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Stellaris Dev Diary #144 - Megastructures, Habitats and Minor Artifacts

Hello everyone!

First of all, I’d like to follow up on last week’s dev diary by sharing some more things we’re trying out with Megastructures (and habitats!).

After all of that, we also have something new to talk about!

Let’s start from the beginning – which of course leads us to the Mega-Engineering technology itself.

As always, numbers may not be final and temporary things may be sighted.

Mega-Engineering
Mega-Engineering is still a rare technology, but will now be more likely to appear as you build more Habitats and Citadels. This means it is way more likely to appear if you are performing actions in the game that would lead you towards the route of building larger and more powerful structures.

Master Builders
The Master Builders ascension perk no longer unlocks mega-engineering or adds size to habitats, but instead increases the number of megastructures you can simultaneously build by +1. What about increased habitat size you ask? Well, keep on reading!

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Habitats & Voidborne
Habitats are no longer locked behind the Voidborne ascension perk but is rather a technology that branches off from the Star Fortress technology. Habitats now have a default of 80% habitability. We’re also experimenting with that some of the habitat’s districts will depend on which planet they are built over. In case you build one above a planet with mining deposits, this could happen:

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Voidborne ascension perk now increases habitat size by +2 and increases Habitat habitability by 20%. This should mean it becomes more of a choice for specialization, rather than feeling it is a non-choice.

As a final note on habitats, it might be worthwhile to reiterate my thoughts that I eventually want to add different levels/sizes to habitats. It is however not something for the immediate future, but a little further down the road.

Ring Worlds
We didn’t quite like how Ring Worlds ended up feeling like a vast farm, so we’re making some changes. Instead of being a size 50 with regular districts, we’re changing it to a size 5 with a unique type of districts – segments. A Ring World, as you know, has 4 planets. Each planet can now build 5 segments, which are very powerful districts with many jobs and a lot of housing.

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Minor Artifacts
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Some of you might recognize the icon for what was supposed to become arcane technology, that partially got into 2.2. It was something that I was personally working on, but that didn’t work out as I had imagined it, and that I didn’t get enough time to finish with other things taking priority.

In the next upcoming DLC, you will be able to come across Minor Artifacts. “Minor Artifacts” is a broad term that includes any smaller and nameless artifact left behind by ancient civilizations. They are never gained passively every month, but will rather have to be found.

What are they used for, I imagine you asking? Well, the basic functionality is that they can be consumed in so-called artifact actions. There are a bunch of different actions that can be performed by consuming Minor Artifacts, with varying effects for each.

Some of these actions will be locked behind a technology, which some may also recognize.

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Arcane Deciphering allows you to consume Minor Artifacts for a random technology-related bonus.

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That’s it for this week! Happy Easter everyone! Next week we’ll be back again :)

P.S. Attaching an Easter present

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It leads way open to improving maruaders with homeworld habitat if think about it, imagine? a start where you prefer the habitats and living space instead settling the planets if habitats could be improved to nice size and they had different slots districts depending on the planet? i wonder if type of planet and size affects the habitat too?

Like what could add is a trait to go with voidbourne and got yourself new type of race start? *has just woke up but loves idea of it.. needs more coffee x3*
Bah, that's what I get for posting without reading the full thread, somebody beat me to this idea. See what you think of my thoughts a few posts up? I'm curious if you have ways to improve them.
 
I actually quite like the four distinct segments?

It makes Stellaris ringworlds unique/memorable, and from a game design standpoint its a LOT simpler to get working.
It also means more colony ship cost and empire sprawl (remember, each colony - from the tiniest habitat to Fen Habbanis or a ringworld segment - costs two sprawl before you build even a single district), but on the other hand it means 4x as many "one per planet" buildings. Sometimes that's good (robot manufacture), sometimes it's sort of wasteful (energy nexus), but either way I think it does make things easier, from a "keeping the colony screen sane" perspective.
 
Thinking that the Minor Artifacts system could be expanded a bit to make it much more interesting. For instance, Minor Artifacts could be viewed as a resource that would allow you to build extra hardpoints on to systems, with the cost for opening up that research project being related to the amount of Minor Artifacts spent on it.

Eg, opening up research projects for Artifacts found near a Spiritualist Fallen Empires might allow you to build better paying jobs on worlds (Acolytes of the Dark Sun might make twice as much of a particular resource) however, you need to build a particular building (Church of the Dark Sun) and or it's improvements on the same world or those Acolytes will become unhappy and form a new faction dedicated towards supporting the Fallen Empire related towards said faction, and this faction might even go so far as to terrorism unless the governor is also in their faction. Also their presence would generate towards an awakening of the base fallen empire.

