Stellaris - demasiri_pdx

(Click thumbnail to watch Launch Trailer on YouTube)

Stellaris: MegaCorp is out now! Step into the role as the leader of a Megacorporation and rule the galaxy through your business acumen and prowess as a corporate superpower.

MegaCorp is available to purchase on our Store right here. Some of the core features of the expansion include:
  • Corporate Culture: Chief Executive Officers of a MegaCorp can conduct business on a galaxy-wide scale with a host of new civics. Expand through a system of Branch Offices and corporate tactics
  • City World: With Ecumenopolis, you can increase the population density of core worlds to truly epic proportions, eventually creating a planet-spanning megacity
  • Caravaneer Fleets: Keep an eye out for the Caravaneers, nomadic interstellar wheelers-and-dealers who stay aloof from galactic politics, and always have a bargain up their sleeve. Expect surprises when these master traders wander through your space or when you visit their home systems
  • More Megastructures: The budget has been approved for your own glorious Matter Decompressor, Mega-Art Installation, Interstellar Assembly or Strategic Coordination Center to acquire new scaling capabilities for your megalopolis
  • Galactic Slave Market: Buy and sell labor on an industrial scale, set them free or keep them as livestock. The choice is yours!
  • VIP Status Comes with its Perks: Keep your economy competitive in a cutthroat galaxy with additional Ascension perks.
Stellaris

Paradox has released a video detailing everything that Stellaris players can expect from next week's Megacorp expansion, including a new world type and a set of "interstellar door-to-door" salesmen called Caravaneers. 

In the expansion, due on December 6 (Thursday), you'll be able to control a megacorporation, and get access to new civics. You'll be able to build branch offices on another empire's planet, and then expand those offices with other buildings that will benefit both you and the empire whose planet you're building on, Paradox explains in the video (above).

The new Caravaneers are what most appeal to me: they're three new fleets of traders that will roam around the world wheeling and dealing. Some of the deals they'll offer you as they float past will be randomised, some will be preset. You'll also be able to visit a new home base of the traders where you can spend energy credits gambling for powerful items in "games of chance" or loot boxes. 

Megacorp also adds a new planet type called an Ecumenopolis, described as "city planets" that can support huge populations. It will also add new mining, military and art megastructures as well as a galactic slave market that lets you buy human labour from slaver empires. You can set those slaves free and integrate them into your society, if you want. 

The expansion will release alongside the free Le Guin update, which overhauls the way the game's economy works, adjusts trade routes and reworks the pirate system so that you'll have to better protect trading corridors. A new galactic market will let you buy and sell resources, with prices responding to supply and demand, and the planetary tile system will vanish, to be replace by a system of districts, buildings and jobs. Creating districts and buildings will create jobs, and they'll in turn generate resources. 

You can find out more about all the features in the video at the top of this post. Megacorp will cost $20/£15.50, and the Steam page is here.

Stellaris - demasiri_pdx


The time has finally come to present the full patch notes for the 2.2 'Le Guin' update and the accompanying MegaCorp expansion coming out on December 6!

VERSION 2.2.0

DESIGNERS' NOTE

Greetings!


Stellaris has (once again) undergone bold changes! In 2.2 the focus of the changes has been to rework how you develop planets and to deepen the game's economy. The purpose is to make the management of planets more fun and engaging.

Tiles are gone, and have been replaced with Districts, Buildings, and Jobs. You will now instead construct City Districts, Farming Districts, Mining Districts, and Generator Districts, as well as various Buildings with more specialized roles. Districts and buildings provide Jobs, and a job worked by a Pop will produce resources.

As a planet gains more Pops it will unlock more Building Slots. Buildings work similar to how they did before, but now most of them provide Jobs instead of producing resources directly.

2.2 also introduces a new Trade Route system. What you essentially want to do is to collect Trade Value (found in space and produced on planets) by upgrading a nearby starbase. You should then set up a Trade Route leading back to your home system. Trade Value is converted into usable resources when it reaches your Trade Capital.

We recommend you to take a look at the updated tutorial!

