12/25/2022 0 Comments Stellaris 2.2 update date![]() ![]() The old system was also quite performance-intensive. A few things (such as for example Resettlement or the precise resources produced by a building) were more open than this, but generally the system made it quite hard to introduce new resources or change the way a particular empire might use a particular resource. Similarly, most things in the game that had an upkeep were hard-coded to use energy for upkeep, and again, only the amounts were able to be changed. For example, under the old system ships would always cost minerals, as the code was set up for them to always cost minerals, and the only thing you could change was the amount of minerals they cost. ![]() It's a sort of hybrid system, with resources being both scripted (and thus accessible to modders) and hard-coded (and thus inaccessible) in about equal measures. The original economy system for Stellaris has always been something of a limitation for us. Today's dev diary is going to be a bit on the foundational side, going over the new economic back-end we've implemented for 2.2. Right now we're not ready to reveal anything about the precise nature of the update or whether it is accompanied by any DLC, other than to say that the Le Guin will have focus on trade and the economy, and that its release date is far away. Hello and welcome back to the Stellaris dev diaries! Today we're going to start talking about the next major update, which we have dubbed 2.2 'Le Guin' after Ursula K. ![]()
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