• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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”.

upload_2018-11-1_12-43-29.png

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.

upload_2018-11-1_12-40-47.png

upload_2018-11-1_12-41-55.png

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.

upload_2018-11-1_12-42-36.png

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.

upload_2018-11-1_12-44-33.png upload_2018-11-1_12-44-43.png upload_2018-11-1_12-44-53.png upload_2018-11-1_12-45-7.png

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.

upload_2018-11-1_12-49-38.png
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
upload_2018-11-1_13-2-29.pngupload_2018-11-1_13-2-48.pngupload_2018-11-1_13-2-58.pngupload_2018-11-1_13-3-9.pngupload_2018-11-1_13-3-31.png

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
upload_2018-11-1_13-5-53.png upload_2018-11-1_13-6-6.png upload_2018-11-1_13-6-15.png upload_2018-11-1_13-6-24.png upload_2018-11-1_13-6-32.png
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

----

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.
 

Attachments

  • upload_2018-11-1_12-42-28.png
    upload_2018-11-1_12-42-28.png
    37,3 KB · Views: 35.702
Last edited:
  • 1Like
Reactions:
OK seeing as machines and hives cannot get these planets (because machine worlds will probability serve as something similar and hives may get their own kind of world) what happens when you take over one of these worlds as ether a Machine Intelligence or a Hive? In addition what happens if you bombard the heck out of one with atomics as a purifier.
 
OK seeing as machines and hives cannot get these planets (because machine worlds will probability serve as something similar and hives may get their own kind of world) what happens when you take over one of these worlds as ether a Machine Intelligence or a Hive? In addition what happens if you bombard the heck out of one with atomics as a purifier.
If you bombard it to death it will probably turn into a tomb world like any other planet does if you bombard it enough. I suppose if you take it over as a machine or gestalt empire you may have to enact a decision to convert it to a world that you can use. I am just guessing though.
 
Typical submarine generators use electrolysis, a process which requires water. A submarine, obviously, is surrounded by water, so it's not difficult for one to grab some to electrolyze, and more to desalinate. Both processes require energy input, of course (which a Nuclear submarine has no issues of doing).

"Regenerators" are an entirely different concept in Thermodynamics and usually exist to reduce fuel consumption. In fact, thermodynamic regenerators don't involve chemical processes at all.
>Typical submarine generators use electrolysis, a process which requires water. A submarine, obviously, is surrounded by water, so it's not difficult for one to grab some to electrolyze, and more to desalinate. Both processes require energy input, of course (which a Nuclear submarine has no issues of doing).

So, how does it disproof what I said? As you stated yourself, oxygen can be generated from water. Also, there are other means, like deoxygenating other types of oxids, nuclear fission, ion-construction, etc etc etc. And the oxygen consumed can be regenerated.

>regenerators is an entirely different concept
Well, perhaps we are speaking about different regenerators. The regenerators I speak about are exactly the ones that produce air for consumption.
 
Hmmm Now I want to make a super Ecumenopolis System.
Getting a systems with many habitable planes (with the help of the Worm). Make every Planet to a Ecumenopolis and use the rest of the Empire to feed the the system with recurrences.
 
>Typical submarine generators use electrolysis, a process which requires water. A submarine, obviously, is surrounded by water, so it's not difficult for one to grab some to electrolyze, and more to desalinate. Both processes require energy input, of course (which a Nuclear submarine has no issues of doing).

So, how does it disproof what I said? As you stated yourself, oxygen can be generated from water. Also, there are other means, like deoxygenating other types of oxids, nuclear fission, ion-construction, etc etc etc. And the oxygen consumed can be regenerated.

>regenerators is an entirely different concept
Well, perhaps we are speaking about different regenerators. The regenerators I speak about are exactly the ones that produce air for consumption.
What's your point here? What is the endgoal of this argument you're having?
 
First things first, I do like the new Ecumenopolis and the idea behind it, but I don't think it should be an AP.

I know that machine Worlds are something similar already in the game and it also unlocked with an AP. The new Empire size mechanic would allow city planets and there equivalents to be like Titans in the Fleet size mechanic. Something that develop naturally over Time and need a huge infrastructure to maintain.

So my conclusion is please don't hide city planet's behind an AP and the money wall, witch are resources, cap there creation with something different.
 
First things first, I do like the new Ecumenopolis and the idea behind it, but I don't think it should be an AP.
I know that machine Worlds are something similar already in the game and it also unlocked with an AP. The new Empire size mechanic would allow city planets and there equivalents to be like Titans in the Fleet size mechanic. Something that develop naturals over Time and need a huge infrastructure to maintain.
So my conclusion is please don't hide city planet's behind an AP and the money wall, witch are resources, cap there creation with something different.
An ecumenopolis is not simply a planet wide city. It is changing the planet into a multilayered city, including completely removing any natural environments. Like oceans.

An Ecumenopolis is not a natural progression. It takes a lot of time, resources, and intentional effort to make it happen.
 
An ecumenopolis is not simply a planet wide city. It is changing the planet into a multilayered city, including completely removing any natural environments. Like oceans.

An Ecumenopolis is not a natural progression. It takes a lot of time, resources, and intentional effort to make it happen.

But it makes economic sense. So if your empire is big enough it is the conclusion of a city wide planet growing even further.
 
But it makes economic sense. So if your empire is big enough it is the conclusion of a city wide planet growing even further.
No, it doesn't. It is not a natural progression for every planet to become an ecumenopolis.
 
No, it doesn't. It is not a natural progression for every planet to become an ecumenopolis.

That is not the argument I am making. I said that there should be a cap on ecumenopolies and my fear is that with only walling this feature behind an AP there will be exaktly has many ecumenopolies as you can have without running out of food.
And in my personal opinion that was not the idea behind it.
 
That is not the argument I am making. I said that there should be a cap on ecumenopolies and my fear is that with only walling this feature behind an AP there will be exaktly has many ecumenopolies as you can have without running out of food.
Why does it being behind an AP mean there can't be other limitations?
 
Because there will probably be cap based on the amount of resources needed to maintain the large population.
That... is tangential to my question. Are you sure you meant to reply to me?
 
In addition what happens if you bombard the heck out of one with atomics as a purifier.

A special tomb world, ruined exumenopolis type that gives +10 minerals would be cool. I’m trope terms it would be like the sacking of trantor in Asimov’s foundation series (wherein a city planet starved and later was constantly pilfered for metals).
 
Why does it being behind an AP mean there can't be other limitations?

Did you read of any kind of limitation of this featur in the Dev Diary besides the AP and PoP resource consumtion. I didn't. I wanted only to present an alternativ to limiting ecumenopolies on a Galaxy wide scale without limiting this kind of featur to only the players who picked the AP.
When you don't think it is a viable option, shur bring me an counterargument to discredit my proposial. But with argument that meakes play mechanicle sense.
 
Did you read of any kind of limitation of this featur in the Dev Diary besides the AP and PoP resource consumtion. I didn't. I wanted only to present an alternativ to limiting ecumenopolies on a Galaxy wide scale without limiting this kind of featur to only the players who picked the AP.
When you don't think it is a viable option, shur bring me an counterargument to discredit my proposial. But with argument that meakes play mechanicle sense.
Whats wrong with it being gated behind a perk?