Megacorp Expansion Features

Megacorps
  • Added the Megacorporation empire type, which features unique civics as well as the ability to become an economic powerhouse by spreading branch offices on the planets of other empires

Ecumenopolis
  • Added new ascension perk: Arcology Project, enabling the Decision to convert a planet to an City-World completely covered in urban sprawl

Xeno-Compatibility
  • Added new ascension perk: Xeno-Compatibility, which allows cross-breeding between species

Universal Transactions
  • Added new ascension perk: Universal Transactions, which makes it easier for Megacorporation empires to establish branch offices and commercial pacts

Caravaneers
  • Added the Caravaneers, nomadic space traders who will give unique offers in exchange for a variety of resources, and also offer games of chance in their home system

New Civics
  • Added new civic: Byzantine Bureaucracy, that reduces housing/amenities usage and allows for the construction of Bureaucratic Complex building that adds administrator jobs
  • Added new civic: Merchant Guilds, that add a merchant job to capitol buildings, and merchants provide unity
  • Added Shared Burden civic for all your luxury space communism needs, with a new prescripted empire using it, the Kilik Cooperative

New Megastructures
  • Added new Megastructures: the Matter Decompressor, Mega-Art Installation, Interstellar Assembly, and Strategic Coordination Center, including ruined versions you can discover

Slave Market
  • Added a galactic Slave Market so you can buy or sell slave Pops and robots (once the Galactic Market is established)

New Voices and Music
  • Added 3 new advisor voice sets as well as 16 minutes of new music (added to the soundtrack DLC as well)

New Canon Empires
  • Added new pre-scripted Empires using Megacorp mechanics, and changed the existing Chinorr to a Megacorp

Achievements
  • Added 10 new achievements

New Utopia Expansion Features

Hive Worlds
  • Added new ascension perk: Hive Worlds, similar to Machine Worlds but for Hive Minds, which allows them to terraform planets into living planets on which only hive drones can live. Hive Worlds gain a bonus to resource output and are not limited by deposits in how many resource districts they can support

