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Hello everyone and welcome to another Stellaris development diary. Today's dev diary is going to be a bit of a grab bag, as we're going to talk about features in the 1.5 'Banks' update that weren't quite large enough to get their own dev diary, but are still significant enough that we want to highlight them. All features listed in this dev diary are part of the free Banks update rather than the Utopia expansion. There are of course many other minor features, tweaks and fixes in Banks that did not make the cut for this dev diary but will be covered in the full patch notes once we're closer to release.


Empire-wide Food
Probably one of the most hotly requested features since the release of the game, we've changed food in 1.5 so that it is no longer local to planets. Instead, all food produced by planets goes into a 'global' food stockpile, which is used to feed the entire empire. The maximum size of this stockpile depends on your Food Stockpiling policy, and once your food stockpile is full, any additional food produced is instead converted into faster Pop growth across the empire at a rate relative to the size of the population (so an excess of 5 food/month will produce much more growth in a 10 Pop empire than in a 100 Pop empire). Conversely, if the stockpile runs out and food growth is negative, the empire will suffer starvation, halting all Pop growth and applying increasingly severe happiness penalties for all biological Pops.
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Terraforming Candidates
As explained in earlier dev diaries, one of the decisions taken early on when it comes to terraforming in Stellaris is to not have every planet be terraformable. This is both for practical reasons (a Stellaris galaxy can contain thousands upon thousands of planets, and having them all be inhabited would be completely unfeasible from a gameplay perspective) and thematic ones, as we want habitable worlds to feel rare and special. However, this means that one of the great staples of sci-fi - terraforming Mars - isn't possible in Stellaris. To resolve this, we've introduced a new type of anomaly called a 'Terraforming Candidate'. Sometimes when surveying Barren worlds, you will find ones that while they do not support life, could theoretically do so if you possess the right technology. Once you have unlocked the Climate Restoration technology, you will be able to terraform these worlds into habitable planets. Mars will always be a Terraforming Candidate, and you will be able to find randomly generated Terraforming Candidates when exploring the rest of the galaxy.
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War Demand Costs
A frequent complaint about the mid and late game in Stellaris is that the warscore costs for taking planets simply do not scale well to the size of lategame wars. You can have a gigantic conflict involving dozens or hundreds of planets that results in only a few planets exchanging hands at the end. To address this, we've rebalanced war demands to still be quite expensive in the early game (when conquering a handful of planets is a significant increase in power) but added numerous ways to reduce the cost as the game progresses in the form of traditions and technologies, allowing for vast swathes of territory to change hands in late-game wars.
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Stone Age Primitives
Having Stone Age primitives use a system of modifiers and tile blockers always felt a bit odd, owing to the fact that it is a legacy system designed before pre-sentients and later primitive civilizations were given proper Pops. For 1.5, we've reworked Stone Age civilizations to use the same systems as regular primitives, meaning they have Pops, can be studied and conquered using armies.
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Picking Room Backgrounds
Another occasionally requested feature has been the ability to pick your own room background when designing your species, instead of having it automatically generated by your ethics. In 1.5, you will be able to select your room background in the Ruler customization screen. We've also added a new room background in a Hive Mind style.
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That's all for today! Next week we'll be talking about the new music and sounds coming in Banks and Utopia, as well as showing off the Music Player that will be included with the free update.
 
Not substantial, no, but an advantage nonetheless. By the time atmospheric restoration gets available, you may not have researched the additional core systems repeatables yet. Having another quite large terraformable right in your capital system is quite an asset, since it won't raise your core system counter.

But conversely, Earth is always size 16 where as random start systems can be (and usually are) larger than that. You're trading off an extra planet later for a larger planet now (also, Mars is probably quite small; it's only half the diameter of Earth).
 
You mention that having a global food deficit will cause unhappiness. Is this Empire-wide, or are there mechanics in place to allow you to prioritise which planets get preferential access to resources? For example If I'm only producing minimal food resources that won't feed everyone, can I make sure my capital planet/sector gets food first at the expense of any slave/worker planets?
 
Cheers for the DD Wiz, and a bunch of great changes :). I reckon galactic food is enough for a DD alone, but I'm definitely not complaining about the other stuff as well - it's all quality :cool:. As a rather large fan of Total Recall (the original, although the remake wasn't terrible, it just lacked 'something') and the Red Faction games, terraforming Mars is very a welcome feature as well. Get your arse to Mars :).*

If you get a chance (if it's not already the case), teaching the AI to focus on blockading/capturing 'farm' planets could add some depth to wars.

*quote from Total Recall, for anyone uncultured enough not to recognise it :p.
 
You mention that having a global food deficit will cause unhappiness. Is this Empire-wide, or are there mechanics in place to allow you to prioritise which planets get preferential access to resources? For example If I'm only producing minimal food resources that won't feed everyone, can I make sure my capital planet/sector gets food first at the expense of any slave/worker planets?
I reckon it will function exactly like planetary Food works right now. Already, a planet may produce enough Food for 6 Pops, but if you have 7, all of them will become Unhappy. Having this happen on a galactic scale will only increase the numbers.

I guess it can be rationalized as ... well, rationing. Coincidentally also useful as an excuse for why no Pops are actually starving to death (as much as I still feel this should be a consequence).

A sort of Prioritization feature could be interesting for Authoritarian empires, though, where the state will just deem some worlds more important than others.
Or some Pops. Imagine if you could tie this in with Species Rights!
 
Will there be any chance to retain local food if we want to use that in a mod or have global food unlocked by a mid to late game technology?

So you have a reserve in case you start losing food (due to your farm worlds being blockaded for instance).
Does that mean that blockaded planets that don't produce food will immediately start suffering starvation? What about occupied planets?
 
Regarding food and growth. How does pop growth work in full synthetic empires that don't use food? That is, do new pops grow automatically or do you have to build them like with the robot pops?
 
Is it possible for synthetic pops to live on Mars (or other "non-habitable" planets) without terraforming?
 
And an other minor Issue, please ...
A separate Taxation of EC(s) and Minerals + 15%-Steps, so that I can set the EC-Taxation to 90% and the Mineral-Taxation to 75% or 60% !^^
 
When there are pre-sentient pops on a planet, would there be a stone age civilization appear on it?(if they have enough time)
 
Is global food management under the 10 year rule of changing the policy again, or is it an exception in case your food world might be blockaded?
 
@Wiz Speaking of minor features and tweaks: Do Ruler Skill Levels have an effect in 1.5? I'm asking because one of the civics shown last stream (Philosopher King) increased Ruler Skill Levels by 2.