Different value projects that are opened with Artifacts would cost different amounts, something as simple as an improved weapon might cost 1 or 2 artifacts, something as valuable as an improvement in available jobs for a particular job type tier level might cost 3 for tier 1, 4 for tier 2, 5 for tier 3, and 6 for tier 4 (as examples) Newly available jobs would be gradually turning your own empire into a precursor level empires. Other things such as opening up different building types could also be related.

The expandability into the Artifacts system could have ones that require searching with a scientist on planets archaeology with different level artifacts providing different amounts of Artifacts (1-5 base as a base) and different precursor races that these projects are from providing different types of new jobs, new buildings, new weapons, and so on. Artifacts research might generate fleet calls from the base species, with higher level projects more likely to call attacks.

When you consider the amount of variety that could result in this, then I think things like the Megastructures changes might be much less important than Artifacts related projects that could change your entire society for good or bad...Could be a ton of fun.
 
The prefix "minor" was only really added to signify that they are anonymous, not individually important. The future will have more information :)

Also, the Galatron is cool, yes. Very cool.

I thought you chose to use the word minor to differentiate from the artifacts that are "major" enough to be studied as projects/anomalies. Either way I dont like the name and while "Arcane Artifacts" is not much better it still is better. Please consider renaming it to anything else. Like PDX recently did with the crusader kings 2 update renaming wonders to great works. Thank you.
 
Let's do some quick math. Let's assume Researchers are still at their base of 3 of each science, no upgrades to them somehow. Let's also be generous and assume the Research Segment does NOT give +5% Researcher Output. Also, NO other production bonuses at all.

A full section of these researchers is 100, so +300 of each science. That matches a Science Nexus's raw output. Plop that planet Science Booster down, and you've also matched the Science Nexus's output plus the effect its +15% research speed has on that output. And that's one of the four ringworld segments. And assuming no other buildings.

So more powerful than the science megastructure, by the vast margin, counterbalanced by needing pops? I'd say that's perfectly balanced.
Don't forget that the researcher pops, in addition to needing to grow and needing amenities, food (or energy), and possibly consumer goods just for pop upkeep, are also going to need additional consumer goods (or minerals) as job upkeep. So there's a very significant cost there for them, it's not all gravy. On the other hand, you could have three segments product science and one produce consumer goods and food (or just have food and goods production in the building slots), and cover all your upkeep that way (at a cost of still more pops, of course, but that's how the whole 2.2 economy works...)

Also, 15% bonus to 300 raw production is not really comparable to 300 raw production plus an empire-wide 15% bonus. For one thing, they stack multiplicatively (one of the few places in Stellaris where this happens); if you have +15% empire-wide research bonus and +15% raw production of research points bonus, you have a 32.25% overall bonus, not simply a 30% overall bonus. On the other hand, which one is actually better will depend on where you have the higher multiplier already; it's near-certain by the time you have a ringworld that you'll have at least the techs for +60% researcher output in each area (3 levels of each of the 3 techs that give +20% to a specific researcher output each), but your research speed bonus for a particular tech could be anywhere from about +30% (let's be honest, you're not going to be using researchers with *no* bonus expertise) to about 120% (the highest I've ever gotten, though it probably *can* go higher). Assuming an average of about +75% research speed, the science nexus will be marginally more effective at boosting total effective output from any given planet/ringworld section than the research coordinator building, but the difference will be minimal.

Still, your point about how 1 ringworld section can boost research by at least as much as the science nexus is nonetheless well-taken.
 
Going back to precursor event, probably should have at least one section of the cybrex ring world habitable. Maybe have all the district blocked, but in a way that anyone can clear without tech and give those mega district an appropriately long clear time. Thinking on it, all the precursor systems should have something that could be colonized. First league has an ecumenopolis, cybrex has a ring world. So just give the other three a habitat, that needs some fixing up, that doesn't require mega-engineering. Each one should have a unique skin IMO & probably some sort of planetary modifier that makes them a little better than standard habitats without voidborne (maybe 90% habitability & either 7 or 8 districts), but voidborne would still allow empires with it to make better use. In game lore could be that these were advanced civilizations, so they need how to make really good habitats, but since these are fixer uppers & your empire is quite experts on habitats, the repairs resulted in them being less good. This will fix itself with picking up voidborne. First League is probably the best, 90% of that is that ecumenopoli are probably too powerful, but it's also a system that provides a fairly large colonizable world, in a point in the game where populations matter the most IMO. So each precursor system having something ready to colonize would help even things out.

