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Stellaris Dev Diary #11 - Research & Technology

Hi folks!

It’s Monday and you all know what that means! Today I am going to talk about the technology system in Stellaris. If you have stayed up-to-date with the information flow, you probably know the basics already: there are three types of technology: Physics, Society and Engineering. Each one has its own research track, and each department is headed by a scientist character. You thus normally research three technologies in parallel.

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Now, I want each new game of Stellaris to be a new and different journey. That is why the game does not have a “tech tree” in the classical sense. Instead, each time you start up a new research project, you are presented with three semi-random choices. This is a bit like drawing three cards from a deck of cards, picking one and returning the other two to the deck. However, to continue with this metaphor, the trick is in the shuffling... The deck is very much stacked, so to speak. Especially in the early game, some cards are extremely likely to end up in the top, so that all players get a fair start. What happens in the background is a complex weighting of various factors, like the ethics of the empire, the traits of the scientist character in charge of the department, the techs you already have, etc. I guess you could say the result is something like a fuzzy, hidden tech tree.

Certain technologies are considered rare or very rare, and these are clearly marked so that you know you should probably pick them lest you never see them again... There are also “tech cards” outside the deck (this card metaphor is really useful!), that can only be drawn in special circumstances, like when researching certain Anomalies, investigating debris, etc.

Of course, there are only so many normal technologies to research, so you will eventually have most of them. To keep things interesting even in a very long game though, there are also many procedurally generated “improvement technologies”. For example, techs that improve all types of laser weapons by a small degree. These technologies are a bit like the “Future Technologies” in Civilization except that you can start getting them long before you’ve actually run out of scripted technologies.

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As with any game like this, techs get progressively more expensive, meaning you cannot neglect building research labs and stations lest you fall behind the other empires of the galaxy (however tempting it might be to use your precious real estate to produce more Minerals and Energy Credits…)

Stellaris Dev Diary #12 - Policies and Edicts
 
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Good for multiple playthroughs, but leaves multiplayer competitiveness to RNJesus.
Honestly, I think RNG based tech will make multiplayer more enjoyable. You can't rush composite bowmen if you aren't guaranteed to get them, which forces players to choose technologies based on their current situation rather than their long-term metagame plans. And since every other player and AI will also be getting random technology, there's a whole other layer of factors affecting what you'll pick. Say Laser weapons are clearly superior to Missiles - but your biggest rivals have all invested into anti-Laser defenses instead of anti-Missile ones, making Missiles the right choice. I foresee a future where strategies are developed on the fly and are different every time, as opposed to how other games usually have a few strategies used in every match.
 
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Honestly, I think RNG based tech will make multiplayer more enjoyable. You can't rush composite bowmen if you aren't guaranteed to get them, which forces players to choose technologies based on their current situation rather than their long-term metagame plans. And since every other player and AI will also be getting random technology, there's a whole other layer of factors affecting what you'll pick. Say Laser weapons are clearly superior to Missiles - but your biggest rivals have all invested into anti-Laser defenses instead of anti-Missile ones, making Missiles the right choice. I foresee a future where strategies are developed on the fly and are different every time, as opposed to how other games usually have a few strategies used in every match.

Multiplayer games where there is always an optimal choice, no matter what your opponents do, are boring.
 
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But this works both ways. Imagine all your enemies are using lasers but you keep getting point-defence systems instead of deflectors. Now that's not fun at all.
 
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But this works both ways. Imagine all your enemies are using lasers but you keep getting point-defence systems instead of deflectors. Now that's not fun at all.
Well, that's why you get multiple choices. Hopefully it'll be hard to not have at least a few technologies from every category.
 
I'm not sure why people are worried about tech spamming...this is a Paradox game we're talking about here; I'm sure there'll be some mechanism that means there's only so much a civ can focus on a specific activity before suffering from significant diminishing returns.

There's only so many people trained to work as scientists, no matter how many science facilities are built. Likewise there's only so many people who can work in factories or elsewhere, especially if lots of people are tied up being rude to aliens...and that massive fleet you built? How much of your industry is now tied up just producing the spare parts needed to maintain it?

As for getting the techs you want when you need them, perhaps we'll be able to do what governments actually do: fund a grant program. You organise grants for a particular area of research, say weapons or defence systems for example. Then, when you get your next set of tech 'cards' those sorts of techs have a higher probability of cropping up. As a downside, projects funded through a grant would have a greater chance of random events triggering for them, with a greater chance for delays/going over budget rather than the reverse, compared to projects that are funded normally. How many wild-ass projects did the US fund during WW2? How many of those actually panned out?

