to block jump & psi drives from "xyz only" game types (as they annihilate the balance when introduced in a galaxy with only one FTL type). Did you ever get around to this?

THanks
There is a mod for this.
It would require actually desining the pathfinding/diplomacy AI to deal with Limited Drivetypes properly. It is incapable to do it properly right now and will get stuck on blocked borders and limited ranges even worse then with Warp.

War cost reduction is nice, although I still think that it could be paired with some "go over limit" demand of planets. Since unrest is nicely modelled in Banks then why dont allow players take much more planets from war and give there massive unrest and rebellion modifiers on them?
I am convinced the Warscore system is primarily there to rein in players. To give the attacked AI proper breathing room to rebuild it's fleet.

Does the food stockpile allow blockaded worlds (full science habitats for example) to not starve or is it only in case an Agri world is being blockaded?
As a whole how does blockading work? System wide ? Planet with hostile forces in orbit only?
It was said during intermission that Blockaded planets (fleet in orbit) can neither import nor export food.
To deal with that either do not centralise or at least keep enough storage.

Will we be able to sell food like energy and minerals?
At least the Diplomacy options for that have been shown. However lump sums will be even less usefull then with energy, as only production while at cap adds to growth. Going over storage afaik adds nothing.
 

Bobylein

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From a powerplayer perspective, does it now make sense to always choose Sol as a starting system? I mean, you are safe to get the Mars as a terraformable then or will all starting systems have some terraformable near by?

Also not sure as I haven't test it yet but what happens if multiple players in Multiplayer choose Sol as starting system?

At least the Diplomacy options for that have been shown. However lump sums will be even less usefull then with energy, as only production while at cap adds to growth. Going over storage afaik adds nothing.
That's actually a good question, maybe it works like stored science? @Wiz
 

RMA1031

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Just a question, so about the terraforming candidate anomalies, since it would be at random, what would the probabilities of finding these anomalies on planets?
 

Zarpaulus

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Guess the new "global food" feature means we can infiltrate a primitive planet, give them new farming techniques, and offer them "visits" to our homeworld.

Why the scale by the starport? To make sure the weight allowance isn't exceeded. Wait, where'd you find that cookbook?