2.2 ‘Le Guin’ Free Features
  • Added Simplified Chinese localization
  • Removed planet/habitat tile system, replaced with districts, jobs
  • Pops and Pop Jobs now belong to a social class (Pop Category) that determines their luxury needs. Social classes are ranked, and Pops that belong to a higher social class will refuse to take jobs belonging to a lower class until they demote over time
  • Added unemployment for pops without suitable jobs, which lowers planetary stability if their living standards are low
  • Added planetary housing, which is not a hard cap. Lack of sufficient housing causes planetary instability
  • More dynamic pop growth system: populations can grow and decline based on their rights, living standards, immigration/emigration
  • Added crime. Crime is generated by overcrowding and poor living conditions, and negatively affects planet stability. It can also generate events
  • Added new and reworked planetary decisions and empire edicts
  • Added new resource types (alloys, consumer goods, etc) which tie in to the economic simulation in many ways, diversifying the domestic activity of empires considerably
  • Added the Internal Market, where resources can be converted into other resources at a cost
  • Added the Galactic Market, in which all game resources can be bought and sold in open exchange between empires, with prices fluctuating based on supply and demand. This is formed when enough Empires are in contact with each other, replacing the Internal Market. Genocidal empires do not get access to the Galactic Market
  • Added trade routes, where you can collect trade value from upgraded starbases and send it back to your trade capital to convert to wealth for your empire. Reworked piracy system to link in to this, and added a patrol order so your fleets can actively suppress piracy
  • Added commercial pact diplomatic agreement, where the signatories gain trade value equal to 10% of the other party
  • Added Administrative Cap based on owned systems, districts, and colonies. It is a soft cap that, when exceeded, applies scaling penalties to leader cost, edict cost, research speed, etc. This replaces the old system of static penalties based only on systems owned, and more accurately reflects the size and complexity of your empire. Administrative Cap can be increased with techs and ascension perks
  • Introduced a new concept called Empire Cohesion. Empire Cohesion is increased by each owned system, and decreased by each external hyperlane connection and cut-off (non-owned) system inside your borders. If cohesion loss goes above cohesion gain, you will suffer penalties in the form of increased empire size and the corresponding costs it brings
  • Added 9 new basic Mandates relating to your empire's internal economy
  • Tweaked army display and ground combat screens, with improved army icons
  • Reworked planetary bombardment to produce devastation, which damages housing, amenities, trade value, and pop growth. High devastation will ruin buildings and kill pops
  • Reworked sectors to be automatically generated, removing the "mini-economies" and having them directly contribute to your empire stockpiles
  • Reworked factions to always give an amount of influence based on their faction approval, rather than having a hard cutoff below which they would contribute nothing
  • Reworked the Tradition Trees to synchronize with all the new systems
  • Replaced authoritarian Caste System with Stratified Economy living standards: does not use slavery but has a similar effect (happy rulers, downtrodden masses). Authoritarians can still use species-wide slavery. Slaver guilds civic is now required to enslave own species
  • Added alert messages for completing a Megastructure's intermediate upgrade steps
  • Added a conclusion to the Strong Magnetic Field events
  • Unity Ambitions are now a free feature, and no longer restricted to owners of Apocalypse
  • Added new single star custom system options
  • Created and implemented new SFX for Natural Wormholes which have been silent until now. No more.
  • Since the Chinorr have become a Megacorporation, replaced them in non-Megacorp games with a new prescripted empire, the Glebsig Foundation
  • Added technology Resort Worlds that unlocks the ability to designate a colony as a Resort World. This colony will be unable to have districts and most buildings built on it, but will increase amenities and immigration pull across the empire.
  • Added tech for Penal Colony worlds which have high crime rates but decrease crime on other planets
  • Added a tech for slaver empires to designate a world as a Thrall-World. Thrall-Worlds cannot support city districts or manufacturing/research buildings, but get vastly increased growth rate and access to special buildings and jobs for slaves
  • Updated tutorial to explain the new systems
  • Added the multiplayer observer mode from the 2.1.4 beta to the default game version
  • Deploy Hunter-Killer Drones decision can now be toggled on and off
  • Added a game setup setting for how many habitable worlds are guaranteed to spawn near your starting system
  • Research Agreements are now diplomatic actions, rather than being part of trade deals
  • End game victory conditions reworked into a score system, tallying up your total empire accomplishment based on size, population, military, tech, federations, and many other measures
  • Added some new Colony events.
  • Civilian ships are now constructed at starbase rather than planets
  • Added pop selection view to colony ship construction in starbases
  • Colony ships can now be built populated with any species which you have a migration treaty with
  • Colony ships built via the expansion planner will be automatically constructed at the starbase nearest the target planet
  • Planets have a decision to stop pop growth, although this comes with a penalty to stability for regular empires.
  • Blockers now generally reduce the usable districts on a planet, while clearing them often unlocks additional district types.
  • Clearing Blockers can now also give one time bonuses, i.e. clearing a slum grants a pop.
  • The homeworld of the First League is now an Ecumenopolis
  • Notifications dealing with the player’s own empire are now marked with a golden yellow rim to distinguish them from those affecting only other empires
  • Added 6 new corporate-themed empire flags