That's something I'd like to see in a game anyway.
 
Well, that's why you get multiple choices. Hopefully it'll be hard to not have at least a few technologies from every category.
Or you could just commit to a large shift in your ship design philosophy.

Don't have good PD against an enemy with missiles? Start mass producing swarms of small ships to overwhelm the enemy by sheer numbers. Can't stop low damage- rapid fire projectile weapons? Build large ships that can shrug off a few bullet holes.
 
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Or you could just commit to a large shift in your ship design philosophy.

Don't have good PD against an enemy with missiles? Start mass producing swarms of small ships to overwhelm the enemy by sheer numbers. Can't stop low damage- rapid fire projectile weapons? Build large ships that can shrug off a few bullet holes.
My fondest memory of any strategy game is when I completely switched what I was researching in Endless Space in order to handle an enemy with a different weapon type than me. I went from almost losing my border colonies to completely destroying their fleets. I really hope Stellaris manages to capture that same sense of tech specialization that makes 4X games so fun for me.
 
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FINALLY somebody came up with a non-linear tech non-tree.

Congrats!

This has a lot of potential, as it will be MUCH easier to balance over-all. You don't have to micro-manage each culture's/ethos' tech tree relative to the others - you only need to tweek the odds of 'x' tech appearing at some point in time.

But beware the Min-Maxers! They will tear apart the code and find out which SPECIFIC early techs increase the probability of arriving at "better" techs earlier!

You can't hide the code because you want it to be mod-able, but you will have to create a few different viable strategies to discourage players from falling into a "flavor-of-the-month" build.

I suggest giving techs more than one type of attribute and creating dynamic prerequisite trees. Even once the Min-Maxers uncover these, they end up being no farther ahead.
 
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Looks really promising!

The only thing I miss (that noone still have done, so you can do it first still) is what I call response-research:

For example, if you encounter an enemy with shielding that your weapons have a very hard time to penetrate you could focus your research into some sort of counter that would even the playing board.

But I am so falling in love with this game the more I read about it :D
 
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Wyrm, I think that is an awesome idea. /And could help with people who might not understand the "under the hood" aspects going on in tech.
 
Looks really promising!

The only thing I miss (that noone still have done, so you can do it first still) is what I call response-research:

For example, if you encounter an enemy with shielding that your weapons have a very hard time to penetrate you could focus your research into some sort of counter that would even the playing board.

But I am so falling in love with this game the more I read about it :D

Sounds like a good idea.

I suspect the weights of technologies in Stellaris will be defined similarly to events in other Clausewitz games. If that's the case, it should be feasible to have scopes that increase the weights of technologies that would help you counter your enemies.
 
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The research and the non-linear tech tree + random enemies are the main reasons why I will get this game.
Paradox put sme awesome ideas in stellaris and they made a new line that everyone else can follow or use as an inspiration and leave the old system.
I don't know who is the BRAIN in paradox but I want her/him for president!
 
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If I were to play multiplayer in any form competitively I would hope I would not have to pick through the techs in the code to min-max my available potential technologies. I'd prefer a very random system of available techs to being able to generally plan my future in science studying what events/pre-reqs give what potential techs.
While I'm sure some people would enjoy picking through the code to get information on pre-requisites. I personally would just read it on the wiki, once someone else has.
This is the only thing I have disliked seeing in any of the DDs so far and hopefully it's not too easily controlled.
It's also possible I misunderstood. If so let me know. ^^
 
I agree
 
More unsaid than said here. Are there race/ethos specific technologies? Are there technologies closed off due to race/ethos? In short, are there going to be unique technological development patterns are will every empire look the same technologically by the time you reach the latter part of the game?
 
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More unsaid than said here. Are there race/ethos specific technologies? Are there technologies closed off due to race/ethos? In short, are there going to be unique technological development patterns are will every empire look the same technologically by the time you reach the latter part of the game?
Depending on your ethos, some technologies are more/less likely to be researched. For example, a spiritualist empire is more likely to develop telepathic tech than a materialist one.
https://forum.paradoxplaza.com/forum/index.php?threads/gamereactor-stellaris-interview.910888/ <--- Where I got that info from :)
 
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I don't believe anyone else had brought this up but I think that what would be really cool is to trade the end product of a tech.. not the tech itself. Thus creating cool trade opportunities like food for guns, shields etc. So a really technology oriented race may not have the best guns or ships but they specialize in awesome terraforming techs and other planet based science. And sell the building or component to other races. It would add a new dynamic to the game making player chose the lesser of two evils. Just a thought.
 
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