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Stellaris Dev Diary #70: The Adams Update (part 1)

Hello everyone and welcome to another Stellaris development diary. Today's dev diary is a highlight of a few things coming in 1.6 'Adams', a bug-fixing and quality of life-focused update that we are currently working on. We can't tell you the exact release date of Adams yet, only that it won't be a very long wait. Since it's not a major update, it's also not expected to break saves from 1.5 'Banks'. There will be no paid DLC accompanying Adams, so everything listed below is either free for everyone or only requires a previously released expansion. We wanted to make sure we had time for as much bugfixing and smaller quality of life tweaks as possible, so don't expect any major features to be part of this update!


Ruined Megastructures
One of the things we were hoping to have time for in 1.5 'Banks' that ended up being cut for time was having ruined and repairable megastructures in addition to the ones you can build. This will now be part of the Adams update instead. Once Adams is released, you will be able to find ruined versions of all the different types of megastructures in a variety of systems while exploring. Claiming these systems will allow you to repair these ruined megastructures and restore them to full functionality. Repairing a megastructure is cheaper and faster than building a brand new one, and also doesn't require any Ascension Perks, only the Mega-Enineering technology. Ruined ringworlds that existed previously (such as the Cybrex homeworld and the ones owned by the Keepers of Knowledge) are also able to be repaired, and will be able to be restored even for players that do not have the Utopia expansion. Utopia is however required to find and restore the Science Nexus, Dyson Sphere and Sentry Array.
2017_04_27_1.png


Sector Taxes & Stockpiles
Another addition to Adams is a few more tools for managing your sectors' economy. As of 1.6 you will be able to set taxes for Energy and Minerals separately, and we've added a new 'Drain Stockpile' interaction that allows you to seize 75% of a sector's stockpiled resources at the cost of 100 influence. In the event that you are fighting in a defensive war, this cost goes down to 25 influence, allowing you to use rich sectors as a resource reserve for an unexpected war declaration. Finally, we've added the ability to feed your sectors 1000 resources at a time through CTRL-clicking.
2017_04_19_1.png


New Room Backgrounds
While the code and content design team have been busy with fixes and improvements, the art time has not been idle either. As part of the Adams update, we've created 15 new room backgrounds themed around the various AI personalities. Randomly generated empires will use the background appropriate to their personality, adding flavor and allowing you to more easily tell the Slaving Despots from the Federation Builders at a glance. All 15 rooms are naturally also available when designing an empire, so if you really want your pacifist xenophile egalitarians to conduct diplomacy in a room surrounded by alien skulls, we have you covered! In addition to the player-usable rooms there are also 4 new rooms for the Fallen/Awakened Empires that are designed to suit their unique aesthetics.
2017_04_25_1.png

2017_04_20_1.png


That's all for today! Next week we'll continue talking about the Adams update, so stay tuned.
 
No the habitable segments aren't inside your borders if they are inhabited though (I assume they always are?) they are in the borders of the primitives living on them. Everything else in the sanctuary system is inside you borders (well if the system is) but the inhabited segments are not. Hence the sanctuary system does not work for the mega engineering boost.
That doesn't seem right. If that worked the way you think it does, you wouldn't be able to build observation posts on them (which you totally can) or on other primitive worlds...
 
No the habitable segments aren't inside your borders if they are inhabited though (I assume they always are?) they are in the borders of the primitives living on them. Everything else in the sanctuary system is inside you borders (well if the system is) but the inhabited segments are not. Hence the sanctuary system does not work for the mega engineering boost, not until you conquer or settle one of the habitable segments.
The uninhabitable segments still count for Mega Engineering, any kind of ringworld segment inside your borders works.
 
The uninhabitable segments still count for Mega Engineering, any kind of ringworld segment inside your borders works.
Not in my experience I had those inside my borders for 50 years whilst having all the criteria fulfilled, after I managed to integrate one of the empires I enlightened from them I got it in less than a year. Now granted that might be just chance but I doubt it.