I'm not sure how to approach project arcology in a way that tones it down, without feeling like garbage. I kind of like the idea, that maybe it shouldn't be 100% habitability, since all the industry & lack of tries is probably doing a number of the environment. I also find it a bit problematic that empires, which don't pick up the perk (not by choice most times) can reap the full benefits of ecumenopoli if they manage to steal one or get lucky and claim the first league system. Possible fix, without project arcology, the habitability on ecumenopoli is 80% (Fen Habitis could be an exception and be brought up to 90%, again explain it as the First League knowing what to do). Project Arcology could bring that number up to 90%. Then as a way to possible nerf the perk a little, ecumenopoli will generated an event every few decades where research is needed to clean up the planet's air. Having project arcology makes it so the planet can go longer before the event procs and make it cost less (thus complete sooner & allow for that research to be used elsewhere). If the player waits to long on doing the project, the air quality will get worse and worse and result in habitability go down. This might hit a nice balance where ecumenopli present some challenges and that might bring the power of project arcology down enough. Also would hopefully, bring some balance between tall vs wide. Just not sure if this would do enough or be the right route. I agree it doesn't really feel like a choice, if your empire has access to the perk.

One area where the game does favor wide too much, is that if one goes the conquest route, they can usually reap most of the benefits from perks they don't take. Some perks really should be setup so that you either have and get the full benefit or you don't, thus you get nothing (voidborne & mastery of natures seem like great candidates for, take them and get the benefits or don't) and other perks need a setup where someone can't get the full benefit of what they allow to be created without the perk. Galactic wonders, hive worlds, machine worlds, gaia worlds strike me as perks where it doesn't make much sense for them to disappear if I get a system that was impacted by them, but at the same time if my empire has put effort into it, the products of these perks should be less effective. Ex. Megastructures under galactic wonders are 10-25% less effective (including ruined ones that get fixed). Machine & Hive worlds are less productive & maybe at 90% habitability if I don't have the perk, but have the empire type that can use them. Gaia worlds need some work, I think they should always be 100% habitability for everyone, but I feel picking up the perk should result in them being even better).

Ringworlds: The mega districts should account for current bonuses that some setups currently get. Hives see the same number jobs & idyllic sees the same amount of housing. I disagree with adding alloy districts. I don't think solution to project arcology being too powerful is to add in another thing that is just as problematic. I also think gestalt exclusive players are underestimating the benefits their specialized worlds provide; while, ignoring how much a drag needing consumer goods slows down the production of other resources (namely alloys).
 
You already gain clerk jobs from housing districts. The Clerk building grants 10 clerk jobs aswell. Why would you waste such a strong District type for Clerk jobs? Having these segments be Alloy districts each would be much, much more worthwhile.

Take a look at Clerk jobs. You will realize they are incredibly pop-inefficient. However, they produce energy and consumer goods out of thin air. This makes them very mineral-efficient as Minerals are always the biggest bottleneck for everyone who turns most of their planets into Ecumenopoleis, as every normal empire will do.

With these Segments, Ringworlds are finally worth building again. From the looks of it, Research Segments will be incredibly powerful. So will Consumer Good and Alloy Segments. So far I have yet to see Alloy Segments, but there will have to be Alloy Segments. Otherwise, Paradox leaves Gestalt empires and especially Hiveminds without any effective options to produce Alloys. This cannot be and thus Alloy segments will be implemented if only for Gestalt empires.
 
With these Segments, Ringworlds are finally worth building again. From the looks of it, Research Segments will be incredibly powerful. So will Consumer Good and Alloy Segments. So far I have yet to see Alloy Segments, but there will have to be Alloy Segments. Otherwise, Paradox leaves Gestalt empires and especially Hiveminds without any effective options to produce Alloys. This cannot be and thus Alloy segments will be implemented if only for Gestalt empires.

Gestalt empires are totally fine without alloy districts/segments. They have their hive/machine worlds, that can extract much more energy and minerals from planets then any regular empire can. Regular empires have their Gaia worlds ofc, but these are much weaker. And if Ecu is for alloy and CG and Ring is for alloy, cg... but also food, energy and science it will make Ecu quite useless.
 
And if Ecu is for alloy and CG and Ring is for alloy, cg... but also food, energy and science it will make Ecu quite useless.

Ecu are literally the best project in the game.

Synths gain 4 mineral/energy districts which grants them easily 17-18 mining/energy districts depending on planet size. Thats already very close to Hive/Machine worlds. Gaia provides a similar 10% ressource output. Normal empirs do not even need as many minerals as gestalts since you can get 60% increase specialist output on Ecumenopoleis, investing 0 motes for alloys and thus freeing up building slots for EVEN MORE alloy buildings which again are more efficient at producing alloys.

Its not about minerals or energy, its about specialists and alloys. Please do not ignore this fact.

As you can see from the pictures, matter decompressor and dyson sphere are going to get a big buff. This means normal empires rely even less on mineral and energy production, instead converting more planets into ecumenopoleis, with better growth and more efficient alloy production.

You seem to not think very far ahead or just flat out ignore information. Please be more open minded and inform yourself further in this matter.
 
