Stellaris

Summary of Dev Diaries for 2.2 Le Guin.

stellaris 1 - Summary of Dev Diaries for 2.2 Le Guin.
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There is currently no given release date. Just ‘months away’.

Dev Clash

Part 1

Previous Versions of this post

Launch to Utopia (1.5)

Utopia (1.5) to Synthetic Dawn (1.8)

2.0 changes

2.1 patch notes

Dev Diaries

Promised DD Topics

  • Strategic Resources
  • Economic Differences between empires
  • Slave Market
  • Habitats
  • Ringworlds
  • Trade between empires

The new economy system. Forums Reddit

This one is mostly for modders. It gives an in-depth look at the workings behind the scenes, and explains several things related to the new economy system. It also mentions performance improvements.

The Planets:

Part 1 Forums Reddit

Part 2 Forums Reddit

Part 3 Forums Reddit

Part 4 Forums Reddit

These Dev Diaries go into the mechanics, new features, and general way the planets will work.

Trade

The Market Forums Reddit

Slave Market

Trade Routes Forums Reddit

Empire Management

Sectors and Factions Forums Reddit

Decisions and Planetary Bombardment Forums Reddit

Tradition Rework Forums Reddit

Other

New Technologies Forums Reddit

summary of dev diaries for 2 2 l - Summary of Dev Diaries for 2.2 Le Guin.

Twitter Teasers

Ecumenopolis. This shows an Earth with 102 pops. Obviously there isn’t much to go on. Location in Teasers thread on the PDX Forums

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The market teaser. This shows the WIP of a galactic market. Location in Teasers thread on the forums

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New Ship Designer. New resource types, hinting that strategic resources are no longer a ‘have and forget’ item. Location in Teaser Thread on the forums.

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Robot nobles 1

Robot nobles 2

Showing off the new citizen stratification system. Even robots can have nobles.

Location in Teaser thread 1

Location in Teaser thread 2

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Just your average Earth at the start of the game.

And the pop screen.

The new planet surface management screen. Obviously WIP.

Location in Teaser thread

Location in Teaser thread

Machine Version

Location in Teaser Thread

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Revamped Living standards

Changes to living standards include separating the rabble from the Glorious Nobility.

Location in Teaser Thread

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Planet development

Districts can change the way a planet develops.

Location in Teaser Thread

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Crystal Deposit

Location in Teaser Thread

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Planet Buildings

Just a showcase of some of the available buildings. Buildings are very different from now, having a limit of 12 per planet. (At least, it seems that way.)

Location in Teaser Thread

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Migration

Migration Q&A

Location in Teaser Thread

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Droid Entertainers

I don’t even know anymore.

Location in Teaser Thread

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Strongholds

Location in Teaser Thread

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Armies now cost food as upkeep?

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Living standards comparison

Location in Teaser thread

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Servants special job

Robot Servants

Location in Teaser Thread 1

Location in Teaser thread 2

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Communist snails

We now have a civic that gives true communism. To arms comrades!

Communist living standards

Location in teaser thread

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Stellaris Twitter did this one

This was tweeted out by the main stellaris twitter in response to a question about complexity in the console version. We already know most of this, however there are a couple of useful things that are new.

  • The “blocked” district tiles are indeed because of Deposit/Feature Blockers. (evolution of current tile blockers).
  • Slaves are their own strata.
  • Autochthon Monument Gives “culture worker” (WIP name?) jobs every 30 infrastructure.

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Some Civics now give special jobs for ruler pops

So now some civics (Wiz used Aristocratic Elite) have mor especial things about them. He also mentioned in a reply that Corporate Dominion is another civic that does this.

Location in teaser thread

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Planets will be filed according to their specialization, just like starbases.

Location in teaser thread

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Slaver Guilds is now a prereq for Authoritarians to have slaves.

Location in teaser thread

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Happiness no longer affects resource production

Location in teaser thread

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The more unequal your society is, the less you need to worry about the happiness of the filthy plebs.

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Teaser thread answers

All answers are also replies to this

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Handy flow chart

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Economic Policies

Location in Teaser thread

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Pop crime numbers

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Dune references galore

Location in Teaser thread

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Rogue Servitors

Location in teaser thread

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Hive world

Location in teaser thread

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Research/Tradition Penalties

Location in teaser thread

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Colony ships cost food.

Location in teaser thread

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Stellaris twitter teasing a building queue for planets

Location in teaser thread

Different techs

Location in teaser thread

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Design corner

Location in teaser thread

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Unique planet things

Location in teaser thread

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Planet penalties now come with slightly more teeth

Location in teaser thread

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Ringworlds

Location in teaser thread

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Trait and Civic

Location in teaser thread

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Trade Routes

Location in teaser thread

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Pirates… IN SPACE!!!!

Location in teaser thread

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Ecumenopolis?

Location in teaser thread

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Consumer Goods

Gestalt Consumer goods

Location in teaser thread

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Planetary Decisions

Location in teaser thread

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Consecrated Worlds

Location in teaser thread

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New Flag Emblems

Location in teaser thread

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Trade route map mode

Location in teaser thread

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Colonization UI

Location in teaser thread

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Human Blorg Hybrids

Location in teaser thread

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Some Megacorp buildings

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More buildings

Other items

Xenophobia intensifies

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Reddit Q&A

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Wiz answered some questions

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HYPE!

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A thorough idea for federations

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Primitives

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Fallen Empires

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Arcane Technology

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Wallpapers

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Synthetic teasing

Synthetic teasing 2

Synthetic teasing 3

Synthetic teasing 4

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Similarities between Xenophile and Xenophobe

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Subterranean Aliens changes

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Stellaris loves us

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Info from the Stream after Dev Diary 130.

More stream stuff

More stream stuff

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Facebook teaser

So what does all this mean?

  • The new economy system is highly moddable, allowing most resources to be used for just about anything.
  • Planets are no longer cookie-cutter type things.
  • Pops are still here.
  • Ecumenopolis Worlds are possible, and probably encouraged in some cases.
  • No longer are we limited to 25 pops a world.
  • Planets are now more of a choice investment, rather than something you just always upgrade.
  • Habitats are different from normal planets. They have 6 district slots, and more powerful limited districts.
  • Ringworlds are a size 50 planet, in 4 sections.
  • Ruler pop jobs vary depending on civics you choose.
  • Planets look like they are going to be organized more like starbases, by type. Or at least a possible method.

Ethics

  • Authoritarian gives bonus to worker production, not slaves. TYhey also don’t start with Caste System, and it seems to be implied they can’t have it just because.

Civics

  • Slaver guilds allows Caste System for Authoritarians.

Species Traits

  • Solitary and Communal will affect housing requirements.
  • Repugnant reduces amenities production.

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 worlds 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. Range is 1 per trade module. The starbase does not give one.
  • Trade routes are to move trade value to the empire capital, to convert in resources, with the standard being energy.

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 more focused on improving specialist jobs.
  • Harmony has traditions which will improve amenities.
  • Domination is more focused on improving worker jobs. (Not the working conditions, you heathen.)

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

Paid Features of Megacorp DLC

Videos

Republic of Play

Aspec (In order of release):

Edit: Mods pinned this, I’ll be sure to keep it up-to-date as new Diaries comes out.

Original


 

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