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Well, we did already start work on 1.6, but I'll hold off with that until 1.5 is out at least :p
Is 1.6 going to be a bugfixing or DLC patch and if the latter minor or major?
 
Ringworld sections can build space stations right? Also habitats are 100% habitability and what, 12 tiles correct?

Just figuring out some stats for trying to compare on paper whether its better to make a ringworld in a system or a bunch of habitats.

If both are 100% habitability (and ringworld sections still get space stations), im guessing it is usually better to do a ringworld since that's 100 tiles and 4 space stations. So if habitats are 12 tiles, that means I'd need 9 in a system to be ahead of ringworld tiles and would still have no space stations for fleet production...

Yeah all and all I'd say ringworlds are hands down better and when they can be placed in a system they should. Habitats seem more like a niche, like when a system already has a planet colony and you dont want to destroy that to make a ringworld in a system. Or the system doesn't have enough stuff to make a ringworld, etc.

Granted I guess time and cost can be a factor as well. Ex: If you have the resources and idle construction ships and it takes only 1/10th the time to make a habitat then you can have a full system colonized and developing to produce resources while a ringworld would still be in build transition. Then by the time everythings fully popped (since they limited to only one pop can migrate to any location at a time) and built up you'd probably be the equivalent of just about finishing the naked ringworld.

Now I'd still need to see if the portioned construction project on ringworlds produced a fully habitable arc section, one after another etc every 1/4th of the way through the project and if so that's not nearly as horrible. But yeah, mechanically ringworlds are better especially if you're looking to make yourself a nice 'naval production / heavily defense stationed' system but they're probably slower to make and more costly then habitat spamming which will probably get you resources faster.
 
@Wiz,

What did you decide in the end about what to do about habitats and space ports? I remember that was still up in the air when the dev diary for that came out.
 
Manifest Destiny technology has been removed from the game
* Propaganda Transmissions technology has been removed from the game
NUUUUUUUUUUUUUUU

Perhaps re-add Propaganda Transmissions? Pacifist empires will find it very hard to expand without it, and this flat out expansion of your borders in every direction is much better for them than doing it a planet at a time, which can be conquered by non-pacifist empires.
 
@Wiz
I'd be curious to read something on the thoughts behind the changes. Especially how core-planets vs sectors are meant to be used (you wrote it's a strategy now to get more core-planets) and how the patched ethics are meant. Do ethics correlate with playstyles/strategies? Like if I play materialist, so I would/should want to go the robot-route, or if I play authoritarianist, I would want to use slavery everywhere?
Can i viably use robots without beeing materialist? Is slavery useful without beeing authoritarian? Is Psi-Ascension only for spiritualists or could pacifistic-authoritatians for example also do this?
 
@Wiz

I was thinking how would you check if the current player, you, is a Hive Mind govt? I didn't see anything in the modding section of patch note and it is a new govt type.
 
* The amount of non-defensive armies you can build from a species is now limited to the number of Pops of that species that are in your empire

So, it looks like there will be some more trade offs with armies now.

Since non-defensive armies do not count against the total, but there is now a cap on army size, I can't do what I did in the past with highly repressive slave empires: put cheap slave armies (made from species with good fighting ability) on every single planet.

If I do that now, I will run out of armies for offensive operations. But spamming cheap armies won't be the best idea anymore, either. Under current rules, slave armies and clones are the best in terms of build time and mineral cost. But if you can't build an infinite number of armies, spamming high-end troops might actually make some sense.
 
If the precursor anomalies are player-only now, and the first empire to find a precursor homeworld gets a Unity bonus, does that mean players will always end up getting the bonus then?
 
If the precursor anomalies are player-only now, and the first empire to find a precursor homeworld gets a Unity bonus, does that mean players will always end up getting the bonus then?

Im not sure on this, cause I think they added the homeworlds outright to the map along with additional means of triggering them to avoid people getting stuck and not completing.
 
*To everyone complaining about the lowered core world base*

Remember when like a large amount of the player base was complaining about how useless picking a pacifist empire was both for single and multiplayer? This along with th tech increasing it made it so it's finally on a level playing field with the other playstyles as well as adding more balance to the dominating "Wide" playstyle.

This is a good thing, you'll see
 
The base amount is reduced because there's now a variety of ways to raise it, you can easily get it far higher than 5 even in the early game now.

Looking at one change and jumping to conclusions makes no sense, 1.5 changes a lot of things. You can't just take one patch note in a vacuum and assume you understand exactly how it's going to play out.

@Wiz Just do the below to appease these Sector naysayers.


Could give sectors worthwhile bonuses. These bonuses might take time to reach its maximum value.

Research Sector +10% Science, +5% Science in adjacent systems
Industrial Sector -10% Ship production time, +5% ship building time in adjacent systems
Trade Sector +10% Energy production, +5% Energy in adjacent systems
Frontier Sector -10% Pop Growth Time bonus and +20% migration attraction
Core Sector - +5% Energy, Mineral and Research production, -5% ethics divergence in adjacent systems
Tourist Sector + 5% Happiness, +1% happiness for every planet with a special attribute to the whole nation
Border Sector minus 20% cost and maintenance of defense installations, +20% sensor range, +20% border excursion. Your border can never shrink.
Iron Fist Sector (Militarist Only) - 10% Faction support, -5% faction support in adjacent sectors
Re-education Sector - 10% Ethics divergence, -5 ethics divergence in adjacent systems
Luxury Sector - Doubles strategic resources minus 20% energy and mineral production (so you can share with your Fwends)
Bastion Sector - Starbases, Defensive installations and armies have +20% hit points
Communications Sector - ethics divergence distance modifier is halved, ethics divergence distant modifier is quartered in adjacent systems
Flashpoint Sector - you consider a certain distance beyond your border to be your space. Any nation that has closed borders to you in this space is considered hostile and you can attack ships and installations at will. You can fly into closed border space up to a certain distance. Generates threat with adjacent neighbors. Allowing you to possibly antagonize another nation into declaring war.
Holy Sector - Spiritualist pops are attracted to this sector and are happier in this sector. Materialists are not and generate disgruntled factions in this sector.