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Hello everyone and welcome to another Stellaris development diary. Today's dev diary is going to be a bit of a grab bag, as we're going to talk about features in the 1.5 'Banks' update that weren't quite large enough to get their own dev diary, but are still significant enough that we want to highlight them. All features listed in this dev diary are part of the free Banks update rather than the Utopia expansion. There are of course many other minor features, tweaks and fixes in Banks that did not make the cut for this dev diary but will be covered in the full patch notes once we're closer to release.


Empire-wide Food
Probably one of the most hotly requested features since the release of the game, we've changed food in 1.5 so that it is no longer local to planets. Instead, all food produced by planets goes into a 'global' food stockpile, which is used to feed the entire empire. The maximum size of this stockpile depends on your Food Stockpiling policy, and once your food stockpile is full, any additional food produced is instead converted into faster Pop growth across the empire at a rate relative to the size of the population (so an excess of 5 food/month will produce much more growth in a 10 Pop empire than in a 100 Pop empire). Conversely, if the stockpile runs out and food growth is negative, the empire will suffer starvation, halting all Pop growth and applying increasingly severe happiness penalties for all biological Pops.
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Terraforming Candidates
As explained in earlier dev diaries, one of the decisions taken early on when it comes to terraforming in Stellaris is to not have every planet be terraformable. This is both for practical reasons (a Stellaris galaxy can contain thousands upon thousands of planets, and having them all be inhabited would be completely unfeasible from a gameplay perspective) and thematic ones, as we want habitable worlds to feel rare and special. However, this means that one of the great staples of sci-fi - terraforming Mars - isn't possible in Stellaris. To resolve this, we've introduced a new type of anomaly called a 'Terraforming Candidate'. Sometimes when surveying Barren worlds, you will find ones that while they do not support life, could theoretically do so if you possess the right technology. Once you have unlocked the Climate Restoration technology, you will be able to terraform these worlds into habitable planets. Mars will always be a Terraforming Candidate, and you will be able to find randomly generated Terraforming Candidates when exploring the rest of the galaxy.
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War Demand Costs
A frequent complaint about the mid and late game in Stellaris is that the warscore costs for taking planets simply do not scale well to the size of lategame wars. You can have a gigantic conflict involving dozens or hundreds of planets that results in only a few planets exchanging hands at the end. To address this, we've rebalanced war demands to still be quite expensive in the early game (when conquering a handful of planets is a significant increase in power) but added numerous ways to reduce the cost as the game progresses in the form of traditions and technologies, allowing for vast swathes of territory to change hands in late-game wars.
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Stone Age Primitives
Having Stone Age primitives use a system of modifiers and tile blockers always felt a bit odd, owing to the fact that it is a legacy system designed before pre-sentients and later primitive civilizations were given proper Pops. For 1.5, we've reworked Stone Age civilizations to use the same systems as regular primitives, meaning they have Pops, can be studied and conquered using armies.
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Picking Room Backgrounds
Another occasionally requested feature has been the ability to pick your own room background when designing your species, instead of having it automatically generated by your ethics. In 1.5, you will be able to select your room background in the Ruler customization screen. We've also added a new room background in a Hive Mind style.
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That's all for today! Next week we'll be talking about the new music and sounds coming in Banks and Utopia, as well as showing off the Music Player that will be included with the free update.
 
I dislike the new empire-wide food system. It seems very shallow, even the existing one is deeper and it is shallow too. Well I guess it is a step in the right direction but you will need a proper galactic trade and supply system for it to work.
 
I dislike the new empire-wide food system. It seems very shallow, even the existing one is deeper and it is shallow too. Well I guess it is a step in the right direction but you will need a proper galactic trade and supply system for it to work.

I'm disappointed in it. I never really liked the idea of global food but this implementation is especially boring. At the very least I'd want:
(1) For the growth rate bonus for a full stockpile to be localized on the planets that are producing the surplus, if they're still growing.
(2) For starvation to hit planets without excess food production first before going empire-wide. Of course that's the opposite of what other people are asking for. They want the slave plantations to starve while the rich energy worlds get to eat. q:3 Maybe it could be a policy.

I hope they at LEAST only distribute the surplus growth rate bonus across pops which are actually growing, instead of saying 'well, your empire has 1000 pops (950 of which are on planets that are full) so we'll divide the surplus by 1000'.