Balance
  • Improved distribution of space creatures and unique systems
  • Leader Capacity has been removed from the game and replaced with energy credits upkeep for each leader
  • Subterranean civilization famine event now uses food rather than energy
  • Increased the delay between the Prethoryn Vanguard and the main swarm arriving
  • You no longer get influence when another empire finishes first contact project before you do
  • Teachings of Warriors event now only gives energy as reward for selling to a private collector
  • Removed neighbor restrictions on rivals and most CBs
  • No longer possible to pick Imperial Prerogative as first ascension perk
  • Federation members now automatically have a commercial agreement with each other, but have to pay 15% of their energy credit income in federation taxes
  • Federations are now always led by the most powerful member empire rather than having a rotating presidency (25% more power than leader is required to replace an existing president)
  • Added a decision to curtail planetary growth through voluntary measures, available to empires that don't allow other forms of growth control. It reduces growth by 75% at the expense of increased pop upkeep
  • Reworked relative empire power to be based on fleet power, economic power and tech power (in order of descending importance). Economic power is calculated as the amount of resources produced by the empire each month, multiplied by the base value of said resources, while tech power is calculated by the total cost of researched techs
  • Added two new technologies for machine empires that improve pop assembly speed
  • Nivlac pops now generally spawn in groups of 15
  • Nivlac species trait effect on habitability and pop growth has been significantly reduced
  • Added Cadet difficulty setting as an 'easy' level below Ensign, granting the player economic buffs
  • Admirals no longer gain the Fleet Logistician trait from a random (MTTH) event
  • Changed Forlorn Ruins modifier to be -5% happiness instead of -20%
  • Drastically reduced the research cost for Entropic Recursion and Doctrine: Strange Loop, and removed their associated buildings
  • Drastically reduced the Machine Uprising's starting fleets so they shouldn't immediately economically collapse
  • Habitats now have a monthly alloy upkeep on their capital building
  • Strong/Weak traits now have a small effect on worker output
  • Culture shock is now a planet modifier rather than a pop modifier
  • Assimilation now faster, and planetary culture shock will be removed if there is only hive/cyborg/machine pops on the planet, because free will is a painful illusion
  • Xenophobes now get +10%/+20% pop growth instead of claim cost reduction (to balance for not having as much growth from migration, etc)
  • Ascension perk Defender of the Galaxy now grants bonus damage against the Tempest too
  • Ascension perk Galactic Contender also grants bonus damage vs the gate builders
  • Yuht, Vultaum, and Irassian Home systems now have some additional resources
  • Having an L-gate in your space increases the odds of rolling gateway tech if you don’t have a regular gateway
  • Spiritualist faction will no longer be unhappy about Tomb Worlds if you get Wormed
  • Having Psionic pops in your empire allows for the possibility of rolling the Psionic theory tech if not otherwise possible
  • Several existing civics have been adjusted to affect the new jobs system: Police State, Agrarian Idyll, Aristocratic Elite, Citizen Service, Exalted Priesthood and Technocracy
  • Species trait Thrifty now increases Trade Value production, new trait Ingenious increases Energy Production
  • Reduced cost of robo-modding a species
  • Reduced the cost of bio-modding a species
  • Databanks Uplinks tradition now increases research station output instead of unlocking assist research
  • Assist Research is now available from the start of the game
  • Ending a resource deal with a merchant enclave early now gives -5 opinion
  • Distinguished Admiralty civic effect on admiral level cap reduced from 2 to 1. In addition, the effect on naval capacity has been replaced with ship fire rate

UI
  • Split the policies and edicts view into their own views
  • You can now start the game with the "-console" argument and it will dump all console commands to the info.log file
  • Added various info about target planets in the Resettlement dropdown list
  • Colonization screens only show the list of species and will generate a ship from the closest shipyard
  • Species are sorted in habitability order on the colonize "select species" window
  • Expansion planner now shows scripted district in a moddable way instead of being hardcoded into energy, minerals, food
  • The expansion planner now shows Rare Deposits
  • Added navigation sidebar and moved all topbar menu items to it
  • Reworked planet battle view to show frontline, reserved and disengaged armies separately
  • Standardized colors for displaying cost and time

AI
  • AI now considers the potential resource gain against its system upkeep cost when deciding whether to build an outpost
  • Adapted AI to new economy system
  • Improved early game economy AI
  • AI will now revoke claims it has on empires it wants to maintain a long-term alliance with

Modding
  • Added scriptable leader classes, old classes are now attributes for the new ones
  • Added on_crossing_border on-action
  • You can now set an arrival_effect on auto_move_to_target, this will fire that scripted effect on arrival
  • Added "on_fleet_combat_joined_attacker" and "on_fleet_combat_joined_defender" on_action. Both are fired when fleet enter combat, scopes etc in the file "00_on_actions.txt"
  • Added country_trade_fee modifier
  • Replaced free_pop_slots trigger with free_housing trigger
  • Updated the "if" trigger to work in the same way as the "if" effect: if { limit = {...} } else_if { limit = {...} } else { ... }
  • Added define for default trade change
  • Added MARKET_FLUCTUATION_EPSILON define to avoid useless calculations
  • Added last_building_changed / last_district changed triggers
  • Added on_system_lost and on_system_gained on-actions
  • Create Species can now accept an event_target for the species class create_species = { class = event_target:caravaneer_fleet2_country.species }
  • Most modifiers in the game now take custom_tooltip to print a custom desc
  • Added perc_communications_with_playable trigger
  • Added triggers "has_rival = <Target>" and "has_overlord=<Target>"
  • Added is_half_species trigger
  • Added create_half_species effect
  • Added country-scoped variants of event pulses. Which countries get these is controlled in country type settings
  • Added GetRulerName to localization script in Leader scope
  • The "has_colonization_control" trigger now works like other species rights trigger: has_colonization_control = { value = no country =root }
  • Added a "can_colonize_with_species" game rule
  • It is now possible to directly script a civic as changing the empire's homeworld class, and this will be reflected properly in empire designer
  • The number of district types shown in the expansion planner is now fully moddable through a Define ( EXPANSION_VIEW_NUM_DISTRICTS ) However, the gui files must also be changed to have that number of district buttons/icons
  • Added set_market_leader effect
  • Anomalies with a null_spawn_chance set that are set to only happen once for the country/game will now be blocked from being rolled again if they fail to pass the null spawn chance check, meaning that some anomalies can be made properly rare and not occur in every game
  • Added the "diplomacy_economy" database where you can defines upkeep and production of resources for various types of diplomatic relations.
  • Added remove_deposit effect
  • Added is_deposit_type trigger
  • Add define for resource base, min and max price on the market
  • Add defines for constants in price change equation
  • Buildings can now have a custom tooltip effect

