Stellaris

Stellaris Dev Tracker




22 Jun

Comment

I can only speak for when I was Game Director and we implemented ascension paths but the lore reason for no psi ascension then is that HMs are already psionic but in a different and incompatible way (this is why we made sure they can also talk to the Prethoryn for example). More practically both these ascension paths would have required extensive modification for HMs to the point where it'd have been better just to give them their own ascension paths. With machine ascension you also get major overlap with Machine Empires on top of all that.


23 Nov

Comment

Originally posted by SC_Reap

Oh hey, Wiz. Been a while. Is the project going well?

I’m referring to Victorian Secrets of course.

Going well! Keeping busy, but look forward to being able to talk about my (non-hobby) work sometime in the future :)

Comment

Originally posted by [deleted]

[deleted]

pdx_wiz

Lurking my old hunting grounds, ofc

Comment

Originally posted by ThirteenMoney

Dumb question, but aren’t the scourge running from the unbidden? I could of sworn there was some evidence saying that they were running from them, so they had to go to another galaxy

The Hunters are not the Unbidden


11 May

Comment

I honestly did not even know this was in a trailer, I will have to give my kudos to marketing on monday.


07 Dec

Comment

Originally posted by MasterOfNap

R5: upgrading the culture building Heritage Site increases the number of culture workers jobs from 4 to 4, ie no change at all.

This is a bug. We'll fix it ASAP.

Comment

I don't think comparing absolute growth times of robots is helpful since robots no longer compete with organics for tiles 1 to 1. They're meant to complement organic pops, not replace them (for regular non synth ascended empires, anyhow).

Synth ascension definitely needs a buff, though.


04 Dec

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Originally posted by [deleted]

u/pdx_wiz, you’ll find this interesting.

I've read it over, our AI programmer is looking into the issues. Thanks!


14 Nov

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Originally posted by ViolentBeetle

Is this defined through a job or by effects applied to a country/planet? As is, how hard would it be to make a primitive civilisation with different jobs without altering vanilla jobs?

Would a new country type have blank slate of a job market?

Jobs can come from any source that provides a modifier to the planet, and are very easy to add.

Comment

Originally posted by Euphoricus

I wonder if the jobs change for different Ages. Would be weird to see "Feudal noble" or "Peasant" in Stone or Atomic age.

They do.

Comment

Originally posted by trostoff

The planet is producing science. I wonder if they are implementing some kind of system where primitives can progress to the space age based on resource production and not just have it be based on time passing.

It's just for flavor at the moment.

Comment

Originally posted by darksilver00

It seems a bit redundant that xeno-ward is the name of the stratum and the job here.

OK, I'll rename the stratum to 'Primitive' instead.


13 Nov

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Originally posted by Morssolvit

1440 energy i can handle, but ecumenopolis producing 112food?

Something isn't right.

This is a Fallen Empire.

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Originally posted by mynameismrguyperson

It's unclear whether these are fallen empire exclusives or not.

They are.