Really, it should be divided by the number of *growing* pops to match the old effectiveness of excess food. In a lot of cases this will be close to the number of planets, not the number of pops at all.
 
What's the point of slavery if you can't steal the food from under them?
What..? Taking all their food away is just another form of purging. Slaves still require food to function, otherwise they are not slaves anymore—they are dead. At least in Stellaris, slaves will always have enough to eat in any healthy empire, so I am comfortable abstracting gourmet or high quality foods under "consumer goods." After all, to eat well and above what is necessary requires resources beyond that of just food (i.e., expert labor).

To be honest, I am not sure how a food shortage ought to affect interstellar food distribution... and consequently, I do not think that the current planned system should be changed. Throughout the history of colonialism and imperialism, food (and other resources) is typically exported to the capital / locations of power / foreign trade partners regardless of famine. There are plenty of terrestrial examples, but is this even possible for a galaxy-spanning polity to sustain during a food shortage? Furthermore, can we not say that this oppressive economic model is *already* at work in any polity which supports slavery or species segregation? Why do we need this option?

I am not so sure that empires should be able to satisfy only core worlds, or even just the capital, at the expense of others during a food shortage. Not firmly opposed to the idea, but I have yet to see any compelling reason or solution for this. If any empire is starving for food, especially one that *already* employs enslavement, clearly that empire just lacks adequate infrastructure. Perhaps it should consider displacing and culling some pops. Food shortages *should* make core world pops unhappier, although it is probably easier to placate them than those second-class citizens, political malcontents, and slaves who were discontent already.
 
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The empire-wide food change is a really seismic change. Really has the potential to change the way an empire is built and organized.

A question though: Are we going to get a new AI profile for sector management to accommodate agricultural sectors?

Currently, my preferred behavior for planets is to maximize food production until the planet is filled with pops and then cut down the food output to produce a minimal surplus, removing more farms as better technologies become available. Clearly, this is not behavior we will want sectors with heavy agricultural worlds to be following.
 
I think it's worth saying that these small adds and tweaks are worth their own dev diary. You've hit on a lot of things I had thought about and wanted improved.
 
There should be a -1000 modifier on accepting food deals from a xenophage by xenophiles I think :p
There are AI Tags for stuff like "purger" and other Purger AI's do not get Diplomacy penalties from purge - unless it was thier primary species.
I asume there will be something like that for the Slavery Type Lifestock. And the Purge type Processing.

So the Galactic Food Bank is interesting, in particular, I think its interesting that there is a legitimate reason to fill your stockpile and let it sit there at a surplus. Which gives me the simple idea; "Why not also have something like this for Energy/Minerals/Influence". Minerals its less important, but I always tend to have major Surpluses of Energy and sometimes Influence, to the point that I will start Terraforming Planets just because I have so much Energy to get rid of.
All resources use Storage and Income. However how Storage and Income interact is totally different. Food goes: "Everything goes to stockpile. Onyl when stockpile is full does it add to growth."
As opposed to Science: "As long as there is anything in stockpile, add 1 from Stockpile to any income."
The rest follows the Energy/Mineral/Unity/Influence formula.
 
It would be nice if food distribution could be prioritized, e.g., core worlds versus non-core worlds and/or citizens versus non-citizens. It's logical that when in crisis, somebody is going to get the short end of the stick, and it's not going to be the quadrillionaire on your home world.
 
the Outliner lists Planets in the order they are Colonized, irrespective of The System they are in, and there is, to my knowledge No Way to re-arrange planets at all. I mean I've even tried Re-Arranging them in the Save File manually and I couldn't find a way to do it. It will be absolutely Infuriating to have Earth and Mars not both at the top of the list.
This has been annoying me too, particularly for multi-planet systems. Should really be able to order them manually; extra bonus would be to sort by distance from capital or other criteria.
 
What I like about the Global Food system is the possibility for a species or Space Nation to be able to trade their Food in Diplomacy. It would be interesting to see a situation where the weak farming race has a lot of political power due to exporting Food, making them one of the last people you want to screw around with. It would also give opportunities for Warhammer 40K style Agri-Worlds, making it an interesting Blockade/Invasion target during a war to strategically strangle an entire enemy Empire.

The problem I have with this change up, based on my play-style, is 'how am I going to keep track and ensure that each of my planets is self-sufficient / autarkic?'; I personally don't mind the current/old Food System. I think I can make due with reading each planet's resource info page to ensure this (as long as how the Food Value works doesn't change), but is there a way in the future to have a policy and/or building (like the Arcology from StarDrive 2) to recreate the old, self-contained method and still benefit from the Imperial Excess Food?

