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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.
 
About blockade and starvation, I lean to think it doesn't matter. If blockade's condition is unchanged (that is, hostile fleet in orbit), being blockaded is pretty much equal to being bombarded in most cases. And as long as it's not light bombardment, all pops are going unemployed. If they cannot work, who care whether they starve or not?
I think people are talking about situation when farm-worlds are blocked and the rest of an empire suffers.
 
Frankly said, I'm absolutely ecstatic to see planetary specialisation such as food/farm planets. In the current game, planets are absolutely boring. Each of them is a cog in the machine that is entirely replaceable and none of them are more important to defend than any other. A heavy part of most (if not all) 4 X strategy games is the idea of strategic priority targets.

That is handled in a number of ways: some games have precursor artifacts that provide empire wide boni. Some games have world wonders that can only exist once per game but that the player can choose to place where he likes (leading to a strategic target of his own choosing, rather than one that was entirely forced via RNG), some of them are natural wonders akin to the planetary traits in Stellaris that just made one city/world much more effective than its neighbours, and some games worked with space lanes to create chokepoints and nexuses (the former needs to be held to stop enemy advances from reaching other planets or needs to be taken by enemies before they can advance, the other is usually a good thing for trade/culture spread and needs to be held or taken to safeguard/weaken economies).

In Stellaris as it is at the moment, none of those apply. The end effect of a war mattered only insofar as you lost some of your economic power, but you hardly ever cared WHICH of your planets the enemy wanted, only that he wanted some.

With the upcoming patch, food planets, planets that keep your dyson sphere in your influence range or planets that held the nearing-completion ring world secure suddenly matter. This gives at least limited use to fortresses, forces you to stand and fight to prevent your only food planet from being blockaded or occupied and gives strategic value to otherwise uninteresting planets because they are what keeps other, more important things under your control.

This feature will also place a lot more emphasis on finding out which enemy planet does what, where in his empire he places his super structures and how heavily they are defended. A good first step in making espionage viable, star charts more valuable and open borders riskier.

It's a good step in the right direction to get some more strategy into this 4 X hybrid. :)
 
I love that food is stored empire wide now, absolutely love it. I will be curious to see how it works in gameplay.....if there is any reason not to use the lowest policy to increase growth. 200 emergency surplus seems like a lot considering food has never really been a problem in the past. Probably already been asked in the 9 pages of this thread but if so, just ignore me.

-Has food been tweaked to where negative food has serious consequences now?
-Will the food policy only be changeable every 10 years?
-If you change a high food policy to a low food policy, will the excess stay in storage or does it scale to the limit? For example if you have say 500/500 food but then lower the policy, does it go to 500/200 or drop completely to 200/200?
 
I love that food is stored empire wide now, absolutely love it. I will be curious to see how it works in gameplay.....if there is any reason not to use the lowest policy to increase growth. 200 emergency surplus seems like a lot considering food has never really been a problem in the past. Probably already been asked in the 9 pages of this thread but if so, just ignore me.

-Has food been tweaked to where negative food has serious consequences now?
-Will the food policy only be changeable every 10 years?
-If you change a high food policy to a low food policy, will the excess stay in storage or does it scale to the limit? For example if you have say 500/500 food but then lower the policy, does it go to 500/200 or drop completely to 200/200?

Hopefully you get growth based on your current excess till you use all the difference similar to how research works right now.
 
A building that boosts planet wide food production by a percentage would be in line with the current game design and would also buff growth on an empire wide level.

Also give you a reason to drop a population of your own race on livestock planets. Create a real cowboy effect.


Now all we need is a mod adapting the ships of Firefly to Stellaris! :D
 
Now all we need is a mod adapting the ships of Firefly to Stellaris! :D

"Woah there, get along little doggy!"

"Please sir, show mercy. We have walked many miles, my wife is with child. Allow us to rest!"

"No can do little heffer. We gotta get you cattle to market before the monsoon rains!"

"You're monsters... may the sky spirits blast you demons from existence and return us to the promised land."

"Yeah yeah, sky spirits, blast, demons... damn me while you're walking. Now GIT!"

I sorta don't feel like that's what Joss Whedon had in mind, but I dig it.

So I take it you can still build farms on planets and that would boast population growth? And then the bigger pops will expand borders?

Yes, but whatever bonus it gives will no longer be calculated locally, but instead will be calculated based on its size relative to the total population in your empire and will be applied to all growing populations. Also whatever bonus it gives will not take effect until your food stockpile is full.
 
Too bad there's no equivalent to a Firefly-class transport in the game.

Maybe with that "Civilian Traders" mod though.

Yes, I intend to use that mod ijn my game ASAP.
 
All of these tweaks except the last fix things we've seen people complaining about except release, so this is awesome. Being able to choose the backgrounds is really cool too!
 
Wouldn't this severely slow down initial capital planet growth though? I mean if you have to wait until you have 200 excess food before you even stat to grow your home planet.
 
Not till you start growing your home planet, the base growth rate that you get for simply having a positive food balance will remain.

What you'll need to do is fill your food stockpile before food based growth BONUSES are applied. And you have a policy that allows you to adjust the size of your food stockpile, letting you pick the size so that you have some control over when your empire focuses on growth versus safety.
 
I foresee a potential crisis here. Ascendant robot empire crashes xeno food market by offloading all their now-useless carcasses onto it! Entire spiral arm's agricultural sector devastated by trillion tons of tinned Blorg! Depression looms on the horizon!

I imagine much of the crash will come from there being considerably less mouths to feed, not the corpse market.
 
What about those of us who want to colonise Venus, rather than Mars? :(