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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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Looking in the CK2 files for special events during battle and years, they have a tier system. Each month or year, there's a chance to proc the event, but each separate event also has its chance modified or canceled by additional traits and requirements. The list can be pretty long, average by about 12 per event.

This seems to be a way to produce random events in CK2, For Stellaris, the UI probably can't include all the variables they scripted in.

Yes, that's an interesting point. On the moment (I had to think fast because the devs were there) I essentially thought to the EU4 diplomacy tooltips.

Although, if such a system was implemented, maybe dispatching the modifiers between categories (e.g. "Permanent modifiers", "Temporary modifers", "Current technologies"...) would help having a better understanding of what makes a tech more or less probable to be available again?
 
also i gotta ask
in first pic is the black girl from same mother as the white girl ?
just from different fathers (insert racist joke if you are racist here)
because they look exactly same except their skin colour
 
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I'm sorry if anyone's asked this already, but would it be possible to trade techs with others a la Master of Orion? I'm not sure that would be the best route but it seems like it should be possible.
 
You describe it like a card deck, does it mean that there is an end to this deck?
 
Nice! Seems Stellaris will be more fun to play again then other 4X Games where you already know the "best" or "most efficient" sequence of research, so no more "Automatic machines first, then I'll take Deuterium Cells, after that Deep Mine Drills and then Plasma cutters and no one can stop me..."

What I'd like to know is, when I already have chosen to research something which takes... lets say 100 months to finish and after 50 months I get an event with my science ship, for visiting a black hole or something, which enables me to research e.g. artificial gravity. Can I just swap the research? Do I have to wait the rest of the 50 months until I'm finished and can start a new one? If I could swap research, will my advancement get saved (so I only have to research the rest of the 50 months) or is all gone, and its another 100 months to go (so I lost 50 month worth of research)?
 
I'm a little worried. If there are so many techs and there's no linear tree how can we evaluate other factions tech level? Especially with autogenerated techs. How do I know they have great lasers or industrial output?
espionage
 
Well, this thing's been up a good five hours now and that one guy who respectfully disagrees with all dev diaries hasn't been round yet.

I feel confused and uncertain.
 
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Wow. This sounds so awesome. I really wish your other games had this "what if" take on history and progress. Stepping into the shoes of those actually experiencing what you are playing is so much more immersive without the power of hindsight.
 
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Maybe he pressed the wrong button?
 
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Yeah, someone should go round or something.
 
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You describe it like a card deck, does it mean that there is an end to this deck?

Yes and no - there are procedurally generated techs (e.g. "Improved Lasers VII") that get added to the tech pool, so you don't run out of those (presumably) but you would eventually run out of all the pre-defined techs.
 
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I like it, especially that you can get access to late game techs in the early game. Two reasons:
1st: I have the option to do silly things without destroying my empire because it takes soooooo long to research one tech. So if there was a social tech to turn people into cyborgs... I spend 200 turns researching turning all of my citizens into cyborgs and then go on an assimilation spree with my very well engineered ships and very high power lasers =D
2nd: I am not forced (Barring 3+ of the same techs) into researching mind control systems in the late game because someone somewhere decided that in the future there will be mind control systems, and you can either like it or manually scroll through build lists and ignore the weighting they gave it.

Something I noticed though, the 3 is in yellow, perhaps meaning default, perhaps suggesting race/ethic bonuses/penalties.
 
Oh, he did disagree. It just wasn't respectfully this time, so he couldn't in good conscience press the button.
 
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Really liking the tech system. I think it bodes well for potential expand-ability and modding for the game as well as being an interesting take in its own right.
 
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Oh, he did disagree. It just wasn't respectfully this time, so he couldn't in good conscience press the button.

Panic over everyone. He showed up.
 
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