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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.
 
More option to manage the sectors is very good. But their operation is not yet great. Allocating the poplations according to their quality would be wonderful
 
Will the Fallen Empires bother or be able to restore their own Ring Worlds?
Well, looking at the picture in the OP one can see that Wiz tag-switched to the Materialist FE to show us that repair option, so that at could mean it's possible for them. Of course, the player isn't supposed to play as a FE, but it would feel very strange if the Materialist FE was unable to repair their ringworlds at some point.
 
Well, looking at the picture in the OP one can see that Wiz tag-switched to the Materialist FE to show us that repair option, so that at could mean it's possible for them. Of course, the player isn't supposed to play as a FE, but it would feel very strange if the Materialist FE was unable to repair their ringworlds at some point.

That raises an interesting question: What would the Materialist FE/AFE call the ruined segments if they were restored? I doubt they'd call them "Beacon of Perpetuity III" or "Ring Segment C" if/when they restored them.

On a related note, perhaps the other FEs should be naming their non-capital system (and non-Holy, for Spiritualists/non-Preserve, for Xenophiles) planets something a bit more interesting than "[System Name] [Numerical designation]"?
 
A question will sectorss now be limited in size such as if one have 3 core systems, a sector coudl laso only be that size as max (which should be logical)
Since with this system to take resources from stockpiles will result in everyone haveing one big sector so the influence cost to deplete the storage will be as low as possible, or near 0 really since in war it only costs 25. Maybe the influence cost for depeletion should be based on number of systems in the sector?
 
Can this update finally address the issue of the menial task of adding attachments to individual armies? Sometimes I don't even bother anymore and just send massive waves of clones to planets, without the fancy Clone Commandos or Xeno Cavalry, because I can't be asked to actually click like a bazillion times to add them.
 
Does anyone else think thatthe Space Ameoba fleet icon should be diffentthan the normalenemy ship fleet. I get these confused all the time and if they had the oval shaped space ameoba symbol on the galaxy map i think that would be an easy, usefulfix.
 
Will this fix the small problem where the humanoids are insulted as beasts and cubs?
 
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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Are you certain you are not repeating a mistake?

You just gave us the option to Tax Energy and Minerals seperately.
But only give us one "Drain Sector Resource" button, that affects energy and minerals equally. Should it not be one for each? With a possible "Drain both" option with Cheaper base cost?

Replace. Altered versions of the old rooms make up some of the new rooms.
At least Paradox knows how to do "Repeal and Replace" properly :D

Sanctuary has no need to be repaired.
I guess he meant for really rare cases, like Ringworlds having segments destroyed by swarm infesation?
 
I guess he meant for really rare cases, like Ringworlds having segments destroyed by swarm infesation?
No he, that is I, meant the ruined non habitable parts of the sanctuary.
 
No he, that is I, meant the ruined non habitable parts of the sanctuary.

I think he meant damaged segments that are NOT habitable segments.
There is now a cap of 4 Habitable Segments on a Ringworld.
Sanctuary already has 4 Habitable Segments.

No repairs needed.
 
There is now a cap of 4 Habitable Segments on a Ringworld.
Sanctuary already has 4 Habitable Segments.

No repairs needed.

You still misunderstand what he meant. Sanctuary has a damaged segment, not sure which of the two uninhabitable ones it was. The original poster did just want to have an option to get that one repaired so the station looks complete again.
 
You still misunderstand what he meant. Sanctuary has a damaged segment, not sure which of the two uninhabitable ones it was. The original poster did just want to have an option to get that one repaired so the station looks complete again.
According to the System Initialiser, Segments A, D, G and J are of class "pc_ringworld_habitable". That is 4, as the system was Initialised.

What can be repaired is with 98% propability is "pc_ringworld_habitable_damaged". Wich Beacon of Perpetuity has 4 of. And beacon of Stability 3 (plus the "pc_ringworld_habitable" called "Eternal Bastion").
 
According to the System Initialiser, Segments A, D, G and J are of class "pc_ringworld_habitable". That is 4, as the system was Initialised.

What can be repaired is with 98% propability is "pc_ringworld_habitable_damaged". Wich Beacon of Perpetuity has 4 of. And beacon of Stability 3 (plus the "pc_ringworld_habitable" called "Eternal Bastion").

I don't want to be disrespectful but right now it just seems like you don't want to understand what we were talking about. It has nothing to do with the habitable segments at all.
 
I don't want to be disrespectful but right now it just seems like you don't want to understand what we were talking about. It has nothing to do with the habitable segments at all.
Wheter it is newly build or repaired, there should only be 4(four) Habitable Segments on a Ringworld.
Sanctuary already has 4 Habitable Ringworld Segements.

So how does repairing a Ringworld Segment to be Habitable does NOT have to do with Habitable Ringworld Segments already existing?