That doesn't seem right. If that worked the way you think it does, you wouldn't be able to build observation posts on them (which you totally can) or on other primitive worlds...
If you hover over a planet held by a primitive their empire name is displayed not your's it's in their space even as that space is only that single world.
 
Not in my experience I had those inside my borders for 50 years whilst having all the criteria fulfilled, after I managed to integrate one of the empires I enlightened from them I got it in less than a year. Now granted that might be just chance but I doubt it.
Excerpt from the code for mega engineering
00_eng_tech.txt said:
factor = 20
any_system_within_border = {
OR = {
...
any_planet = {
OR = {
is_planet_class = pc_ringworld_habitable
is_planet_class = pc_ringworld_habitable_damaged
is_planet_class = pc_ringworld_seam
is_planet_class = pc_ringworld_seam_damaged
is_planet_class = pc_ringworld_tech
is_planet_class = pc_ringworld_tech_damaged
}
 
Excerpt from the code for mega engineering
Well then, either they fixed it or it was just ridicolous RNG on my part. But what about fixing the pc_ringworld_tech_damaged and pc_ringworld_seam_damaged? The sanctuary has a few of those.
 
Hello everyone and welcome to another Stellaris development diary. Today's dev diary is a highlight of a few things coming in 1.6 'Adams', a bug-fixing and quality of life-focused update that we are currently working on. We can't tell you the exact release date of Adams yet, only that it won't be a very long wait. Since it's not a major update, it's also not expected to break saves from 1.5 'Banks'. There will be no paid DLC accompanying Adams, so everything listed below is either free for everyone or only requires a previously released expansion. We wanted to make sure we had time for as much bugfixing and smaller quality of life tweaks as possible, so don't expect any major features to be part of this update!


Ruined Megastructures
One of the things we were hoping to have time for in 1.5 'Banks' that ended up being cut for time was having ruined and repairable megastructures in addition to the ones you can build. This will now be part of the Adams update instead. Once Adams is released, you will be able to find ruined versions of all the different types of megastructures in a variety of systems while exploring. Claiming these systems will allow you to repair these ruined megastructures and restore them to full functionality. Repairing a megastructure is cheaper and faster than building a brand new one, and also doesn't require any Ascension Perks, only the Mega-Enineering technology. Ruined ringworlds that existed previously (such as the Cybrex homeworld and the ones owned by the Keepers of Knowledge) are also able to be repaired, and will be able to be restored even for players that do not have the Utopia expansion. Utopia is however required to find and restore the Science Nexus, Dyson Sphere and Sentry Array.
View attachment 260912

Sector Taxes & Stockpiles
Another addition to Adams is a few more tools for managing your sectors' economy. As of 1.6 you will be able to set taxes for Energy and Minerals separately, and we've added a new 'Drain Stockpile' interaction that allows you to seize 75% of a sector's stockpiled resources at the cost of 100 influence. In the event that you are fighting in a defensive war, this cost goes down to 25 influence, allowing you to use rich sectors as a resource reserve for an unexpected war declaration. Finally, we've added the ability to feed your sectors 1000 resources at a time through CTRL-clicking.
View attachment 260909

New Room Backgrounds
While the code and content design team have been busy with fixes and improvements, the art time has not been idle either. As part of the Adams update, we've created 15 new room backgrounds themed around the various AI personalities. Randomly generated empires will use the background appropriate to their personality, adding flavor and allowing you to more easily tell the Slaving Despots from the Federation Builders at a glance. All 15 rooms are naturally also available when designing an empire, so if you really want your pacifist xenophile egalitarians to conduct diplomacy in a room surrounded by alien skulls, we have you covered! In addition to the player-usable rooms there are also 4 new rooms for the Fallen/Awakened Empires that are designed to suit their unique aesthetics.
View attachment 260911
View attachment 260910

That's all for today! Next week we'll continue talking about the Adams update, so stay tuned.

@Wiz will we ever have crystal/silicoid species?

I feel that this is a bit of a disappointment that we don't have silicon based races in Stellaris. Please include silicon species to the game!
 
