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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.
 
I find this fixed cost a little worrying, as it almost forces the player to try to have only a single sector. Multiple sectors would just add unnecessary influence costs for draining resources...

@Wiz would it be possible to have separate buttons for mineral and energy drain from sectors? Just like taxes are separate now?

I agree with Birnenpappe, I think a scaling cost perhaps based on the number of systems/populated systems in the sector. Although I do also agree with Ambereyed that separate buttons for energy/minerals would make a lot of sense. I find in most playthroughs I'm either hurting on minerals *or* energy, rarely both.
 
Hmmm. The second day of mild disappointment from paradox.

Not the qol features talked about but the fact we already knew this stuff from twitter sneak peaks.

I feel like the influence for resource ratio should be linked to something such as gross or net income or number of planets/systems or number of pops etc.
 
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.

I agree with some of the requests for separate drain buttons. I don't know if there are plans to change how EC is stockpiled, but right now the 20k hard cap kind of undermines this. Mid to late game my EC monthly amount is significant and i max out my stockpile fast. Every few minutes I have to sell it off to traders so i don't feel like it's going to waste or to supplement my mineral income.

I'd recommend either expanding the EC stockpile (Or allowing a structure/tech/mechanic that allows you to)
Or letting you drain those resources independently. Otherwise, a lot of that draining may just be sending EC down a drain.
 
I agree with some of the requests for separate drain buttons. I don't know if there are plans to change how EC is stockpiled, but right now the 20k hard cap kind of undermines this. Mid to late game my EC monthly amount is significant and i max out my stockpile fast. Every few minutes I have to sell it off to traders so i don't feel like it's going to waste or to supplement my mineral income.

I'd recommend either expanding the EC stockpile (Or allowing a structure/tech/mechanic that allows you to)
Or letting you drain those resources independently. Otherwise, a lot of that draining may just be sending EC down a drain.

Since you can now terraform inhabited Planets i foresee no problems in getting rid of EC
 
Replace. Altered versions of the old rooms make up some of the new rooms.
So do we lose access to the old rooms or can those still be used for custom nations too?
 
Actually about half the segments are broken. And the only time I've seen it the rest of them were inhabited which means that technically it's never in your space.
All the habitable portions are fine on sanctuary. It's occupied by some Automated defense stations and a bunch of primitive civs that live on each habitable segment of the ring. None of these are space-capable, and they can easily be conquered, infiltrated, uplifted, or what have you. Once you've defeated the defensive systems, that is.
 
This is possible, but so far as I know you must have a custom empire that exists with their portrait. You can then copy/paste the United Nations of Earth line of code which (off the top of my head) is something like 'is_portrait_unique = yes'

Thank you, that will be useful in some cases. Nevertheless, my ultimate purpose is to secure that I will not see a number of specific portraits at all.
 
to add some variant to the rooms, adding some with a different sky color is necessary IMO. Skies with only blue colors are too boring. Add some green, red or yellow skies and more alien building styles (or no buildings at all) to the mix!
 
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.
 
My thoughts on the sector bit:
Please let us drain money and mineral resources individually for a lesser but proportionally higher cost i.e. 75 influence to drain only energy.
Also, let us drain resources from sector at a reduced discount in the event of an offensive war. 50 or 75 influence would be a good cost.
 
All the habitable portions are fine on sanctuary. It's occupied by some Automated defense stations and a bunch of primitive civs that live on each habitable segment of the ring. None of these are space-capable, and they can easily be conquered, infiltrated, uplifted, or what have you. Once you've defeated the defensive systems, that is.
So the non habitable ones aren't the same as the ruined ones that can be fixed and will not be fixable is what you're saying? And yeah that's the problem you have to beat the defences to get the sanctuary in your space in order to get the mega engineering boost.
 
So the non habitable ones aren't the same as the ruined ones that can be fixed and will not be fixable is what you're saying? And yeah that's the problem you have to beat the defences to get the sanctuary in your space in order to get the mega engineering boost.
I don't think you need to beat the defenses for mega-engineering, it just needs to be in your borders. To actually have the sanctuary system as a colony does, however, require you to beat the guardians. That isn't so bad though, as you can slowly poke them down over time using a ~4-6K fleet, and just retreating and repairing each time you destroy a station or two.
 
I find this fixed cost a little worrying, as it almost forces the player to try to have only a single sector. Multiple sectors would just add unnecessary influence costs for draining resources...

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.
 
Actually about half the segments are broken. And the only time I've seen it the rest of them were inhabited which means that technically it's never in your space.
Just to be clear, ring worlds have four inhabitable sections. Sanctuary also has some sections that provide research points, but should only have four inhabitable sections like any other ring world. And as previously said you can just e.g. invade them if you want them.
 
I don't think you need to beat the defenses for mega-engineering, it just needs to be in your borders. To actually have the sanctuary system as a colony does, however, require you to beat the guardians. That isn't so bad though, as you can slowly poke them down over time using a ~4-6K fleet, and just retreating and repairing each time you destroy a station or two.
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.