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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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How about the ability to put a small number of research cards off to the side so that you can come back to them later? I'd use a card analogy/metaphor/whatever here because I'm pretty sure I could do this with Yu-Gi-Oh! cards when I was a kid but I can't remember what it was called.

Also, all the humans look the same. #racistagainsthumans
 
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Meh, not really too excited about this Tech system, it seems too simplistic for me and too random. Doesn't seem very hands on, just spamming as much research stations as possible and then having to pick one of three options every once in a while... I much prefer a proper (well made) Tech tree allowing you to specialise in what you want instead of this Tech system in which the only way to 'specialise' in some kind of technology is through just praying to RNG that one of the Tech options you get is the Tech you want.

Well at least in this Stellaris seems to be unique to other 4X games, but if the system works, why change it? It really all depends on how many unique, fun and interesting technologies will be in game and to what extent you can actually manipulate the RNG with your scientist character, ethics etc. I hope those things will affect technology greatly, because the greater control the player has over the RNG the better. I really hate such randomness, imagine wanting to have a mind-controlling Empire, having all the ethics and Scientists which enhance the chance for the 'mind control' tech to appear, but then because of RNG, you play the entire game without that tech, and your RP goal was impossible because of your lack of control over technology. Or if you want to role-play as a Cyborg race - only if the RNG allows you to research the tech in a timely fashion!

Too much randomness - Bad. More control for the player - Good.

Same Tech-Tree = Game gets boring after a couple of campaigns because you got your favorite tech and play it as same all over.
 
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Oh baby that's just the tech I wanted to hear.
 
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So, I imagine the chances of your first tech researched being the ability to summon Eldritch Abominations from deep space is unlikely.

Part of me is sad about that.
 
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Nice try, PD, but this purple color won't fool me into researching Sentient AI. +5% research speed won't save me when it sets my worlds on fire.
Also, all the humans look the same. #racistagainsthumans
They all look like they have eagle ancestors instead of primates. #noracistagainsteagles
 
Are there any 'bottle-neck' researches that you have to research for the game to advance, from a certain point?
Like you can't engage in diplomacy until you have randomly been given the chance to research "Alien Langauge Translation".

Like in Vicky 1 where you have to research "mechanical parts" (can't remeber the name of the tech atm.) in order to build machine parts factories, otherwise you have to import machine parts.
Or you can't colonize certain areas until you have researched "Medicine, Machine Guns and Imperialism"

Alien language are a seperate project. You have to individualy research each alien language on it's own (which is quiet realistic)

stellaris_011.jpg
 
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This is how I'm understanding of the weighting system, keeping with the card theme

I'm assuming it uses normal Clausewitz RNG logic, so just three decks, possibly a fourth for anomalies.
 
I REALLY hope there will be events to deal with the societal and ethical impacts of such research - one of the best TNG episodes was about Data being legally classified as equipment or a person. This is the sort of thing that can shift the values of a culture and create a moral legacy for centuries (hint hint, devs)!
 
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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.
I hope he's okay. Should one of us check in on him?
Not enough new info to disagree with anything D:

So, I imagine the chances of your first tech researched being the ability to summon Eldritch Abominations from deep space is unlikely.

Part of me is sad about that.
No no, you have it all wrong ! With this system there actually is a chance that you'll get this first, instead of it being locked behind the rest of the tech tree :D
 
You fight them.

During fights (or others times) how easy will it be to compare my ships with their ships (and armaments, society buffs, etc)? Ideally I could readily pull up a stats screen that compares the two selected items/planets/civs/etc, including highlight differences between them. This could be as simple as a spreadsheet, or as fancy as a infographic design to mimic a intelligence briefing with cool charts (perhaps only with the right intelligence/research efforts).

I really hope its not the case that I simply have to click my units, then click theirs and hope I remember enough to notice the differences, or worse check a wiki - two completely ridiculous solutions that too many games rely on.
 
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Too much randomness - Bad. More control for the player - Good.

I posit the opposite; Too much predictability - Boring. Surprises and an unique experience every playthrough - Fun.

I favor games where I must adapt and deal with hand dealt. I really dislike games where you have to plan out your entire game in minutia from turn 1. I want to explore the galaxy and be surprised with what I find. And since the research deck will be influenced by the choices you make, you will still be able to nudge it in the direction you want. But just because you want hoverboards, doesn't mean you'll always get them.
 
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Hm i am a bit disappointed... i had hoped for a system much more complex
I dont understand why there is always one single research in space games...
Why not research on several techs from the same field at the same time with different focus (spending/skills/opportunities etc.)
Especially if you have a random number of techs for +5% xy

A mix of hoi style research and this card one would be cool... plus hidden research based on population


Also as an emperor i would like to give some sort of personal preferences (big slow tank dreadnoughts or long range missle frigs etc) to let all my researchers focus ob those techs
 
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The female researchers have masculine faces :eek:. And the black woman has an Italian name. Just looking at the research screen makes me feel vaguely uneasy, in the uncanny valley sense.
 
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One of the nice things about this research system is the fairly down to earth tech names. You can just look at the names and know what you're getting. Last 4x I played was Endless Space and the techs are called things like "Non-Linear Quantum Crop Rotation" (gets you a new type of gun) and "Relativistic Post-Expressionist Theatre Companies" (can colonized asteroids).
 
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