Bugfixes
  • Fixed incorrect starbase Missile Battery description
  • Restoring changes to Impossible Organism event to allow Nivlacs to be spawned on any planet, not just the capital
  • Fixed Contact Report: Primitives event sometimes fetching the wrong text key
  • Fixed incorrect pluralization for Gene Warrior armies
  • Fixed a handful of Crystalline Entities not being affected by the Crystal Pacification project
  • Fixed the Lokken Mechanists pre-scripted empire using the wrong ruler title
  • Fixed a bunch of old sound files that had bad loops or other cruddiness
  • Fixed literally unplayable localization bugs
  • Removed references to a nonexistent special project in an event chain
  • Fixed an edge case where paying off Marauders would cost you nothing
  • Fixed "The Xvan Labs" special project spawning in too-distant systems
  • Preventing Ketling planets subject to ongoing invasion, orbital bombardment and/or starbase construction from progressing to spacefaring Ketlings
  • Fix crash at start when the outliner settings contain double entries
  • Fixed Leviathans first contact report not firing in some cases
  • Scavenger Bot and Tiyanki Matriarch systems are now flagged as hostile (and guardian) systems
  • Fixed bug where upon re-election a ruler would not get a proper new mandate
  • Fixed Crisis ambient audio continuing to loop after Crisis has been defeated
  • Fixed an issue where Primitives would accumulate too many Ethics over time
  • Removed arrow from peace messages since they were misleading
  • Added localization that had been missing from Observation events that had been missing since 2015, good golly Miss Molly
  • Pacifists are now blocked from Aggressive First Contact protocols, as charming as it was that they had a loophole in their ethical structure that permitted unlimited violence until polite first greetings had been exchanged
  • Leviathan Death Notification message should now function
  • Fixed the bug when in the MP Lobby create new empire tab was shown beneath custom empires
  • Fixed the multiplayer "show players" mapmode being saved and reloaded in single player mode, resulting in all-grey maps
  • Fixed tutorial making observer mode outline visible in single player
  • Master Builders Ascension Perk no longer applies twice to Habitats
  • Marauder fleets now actually show up in the Marauder Vengeance event, rather than merely threatening to do so
  • Fixed a crash when deleting an empire led to having a corrupted empire design selected
  • Create vassal button now checks properly if a vassal can actually be created
  • Fixed multiple contact from same empire
  • Fixed empires created by rebellion, being released as a vassal always showing up with grey map colour
  • Fixed the "blue solution" sometimes not granting a trait
  • The red/green/blue event now adds a custom free trait so as not to mess with trait points.
  • There will now always be a minimum of one L-Gate system when playing with the Distant Stars Story Pack, regardless of galaxy size
  • Fixed peace deal localization
  • Fixed some loc references in post-war messages from Fallen Empires
  • Fixed the Horizon Signal event chain sometimes resulting in Pops getting incompatible traits
  • Fixed the Grateful Refugee pop modifier potentially stacking (modifier is now instead refreshed if the pop becomes a refugee again)
  • Contact Report: Leviathans (story.8) should now fire for all leviathans (will now display a special desc for mechanical leviathans)
  • Fixed an issue with terraforming in the Atomic Clock event
  • Numerous other bugfixes and performance improvements

Also, for our awesome modding community, here's the DD we did detailing the latest moddability changes.