The 'Terraforming Candidate' event system makes me want to recreate the "Martian Congressional Republic" of the 'The Expanse' show in the game with Mars.
 
Minor suggestion - the stone-age primitive description makes a reference to "spoken language". Change that to just "language". I like to think that the plant/fungus/squid people communicate through complex pheromone exchange, or sign language, or whatever. Point is that language need not be spoken.
 
So you have a reserve in case you start losing food (due to your farm worlds being blockaded for instance).

One question for you on the food stuff? Will sectors divide it up as it does with other resources? IE: it becomes a taxable resource and the sector will attempt to meet production enough to stabilize it's own populations as it does with building energy upkeep costs?

Basically, I'd like to know when setting up sectors if I need to be cognizant of the number of local farms as well as the number of local power plants.
 
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One question for you on the food stuff? Will sectors divide it up as it does with other resources? IE: it becomes a taxable resource and the sector will attempt to meet production enough to stabilize it's own populations as it does with building energy upkeep costs?

Basically, I'd like to know when setting up sectors if I need to be cognizant of the number of local farms as well as the number of local power plants.

This is something I would also like to know. But probably will not learn until a star fish themed lets play addresses sectors on the newest hot code.
 
Also, I actually hate the idea of Terraformable Mars, simply because the Outliner lists Planets in the order they are Colonized, irrespective of The System they are in, and there is, to my knowledge No Way to re-arrange planets at all. I mean I've even tried Re-Arranging them in the Save File manually and I couldn't find a way to do it. It will be absolutely Infuriating to have Earth and Mars not both at the top of the list.

Either could you change the Outliner to sort by Systems and then Alphabetically, or just give us the ability to move planets around in the Outliner?
Planets ordered by system and systems being collapsible would be my preferred solution. Especially when orbitals make it perfectly feasible to have a lot more "planets" per system than before.
 
What..? Taking all their food away is just another form of purging. Slaves still require food to function, otherwise they are not slaves anymore—they are dead. At least in Stellaris, slaves will always have enough to eat in any healthy empire, so I am comfortable abstracting gourmet or high quality foods under "consumer goods." After all, to eat well and above what is necessary requires resources beyond that of just food (i.e., expert labor).

To be honest, I am not sure how a food shortage ought to affect interstellar food distribution... and consequently, I do not think that the current planned system should be changed. Throughout the history of colonialism and imperialism, food (and other resources) is typically exported to the capital / locations of power / foreign trade partners regardless of famine. There are plenty of terrestrial examples, but is this even possible for a galaxy-spanning polity to sustain during a food shortage? Furthermore, can we not say that this oppressive economic model is *already* at work in any polity which supports slavery or species segregation? Why do we need this option?

I am not so sure that empires should be able to satisfy only core worlds, or even just the capital, at the expense of others during a food shortage. Not firmly opposed to the idea, but I have yet to see any compelling reason or solution for this. If any empire is starving for food, especially one that *already* employs enslavement, clearly that empire just lacks adequate infrastructure. Perhaps it should consider displacing and culling some pops. Food shortages *should* make core world pops unhappier, although it is probably easier to placate them than those second-class citizens, political malcontents, and slaves who were discontent already.
Oh I'm not saying it should change massively, and I'm just being nitpicky. You're of course right that food shortages should affect the entire empire; even slaves should be fed enough to keep them productive and that would certainly be the case when we have enough food stockpiled. However if we get to the point where we start shorting out on food resources, I like the concept of having to make the call on whether to keep the "elite" pops happy at the expense of the lesser pops or to let everyone suffer equally. Of course rationing for certain pops/factions would increase the chance of a rebellion of some kind, so maintaining that balancing act would add to the gameplay (from a personal standpoint, obviously not so for others).

Of course, there's always the option of purging pops as you say to ensure that we eliminate any food deficit. It's all about options.

That said, I'm very much looking forward to Banks regardless. Paradox are doing a fine job both pushing their ideas while simultaneously incorporating much what fans are suggesting.
 
Any word on reworking sectors?
They feel rather broken, especially mid-late game when i start exceeding the base "directly controlled" 5 planets.
There have been mentions throughout the dev diaries on sector reworks and improving AI. You'll be able to see what the sector is planning to build for one.