Well then, either they fixed it or it was just ridicolous RNG on my part
I don't think they made any changes to that tech for 1.5.1.

I don't either. This thread has nothing new that wasn't already shown in the stream last week.
Ah, I wouldn't know, I don't watch the streams. Either way, the point is that some people don't follow the development very closely but might check the DD once a week.
I think we'll have to accept that the DDs for 1.6 wont be very exciting or revelatory. QoL changes make good twitter teasers and bugfixes, while very nice, don't make exciting DDs.
 
if you really want your pacifist xenophile egalitarians to conduct diplomacy in a room surrounded by alien skulls, we have you covered!
Clearly the skulls and relics of our highly revered members of society. We honor them by having their remains present in our throne room.
 
Will we get a discount on resource withdrawal during a crisis? While it theoretically could be exploited by allowing someone to keep a crisis alive for such a bonus, a nearby crisis is generally worse news than a defensive war and seems like a good time for your sectors to be as helpful as possible...
 
Hello there!

This is a feedback comment in regards to the stream earlier today and the FTL talk.

I agree, I do myself use Hyperdrives, and often force it. Because (for me) it adds more depth & control into border control and management. Makes building defences more strategic insteam of very sporadic etc. As you put it it adds "geography" to the map.

What I would like to see myself is this.

1: Yes having Hyper-drives as the standard one would be the best choice.

2: From there I believe, as you mentioned, be able to research the others.
Where you should have some lanes basically being wormhole points where you need the tech to pass through it. Alternatively and preferably also "force" you to bulld a "stargate" in order to pass it, but no matter.
Some games have this as a bridge between clusters - in essence preventing and forcing a longer game and no "rushing" which i find is an issue at times. Imo there should indeed be more obsticles to prevent VERY rapid expansion.

3:From there there should be another, late game teir to this. And that would be systems that are NOT bound by the hyperlane network at all.
Where you will see more richer systems with a lot of resources or a few unique once. With even more harder obsticles like the fallen empires etc.
In my honest opinion they should in this case both spawn in small to large clusters - essencially adding a "brave new world" feel to it like in EU4, by vauge comparison.
Basically the only way to reach these would be with warp drives that would be very late game tech.

4: Another option for late game would be allowing access to the systems located "in the center of the galaxy". I think that would be very interesting to (like in mass effect 2 and how they reached the galactic center there, assuming you know this). Basically requiring the psy drives or high teir warp drives to get through the interference.

This to me would be THE MOST intresting "twist" to how the mechanic is now and the most logical as well. Not to mention adding a more "geographical layer" to the strategic part of the game (which it direly needs indeed!)
 
Since you can now terraform inhabited Planets i foresee no problems in getting rid of EC

Haha, I'm going to go ahead and guess we may play different empire styles ;)

That being said though... I've terraformed a significant number of planets. Still no dent in the energy cap. And i'm fully synthetic so im using EC instead of food! I think i see it just as a late game balance issue and the 20k stockpile just seems like an overlooked item.
 
Haha, I'm going to go ahead and guess we may play different empire styles ;)

That being said though... I've terraformed a significant number of planets. Still no dent in the energy cap. And i'm fully synthetic so im using EC instead of food! I think i see it just as a late game balance issue and the 20k stockpile just seems like an overlooked item.

I'm agreeing with you at the moment. But my empire has so many planets now just terraforming them all to gaia will easily get rid of all the EC.
And my current empire is fully synthetic too.
 
There should be pros and cons to having 1 or multiple sectors. As others have stated, with this new update in mind having more than 1 sector is almost always a detriment, unless you have a huge empire with huge surplus that you don't know what to spend on.

I've actually never had just a single sector. I hadn't really thought about it. I can appreciate from a game mechanic perspective it might be better.

I usually do some light RP with my empire so multiple sectors fits my playstyle. Plus, sometimes I make a territory grab further away from my empire. At that point it's necessary AND some light RP. call it the andromeda initiative and see how it develops!

Side note: I thought sectors would be developing their own fleets. Am i mis-remembering that or was that just a mod.....