We worked hard on this one. It changes the game in dramatic ways. Please enjoy it when 2.2/MegaCorp debuts next Thursday, December 6th!
Stellaris - demasiri_pdx


Today's Dev Diary comes to you with the nitty gritty details related to modding and getting really in-dept into the changes that will be coming in Le Guin.

While this isn't something that is of interest to everyone, we are dedicated to giving our modding community even better tools to let their ideas and imaginations run wild.

For the full details, check out the Dev Diary on our forums here.
Stellaris - demasiri_pdx
Stellaris: MegaCorp will be releasing on December 6th, 2018 with a host of new gameplay updates, giving you the change to play as your very own MegaCorp and conquer the galaxy with commerce and your own finely-tuned business acumen.

Also, we've just released the MegaCorp Story Trailer - which you can watch either on the our Steam store page or click the image below to watch it on YouTube!

Stellaris - contact@rockpapershotgun.com (Alice O'Connor)

We’ve all dreamed of escaping to the one place that hasn’t been corrupted by capitalism*> but space is very much not that place in Stellaris, and will be even less so with after the launch of its ‘Megacorp’ expansion. Paradox today announced Megacorp will hit Stellaris on December 6th, and as ever it’ll be accompanied by a free update with changes just as important as any feature the paid expansion adds. The update will overhaul the spacefaring 4X strategy game’s weak economic side for all players, then Megacorp will focus on new toys to better exploit spacecapitalism.

(more…)

Stellaris - demasiri_pdx

Hello everyone!

We’re back for this week’s installment of the Stellaris Dev Diary. This week we will covering a mix of paid and free features. More exactly, we’ll be talking about the Slave Market, Unity Ambitions and new Mandates. I bet I know which one you’ll want to read about first, so let’s start with that one.

Before we start I need to reiterate that this dev diary contains things that are WIP, with non-final numbers, interfaces or mechanics that might change.

The Slave Market (PAID)
To better facilitate different playstyles, we’ve added the Slave Market feature to MegaCorp. This will allow more easy transfer of slaves between empires. In MegaCorp, nothing can stand in the way of the pursuit of profit.

Access to the Slave Market is granted once the Galactic Market is founded. Only empires that also have access to the Galactic Market will be able to use the Slave Market. Only Pops that are currently Slaves are able to be sold on the Slave Market, but anyone can buy them (either to set them free or to put them to work).



To sell a slave you select one or more Pop(s) on a planet (it must be enslaved). Right now the interface shows planets as the drop-down, but we will be changing it so that you first select a species, and then the list shows the different planets. We’re tweaking the interface right now, so some things might look a bit different as the next couple of weeks pass.



When you have decided which slaves to sell, they will be put on the market. The price of slaves is 500 ± the cost affected by traits. The traits that make them good slaves drives the price up, while things that make them bad slaves drives the price down. Many traits will not affect the cost of a slave.



To buy a slave, you select a destination planet and then simply click the buy button. This will complete the transaction and move the pop to your selected planet.

We are considering adding a simple bidding process as an additional step, but at this time we cannot promise that we will have time to add it before the release of MegaCorp.

Unity Ambitions (FREE)
We are now making this feature a free feature because we felt it works better that way. We want to make sure that Unity is always useful.

Mandates (FREE)
We have reworked and added a bunch of new mandates for democratic empires. They usually go along the lines of building more districts, building more stations to gather resource, to increasing monthly income etc.



That is what we have for this week. Next week we’ll return with a Dev Diary about what the community can expect in terms of Modding capabilities.



Don’t forget to tune into Twitch for the Dev Clash at 15:00 CET on https://www.twitch.tv/paradoxinteractive, starting with a special video showcase, so you can see us whack at each other with our new pointy sticks!
Stellaris - demasiri_pdx
Hello everyone!

Today we’re back for this week’s installment of the Stellaris Dev Diary!

Now for the standard reminder that we’re not yet ready to reveal when MegaCorp will be released, and that screenshots may contain placeholder art, interfaces and non-final numbers. That said, you’re now free to begin the honored tradition of ignoring that and start arguing about any numbers posted or asking for a release date.

Anyway, let’s begin! Today we will be covering The Caravaneers, another cool feature in MegaCorp.

The Basics
The Caravaneers are space-based traders who send out fleets across the galaxy to offers you great deals! The best deals! There are three different Caravaneer fleets who set out from their coalition base in Chor’s Compass.





