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Stellaris Dev Diary #132 - Ecumenopolis and Megastructures

Hello everyone!

On this stellar day you will be able to read another of our dev diaries about the upcoming expansion - MegaCorp.

Like always I have to mention that we’re not yet ready to reveal when MegaCorp is due to being released, and that this article may contain placeholder art, interfaces and non-final numbers.

For this dev diary we will be exploring some of the new cool features in the MegaCorp expansion – namely Ecumenopolises and new Megastructures.

Ecumenopolis
“Thus shall we make a world of the city, and a city of the world”.

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The city planet is here. To create a Ecumenopolis, you first need to unlock the associated Ascension Perk. The ascension perk is only available for non-gestalt empires, and requires the new Anti-Gravity Engineering technology.

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Once you have the ascension perk, a decision will appear on your colonized planets. To be able to enact the decision, you need your planet to be entirely filled with only City Districts, in addition to the cost.

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Ecumenolopises replace the regular districts with special districts available only to the ecumenopolis. These districts are Residential Arcology, Foundry Arcology, Industrial Arcology and Leisure Arcology. These districts are more powerful and provide a lot more jobs than regular districts. Additionally, Ecumenopolisis provide a bonus to pop growth and resource production for all jobs on the planet.

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The Arcology Project is a must for anyone wishing to build a truly "tall" planet.

Megastructures
MegaCorp is releasing with 4 new Megastructures:
  • Matter Decompressor
  • Strategic Coordination Center
  • Mega Art Installation
  • Interstellar Assembly
These new megastructures will be unlocked by the Galactic Wonders Ascension Perk.

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Megastructures have also received a balance pass to fit the new economy, and thus they now cost alloys to build instead of minerals.
Matter Decompressor
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The Matter Decompressor works similar to the dyson sphere, but using technology far too complex to try to explain here, it extracts minerals instead of energy. It has 4 levels which provide:
Minerals: 250/500/750/1000

Strategic Coordination Center
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The armored hull of the Strategic Coordination Center houses the cream of our military command, who devote their time to strategy and planning in this state-of-the-art facility. It has 3 levels and provide the following effects:
Naval Capacity: 75/150/225
Starbase Capacity: 5/10/15
Defense Platforms: 8/16/24
Sublight Speed: 5%/10%/15%

Mega Art Installation
upload_2018-11-1_13-10-2.pngupload_2018-11-1_13-10-10.pngupload_2018-11-1_13-10-19.png

An artistic beacon on a stellar scale, this installation inspires and represents the spirit of its creators. The Mega Art Installation also has 3 levels, but with the following effects:
Unity: 100/200/300
Amenities: 5%/10%/15%

Interstellar Assembly
upload_2018-11-1_13-19-28.pngupload_2018-11-1_13-19-46.pngupload_2018-11-1_13-20-14.png

A meeting place for galactic powers, increasing immigration attraction and global opinion of us. The Interstellar Assembly has 4 levels with the following effects:
Immigration Pull: 25%/50%/75%/100%
Other empire's opinion: 10/20/30/50

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Don’t forget to tune in today to our Twitch stream at 15:00 CET for the Stellaris dev clash. The campaign will begin its second session, and you would not want to miss it!

That's all for this week, folks. Come back next week when we will be talking about The Caravaneers.
 

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Ooooh, these are good. The mega art instillation only sounds good if you really want to get through the Unity tree quickly, or have Apocalypse. But the other megastructures seem pretty useful! Bring them on :D
Also, why don't Ecumenopolis' produce food? They should be able to provide a ton of that as well. Is it balance?
 
Does a Ecumenopolis have any downsides besides to turn all districts into city districts before turning the planet into an Ecumenopolis?
Can special districts still be build on City-Worlds or only arcology districts?

It looks like it will be completely unable to make food or minerals, so it will be completely dependent on your other worlds for those goods.
 
Hmm curious Foundry Arcology only provide half of the typical housing. I suppose that is to counter-balance despite providing the same amount of job as housing for all other arcologies except for city Arcology.

Is strategic coordination center bonus empire-wide? Not just limited to the solar system it is on?

Is the requirement for galactic wonder changing? The 2.1 only requires you to have mega-engineering and 3 other perks picked beforehand. Did you use research_all_technologies console to show this off for screenshot?

Edit: Forget to mention that black hole? They don't hold that much mass as say Stars... Long story short there are suns out there that has 200 time mass of our solar system's Sun. The only black hole with respectable amount of matter is at center of the galaxy. We can't even go there in-game...

Game is unplayable!

https://en.wikipedia.org/wiki/Sagittarius_A*
 
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I know, placeholder art and non final numbers and such...
The leisure arcology mouseover is missing an info, what Culture Worker Jobs are for. Just saying ;)
 
It provides nice bonuses but you still have to spend large amounts of resources and time to gain them

Yeah, but they can't be cheap. Unless they go for a more realistic route, and have the Dyson sphere built in say a dozen more stages, as a swarm rather than a shell. Those could be built with the minerals of a medium/large fleet, and give you increasingly more energy and whatnot. And turing the Ringworld into a Rungworld with a bunch of size 10 habitats, and so on.
 
The ascension perk is only available for non-gestalt empires

Have to say, it does feel like the gestalt empire types are getting a raw deal with many of the new features.

I kinda get flavour reasons for being locked out of some features (ie no civilian ecomony = no trade routes) but why is a technological feat like constructing an Ecumenopolis being denied them? What inherent attribute of gestalts justifies them not being able to build city-planets?
 
Strategic Coordination Center
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The armored hull of the Strategic Coordination Center houses the cream of our military command, who devote their time to strategy and planning in this state-of-the-art facility. It has 3 levels and provide the following effects:
Naval Capacity: 75/150/225
Starbase Capacity: 5/10/15
Defense Platforms: 8/16/24
Sublight Speed: 5%/10%/15%
I assume the defense platforms are just for the strategic coordination center or does every starbase get that many extra defense platform slots?
 
How does the slot count work for an ecumenopolis? I see a size 18 planet with 11 slots taken, but they can build at least 8 more? Or is there no actual competition for district slots?
 
The Arcology Project is a must for anyone wishing to build a truly "tall" planet.
Is it fair to say then that Agrarian Idyll is suboptimal for smaller/more regional empires? Since according to twitter it seems to disable the required technology for Arcology Project, not to mention that the civic itself i obth thematically and mechanically opposed to filling your planet with city districts.

I'm asking because I was considering playing a Life-Seeded/Agrarian Idyll empire.
 
Have to say, it does feel like the gestalt empire types are getting a raw deal with many of the new features.

I kinda get flavour reasons for being locked out of some features (ie no civilian ecomony = no trade routes) but why is a technological feat like constructing an Ecumenopolis being denied them? What inherent attribute of gestalts justifies them not being able to build city-planets?
Because they would need different arcology districts anyways (no clerk jobs etc.). So it makes sense to give them their own type of densely populated core world. As I understood they will get a replacement for ecumenopolis/machine world.
 
Have to say, it does feel like the gestalt empire types are getting a raw deal with many of the new features.

I suspect it's because the outputs of an ecumenopolis are focused on trade value, amenities, and consumer goods and those won't be nearly as significant for gestalts.

It's probably more removing a trap option than anything else.
 
Can any of the mega structures share systems?

i.e. can I make the ultimate military HQ system with a shipyard (Citadel), Sensor Array and Strategic Coordination Center?