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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
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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
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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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Machine Empires being locked out of Ecunopolis makes sense, they have machine world. I'm fine with Hiveminds being locked out of them so long as the developers pull through and give them the dang hive worlds already!
 
If you transform a Gaia world into a Ecumenopolis, will it lose it's Gaia world boosts (10% resource increase, +5% happiness)?

I think this is likely, as the world gets 100% habitability so I'm guessing the game considers this 'terraforming'. That being said, we don't know what the Gaia boost will be in 2.2, but we do know that ecumenopoli get a boost to production.
 
Damn those new megastructures look extremely unappealing, aside from maybe the Matter Decompressor.

This is almost worse than the "all guns on a line with barrels poking into the gun in front of it" in the ship models and fleets forming messy clumps because the ship models are too big/don't have enough separation...
 
My mistake then, I just assumed you were going with the time honored tradition of "You're bad at the game and thus can't have an opinion". I've never seen the appeal of having dozens of worlds honestly. 2.2 might change it a bit, but in the current game it mostly comes down to "How many mines do you want to upgrade this year?"

The thing is: the game is pretty slow on itself (even if you tone down the prices in the settings), so, if a person wants to have late-game tech, he or she can colonize the "hundreds of planets" at the same time, at no xtra time cost. And it gives at least smth to micro, while waiting for the next upgrade-stuff.
 
Could the Matter Decompressor be described as catching matter that is being sucked into the black hole rather than pulling out of?

What's the point of catching matter that is being sucked into the black hole, if you have a lot of sources of the said matter around? Like, stripmining all the matter from a planet, for example.


BTW, me thinks they should add solar lifters, if we have black hole lifters already. And I hope the solar lifters wan't be looking so...small and diminutive like the black hole lifters, and instead would be the real "dyson-sphere matter-producing counterpart".

Yeah, halo on a solar scale w/o the doomsday device is a pretty cool concept, but just imagine how many factories you could put there instead...
The eicumenopolices have factories, if I'm not mistaken. And the machine worlds can have them too, IF we will be able to turn rings&habs into machineworlds.

Damn those new megastructures look extremely unappealing, aside from maybe the Matter Decompressor.

This is almost worse than the "all guns on a line with barrels poking into the gun in front of it" in the ship models and fleets forming messy clumps because the ship models are too big/don't have enough separation...

In my games with mammalian ships, all the ship models form one large colossal ship, that doesn't look like just being a mess of other ships.
 
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i like everything i hear for this update and DLC. i just have a really hard time with the Mega art installation form a suspense-of-disbelieve point of view. I dont see the argument (Lore/ RPG wise) of having a giant statue somewhere in space helping an entire interstellar empire be more united.

for the rest every thing is great!
 
i like everything i hear for this update and DLC. i just have a really hard time with the Mega art installation form a suspense-of-disbelieve point of view. I dont see the argument (Lore/ RPG wise) of having a giant statue somewhere in space helping an entire interstellar empire be more united.

for the rest every thing is great!

Mega-art installations are like historic monuments: national symbols that get plastered everywhere and foster a sense of national spirit. The Eiffel Tower, Big Ben, the Statue of Liberty are all just art projects but they’re all used to help anchor and define an identity.
 
It sounds like Ascension perks offer less and less variety. With more megastructures available, galactic wonders is simply a must-have and not a choice.
Personal suggestion: turn (each) galactic wonder into a normal technology. Ascension perks could then be master builder (+50% build speed) and some master builder 2 ("build 2 megastructures simulateously" or "+25% build speed, -25% build cost") or something.
With something along those lines it would feel more like I actually had to make a choice.
 
What's the point of catching matter that is being sucked into the black hole, if you have a lot of sources of the said matter around? Like, stripmining all the matter from a planet, for example.

because its less silly than mining a black hole, especially when theres already a WHOLE story dlc about how black holes are magic

Human in servitor nothing more than trophy.

So they live inside a cage like a pet in machine world.

Probs one of those nice cages where its made to look like your natural habitat and the observors are on the other side of a mirror though. Treats might fall though a shoot everytime they think we look sad.
 
because its less silly than mining a black hole, especially when theres already a WHOLE story dlc about how black holes are magic
It's actually much more silly, as I said, they have the same matter all around. What's the point of catching matter from a planet that is sucked into a black hole, if we have similar planets all around and can mine them without the black hole? And why can't we mine magic?
 
Now, I can get that gestalts wouldn’t need “leisure districts”, and machine empires already have their own special type of planet...

But you have to admit that it’s somewhat appropriate for hive minds to build hive worlds.
 
If you had a choice between an ecumenopolis and a ringworld for your capital planet which one do ya'll think has more gravitas? I'm not talking gameplay (though I'm curious about insights on that two wrt both) more like as an implicit message about developmental dominance. Ecumenopoli look cyberpunky with the accompanying messages of overpopulation, Corp dominance and social stratification and ringworlds more a sense of almost too/eerily perfect to me.