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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.
 
Is it possible for synthetic pops to live on Mars (or other "non-habitable" planets) without terraforming?
I would say no, because that anomaly "Terraforming Candidates" can only trigger at barren worlds. Barren worlds don´t have tiles to put pops on.

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?
Wiz said:
Your new synthetic race will include any previously built synths, and you create more pops by building them.
When you complete the synthetic evolution, any farms worked by synths or Pops turning into synths turn into power plants.
So no growth for synths.
 
@Wiz , will you guys add unique visuals for buildings to the Primitive Civilization?? What I'm talking about is simple eye candy. Primitive Civilizations are very very cool, specially when you are a new player starting Stellaris (I said "I love this game!" the moment I saw one), so having Unique buildings visuals for every age would be a very cool adition.

It's nothing drastic or hard to do, just unique visual for Farms as the age increase (from Bronze Age crop camps to Pre Space age latifundiary giant farms), Mining sites (from Bronze Age primitive mines to Pre Space Age giant mining operations like today) and a "Capital" building that produce Unity (from Bronze Age Fortress City to Pre Space Age Megalopolis).
 
Population growth occurs also when food stockpile isn't full, you get a BONUS when it is. So, having 100+5 is better than 20+5
Please provide a source to that claim.

From what I read so far,
  • The surplus defines the strength of the growth boost (or happiness malus, with a 50% growth, if negative)
  • The stockpile defines the period of time your empire can run at negative surplus without suffering consequences

Which, correctly so, means that having a SMALL stockpile gives better resulsts in term of growth. Albeit it's arguable neglectible, because if you have significant enough surplus to see a significant growth speed increase, any stockpile you set, whether it's small or big, fill be filled in a matter of a few months anyways (and, in turn, a few months are innately not very significant compared to growth speed).
 
Please provide a source to that claim.

It's in the OP:

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

It says FASTER growth, not growth.

So, if you are at maximum, +5 will give you some bonus, but in case of war, it's better to have larger stockpile (so 100 is better than 20)
 
It's in the OP:
OP says exactly what I said; Once the stockpile is filled, the surplus gives you bonus growth.
Thus, having a larger stockpile is NOT better 'if you just want to achieve the growth bonus as fast as possible', which was the point I_AM_King_Midas referred to.

But as I said
Albeit it's arguable neglectible, because if you have significant enough surplus to see a significant growth speed increase, any stockpile you set, whether it's small or big, fill be filled in a matter of a few months anyways (and, in turn, a few months are innately not very significant compared to growth speed).
 
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!

in the stream where they showed off that Food was now universal for your empire that putting that kind of feature would just add the micromanagement that this system was meant to remove back into the game.

 
All of these updates look great, and I'm glad to see the empire-wide food supply. It'd be nice planets first fulfill their own needs, and then export to the galactic supply. So, when you have a food shortage, the planets without enough food suffer first and then it cascades.

For a later update, a nice addition to this are trade ships that have to move the food around. That way, you can blockade an enemy world. Maybe you could even generate privateers or pirates to attack those food supplies.
 
Venus should be the terraforming candidate not Mars. Much simpler to overcome it's problems that Mars'.


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.
Except mars is not particularly large it has only 28% of earth's surface area.

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).
And 28% of it's surface area, 38% of it's surface gravity.

Is it? Oh well, I wasn't aware of that. I always thought it was only marginally smaller than Earth.
No it's a lot smaller which is why it's actually a terrible teraforming candidate. Colonosts would start suffering organ shutdown within only years of settling. Even things like the eyes take damage from low gravity environment.
Venus is a far better candidate, all you need to do it make it trap it's carbon as sediments and get some more hydrogen in there to replace the hydrogen it has lost. Also the name of the tech Climate Restoration first much better for Venus. While yes Mars has had water, Venus was a lot like earth in the distant past.
 
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It was said during intermission that Blockaded planets (fleet in orbit) can neither import nor export food.
To deal with that either do not centralise or at least keep enough storage.
Does that mean that a blockaded planet can still get food from the stockpile?

I.e: A science planet is blockaded but doesnt starve because there is still food in the stockpile?
 
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.

Will this also include pops starting to die if you don't fix the problem in time?
 
I'm not crazy about the galactic food distribution. It feels like something that might be better as a technology to research than a general rule. Food distribution is a severe problem on our single planet, let alone across a galactic empire.

But that's a small complaint, the changes look great.
 
very nice thx you. i have stopped playing for a while( switch over to HOFI4) got tired of getting XXX far in the game and it crawl to a stand still. I even upgraded to a new CPU and had a v-card gifted to me.... tho a hell of a lot better still had the same problem and i know im not the only one. has this been addressed yet?