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These changes to megastructures look great to me. I have noticed a fair amount of confusion as to what the experimental Master Builders does now, so I will clarify.

It is mentioned in the diary that Master Builders increases the number of Megastructures simultaneously built by 1. Meaning you can develop a Matter Decompressor while working on that Interstellar Assembly. A very useful change, if you ask me.

Onto Ringworlds, I am happy to see that I don't have to research 14 repeatables of Administrative Efficiency purely for owning a ringworld. Having the district-segments carry the properties from Agrarian Idyll (also Hive Minds) with them as I do love my utopian agrarian societies. I have a small suggestion for the types of districts they can use. I propose the addition of a planetary (Ringworld) decision that allows you to swap out a district (whether consumer goods, science or food) for another one (alloys, energy or maybe minerals as well) to further increase utility for Agrarian societies and Gestalts. Maybe not Minerals, seeing as they were purposefully removed - but then again Habitats now have a possibility depending on planet deposits to gain their own mining districts. It's all the same to me.

Buffed Gestalt Consciousnesses are definitely a thing I'd like to see in the future - on the transition from 2.1 to 2.2, they lost the +Core systems bonus, which was supposed to translate into +10 Administrative Capacity if we go by the scale set by the Pacifist ethics. A few months ago I came across a well-developed thread proposing an adaptation of the other 8 ethics to Gestalts. I forgot the name of the guy who wrote it, but I want them to know their suggestion touched my heart. Gestalts could do with flavour, new civics, buffed existing civics, additional responses depending on the type of empire (I made friends with Democratic Crusaders as a Rogue Servitor in 2.1 - even got them in a federation, it would've been great if they'd recognise the magnitude of our relationship) and so forth. This dev diary has given me more hope for Stellaris in general. I look forward to future updates!

...I got little else to say on Arcane Technology except that any idea in games that got dropped and picked up again is a great direction to take.
 
Will it be possible to construct habitats over colonized planets? I remember Wiz saying you could do that in the lead to 2.0, but it's still forbidden IIRC. I'd also be interested in another look at orbital and deep space infastructure, since dyson swarms, planetary rings, matrioska worlds, and even just basic orbital infrastructure is all rather lacking for a game with Stellaris' scope and setting. With 2.2 things can be made much more interesting too since you could have entire pops scattered throughout your starsystem, operating the various mining and research stations you've established and so forth. While planets, ringworlds, and especially habitats would provide befits via their density thousands upon thousands of small, independent habitats, asteroid bases, orbital stations, etc, each being equivalent to a small city, is likely where the rural population of stellaris empires would be concentrated, frontier colonies not withstanding.
 
Will it be possible to construct habitats over colonized planets? I remember Wiz saying you could do that in the lead to 2.0, but it's still forbidden IIRC. I'd also be interested in another look at orbital and deep space infastructure, since dyson swarms, planetary rings, matrioska worlds, and even just basic orbital infrastructure is all rather lacking for a game with Stellaris' scope and setting. With 2.2 things can be made much more interesting too since you could have entire pops scattered throughout your starsystem, operating the various mining and research stations you've established and so forth. Snip
What? I'm pretty sure you can, I almost always build a habitat over my capital world, it's been a little while, but I did it this year. I'm pretty sure you can do that with planets... off topic from what you wrote though, I would like special bonuses for habitats built around colonized planets.

Yeah, Dyson clouds, and planetary rings would be things I'd like to see, and it'd make sense as a stepping stone to the big stuff.

Going back to suggestions I've seen here, and made myself, maybe having starhold/destroyers could be a couple requirements to start those mini ones + the 1st stage of megastructures, then star fortress/cruisers for habitats/2nd stage of megastructures/finishing the mini megastructures, then Citadels/battleships to finish the big ones. This could be a 3 tiered mega engineering tech. And the galactic wonders perk could be available earlier as a result.
 
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When building a ringworld can we get an event popup for any completed segment just like any other megastructure does.
The bird habitat model could take some love. (when zooming in there are close to no details)
Can you make the ringworlddebris in mechFE Delta refuge caunt as planets for ringworldconstruction.
and after resorting section d of Alpha refuge the said section is mirrored relative to the other three, looks quite odd.
 
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I wouldn't expect habitat expansion to run through the district blocker system: Starting Domination and an edict net you 58% reduced blocker cost. Either a governor or mastery of nature can push you near zero, and getting all four is more than enough to clear blockers for free.

Stacking blocker cost reduction is already a huge win when you find Fen Habbanis. Setting up habitats so that Mastery of Nature is almost as crucial to your build as voidborne would be weird.
 
nope we don't, segments 1-3 only give a notification.
Are you by chance building a full ringworld or repairing one? Because I know for a fact you get a popup event.