Stellaris

What the new building system will change

stellaris 4 - What the new building system will change
Loading...

Something huge came in today.

Everybody is focused on the future espionage system, but last dev diary did bring incredible stuffs too…

This post is not here to complain about the next update, but to try to think about what will change. I simply try to anticipate the next meta.

First, let's remind what will change :

https://forum.paradoxplaza.com/forum/threads/stellaris-dev-diary-190-leading-economic-indicators.1440749/

Now, there will be industrial districts granting 1 metallurgist job (for alloys) and 1 artisan job (for CG). Foundries and civilian industries will be limited to 1 per planet, and will give 1 to 2 jobs per industrial district.

Building slots will not be unlocked by pops anymore, but by city districts. So if you build 12 city districts, you will unlock 12 buildings.

What does it imply ? lots of stuff :

– Small planets producing tons of alloys/science/CGs will disepear. Back then, when you had a small planet, for exemple sizing 12, you could build only city districts. With Mastery of Nature and the expansion tradition, you could have up to 15 city districts, giving more than 120 housing. this way you could build 10 or more fully upgraded foundries/labs/industries. In the endgame, it was almost 3k science or 500 alloys or 1000 CGs per small planet. With the next update, it will still be possible for science, but not for the other resources.

– City districts will be used for science, trade, unity, or rare resources. If you have a planet full of buildings, it will be to produce one of these resources.

– Refinery planets will be weird. Currently, to produce strategic resources you need to build the appropriate refineries. So you need to unlock building slots. Back then, we were taking biggest planets (sizing 20 and more) and we were building only worker districts. The point was to unlock building slots while having useful jobs. Then, we were building 1 or 2 city district, and only refineries. Now, we will have only city districts, refineries, and tons of unused housing.

– Worker planets will have almost no buildings. You will have something like 3 city districts to have the robot assembly plant, one holotheater, and one mineral purification plant/energy nexus/food processing center

– Biggest planets will always be better. The number of building slots depending of the number of city districts, bigger planets will always be better. The "small planet build" I talked earlier will be irrelevant from now on.

Загрузка...

– Science rush will be even more agressive. Currently, building slots being limited by the number of pops, we can't build too many science labs early on, even with tons of minerals. And we can't produce tons of CGs to fuel our scientists. Now, it will be possible. If you get enough minerals and energy from space in the early game, your pops can mainly be scientists and artisans. Labs will still probably need a planetary administration (meaning 10 pops), but once you unlock it, you will be able to multiply science labs. And you will not have to share your building slots with civilian industries. your artisan jobs will be provided by industrial districts.

– Pop rush will be easier. Currently, you have to wait to reach 5 pops to build a robot assembly plant on a planet. Now, you will have simply to build a city district. Meaning you will reach earlier the planetary administration that removes the 50% pop growth reduction.

– Production of massive amount of alloys or CGs will be harder to reach without Ecumenopoli. Currently, with one city district, you can house 8 metallurgists (jobs being created by the foundry building). From now on, it will be 1 to 2 metallurgist jobs per district. So Ecumenopoli will be required if you want to massively produce alloys or CGs in one place.

– Rare resources will be less important. As you will produce alloys and CGs through districts having no rare resource upkeep, rare resources will be mainly used for science and unity. So exotic gases will be THE resource (the Tiyanki will suffer…).

– Mineral, food and Energy will be easier to get. mineral purification plant/energy nexus/food processing center would (and I insist on the "would") give one miner/technician/farmer job per district of the same type (so, if you have 3 mining districts, the mineral purification plant will give you 3 miner jobs). this way, empires will produce more minerals than before. Meaning we will have more alloys/CGs/science in the endgame, without having to rush habitats to obtain more minerals/energy (but we will still do it…)

That's it, those are the main changes I can see. If you think about other stuff, please tell me, and let's figure out what will be the next meta, and how we will play this new system.

Source: Original link


Loading...
© Post "What the new building system will change" for game Stellaris.


Top 10 Most Anticipated Video Games of 2020

2020 will have something to satisfy classic and modern gamers alike. To be eligible for the list, the game must be confirmed for 2020, or there should be good reason to expect its release in that year. Therefore, upcoming games with a mere announcement and no discernible release date will not be included.

Top 15 NEW Games of 2020 [FIRST HALF]

2020 has a ton to look forward to...in the video gaming world. Here are fifteen games we're looking forward to in the first half of 2020.

You Might Also Like

Leave a Reply

Your email address will not be published. Required fields are marked *