Hello, Stellaris: Console Edition Community!
It’s been a while, and it’s great to be back with another Console Edition Development Diary! Yes, it’s April Fool’s day. No, this is not an April Fool’s Dev Diary. OR IS IT? (It’s.. really not.)
Today we’ll be talking about some of the upcoming changes in the next major update for Stellaris: Console Edition. While we’re not ready to announce a release date yet, but there are a few economic and other changes coming in the next patch we feel are important to talk about!
The Alloy Foundry and Consumer Goods buildings are now limited to one each per planet and provide an additional 2 Artisan or Metallurgist jobs. The upgrades of these buildings provide an additional +1 and +2 output per job, in exchange for increased job upkeep.
There are also new Planetary Designations which will affect the number of Metallurgist/Artisan jobs produced by Industrial Districts. Designating a planet a Forge World will shift 1 Artisan job per Industrial District to a Metallurgist job, and vice versa for the Industrial World designation.
In the next update, building slots will unlock by increasing the infrastructure of the planet. Building City Districts (or their equivalent), and upgrading your Capital Buildings will now open up more building slots on the planet. As well there are two new technologies that will also unlock a building slot, as well as a tradition in the adaptability tree (for those who have access to it.)
As a pleasant side effect of this, your buildings will no longer get ruined when a pop gets resettled, ritually killed, or eaten by mutants.
Resettlement cost for Slaves, Workers, Specialists, Rulers
This Influence cost is waived by the Corvée System civic. The Subsumed Will and Over The Air Updates civics also waive influence costs for manual resettlement of drones. Slaves and non-sapient robots can be moved without expending influence. Manually resettling the last pop off of a world carries an additional influence charge.
With Federations, we introduced a resolution called Greater than Ourselves, which automatically resettled pops within your empire, provided you had an edict active. With this update, we have expanded on this functionality. Greater Than Ourselves has been changed to significantly increase Automatic Resettlement Chance.
Planets with sapient, unemployed, free pops now have a small chance per month for one to automatically migrate to other planets with appropriate jobs, housing, and decent habitability. Migration controls will prevent this auto-resettlement. Having multiple unemployed pops on a planet will increase the chance of one of them moving.
Transit Hubs are a new type of Starbase Building, that will increase resettlement chance from planets within its system by 100%.
That’s it for this week, be sure to join us next week when we’ll be talking about changes coming to Pop Growth and First Contact!
It’s been a while, and it’s great to be back with another Console Edition Development Diary! Yes, it’s April Fool’s day. No, this is not an April Fool’s Dev Diary. OR IS IT? (It’s.. really not.)
Today we’ll be talking about some of the upcoming changes in the next major update for Stellaris: Console Edition. While we’re not ready to announce a release date yet, but there are a few economic and other changes coming in the next patch we feel are important to talk about!
Industrial Districts
One of the biggest changes coming in the next version of Stellaris: Console Edition is the addition of Industrial Districts. Industrial Districts replace Alloy Foundries and Civilian Industries as the primary source of Alloys and Consumer Goods. Each Industrial District provides +2 Housing, and 1 Artisan (Consumer Goods) and 1 Metallurgist (Alloys) job. Similar to City Districts, Industrial Districts are uncapped, meaning they are not limited by Planetary Features and are instead limited by the total number of districts a planet can support.The Alloy Foundry and Consumer Goods buildings are now limited to one each per planet and provide an additional 2 Artisan or Metallurgist jobs. The upgrades of these buildings provide an additional +1 and +2 output per job, in exchange for increased job upkeep.
There are also new Planetary Designations which will affect the number of Metallurgist/Artisan jobs produced by Industrial Districts. Designating a planet a Forge World will shift 1 Artisan job per Industrial District to a Metallurgist job, and vice versa for the Industrial World designation.
Building Slots
Previously in Stellaris: Console Edition, building slots were unlocked by having x population on a planet. One of our biggest bits of feedback on this system, was the tedium of waiting for that last pop to grow, or having a pop die at the wrong time and having to wait even longer for that extra building slot to open up.In the next update, building slots will unlock by increasing the infrastructure of the planet. Building City Districts (or their equivalent), and upgrading your Capital Buildings will now open up more building slots on the planet. As well there are two new technologies that will also unlock a building slot, as well as a tradition in the adaptability tree (for those who have access to it.)
As a pleasant side effect of this, your buildings will no longer get ruined when a pop gets resettled, ritually killed, or eaten by mutants.
Resettlement
In the next major update for Stellaris: Console Edition, manually resettling pops will have an associated influence cost for most job types. Costs vary depending on the strata of the pop being moved, worker strata pops are fairly cheap, while ruler strata pops are far more expensive to move.Resettlement cost for Slaves, Workers, Specialists, Rulers
This Influence cost is waived by the Corvée System civic. The Subsumed Will and Over The Air Updates civics also waive influence costs for manual resettlement of drones. Slaves and non-sapient robots can be moved without expending influence. Manually resettling the last pop off of a world carries an additional influence charge.
With Federations, we introduced a resolution called Greater than Ourselves, which automatically resettled pops within your empire, provided you had an edict active. With this update, we have expanded on this functionality. Greater Than Ourselves has been changed to significantly increase Automatic Resettlement Chance.
Planets with sapient, unemployed, free pops now have a small chance per month for one to automatically migrate to other planets with appropriate jobs, housing, and decent habitability. Migration controls will prevent this auto-resettlement. Having multiple unemployed pops on a planet will increase the chance of one of them moving.
Transit Hubs are a new type of Starbase Building, that will increase resettlement chance from planets within its system by 100%.
That’s it for this week, be sure to join us next week when we’ll be talking about changes coming to Pop Growth and First Contact!