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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.
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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.
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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.
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That's all for today! Next week we'll continue talking about the Adams update, so stay tuned.
 
On the other hand, sectors didn't have a cap on how much resources they can stockpile. At most you can get 75% of the sector cap per 25 influence.

Admittedly it still discourages making sectors below a certain size, and you want to avoid draining stockpiles that aren't full unless you're really desperate.

It may be a good idea to add some sort of cooldown limiting how often you can requisition their minerals per sector.

This might be a good place to include some unrest mechanic uses as well. You keep draining a sector to support your war effort and even a normally happy empire that doesn't have slaves and unrest problems might start getting resentful and unhappy. factions can form. unrest can start. you continue to push it because you dont care and absolutely need the minerals and maybe a revolutionary movement begins to form. I think that's much more interesting and makes for better gameplay than a influence cost.
 
On the other hand, sectors didn't have a cap on how much resources they can stockpile. At most you can get 75% of the sector cap per 25 influence.

Admittedly it still discourages making sectors below a certain size, and you want to avoid draining stockpiles that aren't full unless you're really desperate.

It may be a good idea to add some sort of cooldown limiting how often you can requisition their minerals per sector.
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.

Another option that just came to my mind is what if wormholes were fixed locations generated in the galaxy? You'd need to research the WH and the tech to use it. It would have strategic importance to owning the system and it could have a, at the time, unknown system that it leads to. Just an off the cuff thought, but it might be a fun mechanic. I like WH drives, but lately play with Warp required for everyone. having all 3 going all the time throughout the game can be too much.
 
We'll be able to repair ruined megastructures with the Adams update, but will the AI be able to as well? Will we have the Keepers of Knowledge FE repairing their own ringworlds if they awaken?
 
We'll be able to repair ruined megastructures with the Adams update, but will the AI be able to as well? Will we have the Keepers of Knowledge FE repairing their own ringworlds if they awaken?

Or another empire bringing it online and suddenly having that within their empire. Could really throw the balance of the galaxy around or provide an interesting mechanic!
 
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.
Err, different playing styles indeed.

As a third opinion on the energy balance and stockpile issue to add to yours and Subversator's, my approach is that if my EC balance is greater than +100 when all my fleets are in port, then I don't have enough ships and should build more, and that I have absolutely no objections to my EC stockpile maxing out during peacetime.

Having a large EC buffer is really nice when fleets are on active duty... assuming you use big fleets. :D
 
@Wiz Have you guys considered creating backgrounds akin to the ones from the "Diverse Rooms" mod? I understand that these backgrounds show no city landscape, but I'm wondering whether that feature is always as important. I found those backgrounds to be very atmospheric and edited my custom races to use them. The results are quite something:

http://imgur.com/a/uI5Ov


Oh, and one QoS-Feature would be neat: Give us a list of every space station within our borders, regardless of whether they belong to sectors. I personally refrain from building ships in sectors, as it's too much of a hassle (I have to find and/or remember the system where I built my specialized space station, click the planet, switch to space building queue).

Also, when I click a "queue finished" notification, I do not want to be zoomed into the solar system, I just want the correct window to open. And double-click on a selected unit should always behave the same, not differently, depending on whether the unit is visible on-screen or not.
 
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Devs, can you please not use all content for the weekly diary in teasers in future, I prefered these diaries when they were a nice supprise as opposed to a long winded version of teasers as they are currently,

Thanks :)
 
To tax and to drain a sector is pointless, but please be consequent and implement a separate "drain a sector"-feature for EC(s) and minerals.
*facepalm*
 
I love new art assets and the backgrounds look great. Is there any news on AI or robot races? I know that they didn't make it into banks for technological ascendency, but is it coming?
 
Bug fixing and the sector separated energy/mineral tax and drain functions are welcomed and finaly I dont need to get tendonitis to send my sector 5000 minderals! :)
Looking forward for more info about Adams!
Thanks @Wiz!
 
"In the event that you are fighting in a defensive war"

The game always says I'm the attacker. Even when they declare war on me.
 
Would be possible to add more customization options? For example I do not like muchthe mini ancient civs that make commerce with you and I would disable them , but I can't as there is no option , I would also like ot add some checks on what could be the enemy species, by selecting either the gener or directly the specific specie.
 
I saw that fanatical purifier was Fanatic Xenophobe/Spiritualist, does that mean Fanatic Purifier no longer requires Militarist?

Excellent observation, I hope this is true (or that you can start out as Fanatic Purifier Xeno/Military and switch later to Xeno+something else.

Builds I would like to combine:

Space Crusaders (Purifier + spiritual / Purifier Spiritual / Military / Xeno)
Robotic Purifiers (Purifier + materialist / starting robot pop)