The Fleets
Like mentioned earlier, there are three new fleets of traders roving the galaxy, known as Racket Industrial Enterprise, the Numistic Order, and the Vengralian Trium.






They travel across the galaxy, and when they show up in your space they will offer you lucrative deals. Each fleet has their own set of specialized deals and may ask for different things in return for what they are offering.





The Caravaneer Coalition Base
For those who seek to enjoy some quality pastime, a visit to the caravaneer base is surely worth a visit! The caravaneers have some great deals on offer – only Energy Credits are accepted for being exchanged for the exciting CaravanCoinz! (Your primitive £, $, € won't be accepted here!)

CaravanCoinz allows you partake in some excellent games of chance, or to buy sealed boxes of loot. Who knows, maybe you will be lucky enough to find the most glorious and precious thing known in the galaxy – The Galatron.

Either way, a visit to the caravansary coalition base is not something you’ll regret!

Wow, so many great deals to look forwards to!





That is it for this week, folks! Next week we will be back with another exciting topic - namely the Slave Market (and some additional minor stuff)!



Also don't forget to tune into Twitch at 15:00 CET for the third session of the Stellaris Dev Clash.
Stellaris - demasiri_pdx

Hello everyone!

On this stellar day you will be able to read another of our dev diaries about the upcoming expansion - MegaCorp.

Like always I have to mention that we’re not yet ready to reveal when MegaCorp is due to being released, and that this article may contain placeholder art, interfaces and non-final numbers.

For this dev diary we will be exploring some of the new cool features in the MegaCorp expansion – namely Ecumenopolises and new Megastructures.

Ecumenopolis
“Thus shall we make a world of the city, and a city of the world”.


The city planet is here. To create a Ecumenopolis, you first need to unlock the associated Ascension Perk. The ascension perk is only available for non-gestalt empires, and requires the new Anti-Gravity Engineering technology.



Once you have the ascension perk, a decision will appear on your colonized planets. To be able to enact the decision, you need your planet to be entirely filled with only City Districts, in addition to the cost.



Ecumenolopises replace the regular districts with special districts available only to the ecumenopolis. These districts are Residential Arcology, Foundry Arcology, Industrial Arcology and Leisure Arcology. These districts are more powerful and provide a lot more jobs than regular districts. Additionally, Ecumenopolisis provide a bonus to pop growth and resource production for all jobs on the planet.






The Arcology Project is a must for anyone wishing to build a truly "tall" planet.

Megastructures
MegaCorp is releasing with 4 new Megastructures:
  • Matter Decompressor
  • Strategic Coordination Center
  • Mega Art Installation
  • Interstellar Assembly
These new megastructures will be unlocked by the Galactic Wonders Ascension Perk.



Megastructures have also received a balance pass to fit the new economy, and thus they now cost alloys to build instead of minerals.

Matter Decompressor


The Matter Decompressor works similar to the dyson sphere, but using technology far too complex to try to explain here, it extracts minerals instead of energy. It has 4 levels which provide:
Minerals: 250/500/750/1000

Strategic Coordination Center


The armored hull of the Strategic Coordination Center houses the cream of our military command, who devote their time to strategy and planning in this state-of-the-art facility. It has 3 levels and provide the following effects:
Naval Capacity: 75/150/225
Starbase Capacity: 5/10/15
Defense Platforms: 8/16/24
Sublight Speed: 5%/10%/15%

Mega Art Installation


An artistic beacon on a stellar scale, this installation inspires and represents the spirit of its creators. The Mega Art Installation also has 3 levels, but with the following effects:
Unity: 100/200/300
Amenities: 5%/10%/15%

Interstellar Assembly


A meeting place for galactic powers, increasing immigration attraction and global opinion of us. The Interstellar Assembly has 4 levels with the following effects:
Immigration Pull: 25%/50%/75%/100%
Other empire's opinion: 10/20/30/50
Stellaris - demasiri_pdx


Every Thursday at 15:00 CET, tune into the Stellaris Dev Clash!

We're kicking off Week 2 of the Dev Clash right now, with our developers taking on the roles of their very own empires. Come and follow the narrative and get an exclusive look on the lastest MegaCorp internal build.

Twitch: https://www.twitch.tv/paradoxinteractive
Mixer: https://mixer.com/paradoxinteractive
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