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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.
 
Nice features for sec management =) Thanx! But how about go deeper? For example:

1. Some sort of discount for sec draining in times of defensive war? (maybe only with opposite ethos empire, or fanatic purifiers etc.) It looks not cool when enemy purge pops in sector, but their mates just sit still on mineral piles.

note: Looks like i jump through part of main article, sorry =(

2. Separate draining sec for a alternative resourse? For example - give em EC for minerals. EC will be lost for empire. For democratic-driven emperies.
3. Leveled draining. 25%/50%/75% instead of one-time full drain.
4. Some way to utilise overcap EC, minerals, unity and influence. We already have similar mech for food - why we cant get some bonus from capping other resources types?
 
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Not sure if any of the devs will read this, but in the off chance that they do...

Please add the ability for Humans to wear the different clothing available to other Humanoids (or even other species). I love playing as a human, but the clothing option is absolutely terrible.

Also, although there's a mod for it now, could you guys please add a mechanic that would allow us to create life on an uninhabited planet? It would be super awesome if we could also choose what they look like (among the many available options, of course). I'm only asking since this would make it infinitely easier to realize my dream of leading a Cute-Only Supremacist Empire. *girbles*
 
Nice features for sec management =) Thanx! But how about go deeper? For example:
1. Some sort of discount for sec draining in times of defensive war? (maybe only with opposite ethos empire, or fanatic purifiers etc.) It looks not cool when enemy purge pops in sector, but their mates just sit still on mineral piles.
3. Leveled draining. 25%/50%/75% instead of one-time full drain.
1. Seems you missed the stream. When you´re in a defensive war you can drain them for 25 instead of 100 influence.
3. It is always a drain of 75% whatever they have.
 
*facepalm*
So what ? - The player has already the ability to tax the income of a sector and instead of having also the ability to grab its stockpiled resources (that's the pointless thing), it's more reasonable, that sectors aren't braindead anymore and to find additional stuff (sector-fleets for example), so that sectors actually spend their resources.
 
will we be able to set a default state for our borders? I like playing in a hyperdrive only spiral galaxy, then securing key systems, which only works if I remember to set my borders to closed with every empire I meet :(
 
So what ? - The player has already the ability to tax the income of a sector and instead of having also the ability to grab its stockpiled resources (that's the pointless thing), it's more reasonable, that sectors aren't braindead anymore and to find additional stuff (sector-fleets for example), so that sectors actually spend their resources.
Oh, thinking in that direction makes me feel it may be a solution against doomstacking. What if each sector will function pretty much equivalent to a vassal? Let it maintain it's own fleet based on current player-set designs. Then let's add a bureaucracy value - if sector grows over some number of planets, it's internal consumer goods and buildings maintenance cost goes high enough to limit fleet size this way. That will put some cap to the fleet contribution each sector can make to the empire' fleet and remove the ability to directly control and doomstack all fleets in one point since vassal-kind sectors have some degree of freedom to act on their own.
 
Got as far as building megastructures in my current game. Didn't really need a Dyson Sphere but almost went for it. Decided in the end to go for a Sentry Array as I'm keen to see what it shows me. However, the one which disappointed me most was the Science Nexus. Not sure what anyone else thinks but personally I thought the 15/30/50 science point buffs were a bit on the stingy side. At the stage where you're building megastructures you'll likely have a ton of science points anyway i.e. 6-700 or even higher. As such even the top level of 50 points is perhaps a 7 or 8% boost to research speed i.e. 46 months instead of 50...which to me seems almost irrelevant in a game lasting centuries. I'd therefore like to see the Nexus buffed to make it more inviting i.e. instead of 15/30/50 points, why not 10/15/20 PERCENT more points?
 
What I still want, if this isn't already a thing and I just missed it, is sector defense fleets. Not micromanaging your fleets to patrol a sector, but actually either being able to assign fleets to the control of a sector or let the sector build their own token force, and have the AI control it to make rounds through the sector it belongs to.
 
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!

i really hope the bug resulting in no option to purge single pops will be fixed.
 
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.
Yea It sure would add a whole lot to the "exploration" feel in the game. Restricting it, adding value in doing it too. Yea I would love a hard look and new approach to this indeed.
 
Hey, can we be able to do something with the super massive black hole at the center of the galaxy at some point in the future? If you think about it, it's just a black hole like any other. It's just larger and more massive.
 
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!)

I don't want to be forced into using an FTL setup where I can easily be closed down into a very small area because I've got neighbors whose area of control overlaps the one star system that I can use to leave my starting cluster. Especially where that neighbour is a Fallen Empire that is many times my strength at the beginning of the game.

I think the current approach to having multiple possible FTL systems is much better than being forced into one system that has the potential to have your game instantly ruined (since you can't explore beyond a few systems... and have no good colonisation candidates) thanks to unlucky placement on the map.

Having systems "in the centre of the galaxy" is not a plausible concept if you accept the current scientific theory that the centre of any given galaxy is a black hole. Get too close to that, and everything will essentially be sterilised by the radiation from the event horizon of the black hole.
 
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.
i think is not useless,seen your sector with their stockpile full and not be able to use that when your are in a long war,example,war in haven against a awaken empire,or anything else,this shoudl be added a long time ago,since the dev introduce the sectors to the game
 
Is it possible to be able to select in the same way the planets we wishes to obtain or to liberate in war than to add or remove a system in a sector
 
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Please for the love of god fix the precursor, at least let it fail with dignity.:(

I am immensly frustrated over this and ended several games because it annoyed me to no hell.

Issues with bugging out, appearing in Fallen Empire territory and just being a pain. I am considering just a mod to disable them.