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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.

stellaris_dev_diary_11_01_20151130_research_view.jpg


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.

stellaris_dev_diary_11_02_20151130_research_complete.jpg


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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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.

Agree with the visuals but I pretty sure that black people have all sorts of names, including Italian ones.
 
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Agree with the visuals but I pretty sure that black people have all sorts of names, including Italian ones.
That's very racist of you! All black people should have funny names like Chakala, Tarzan or Bruce :p

Jokes aside, I hope they work in the female faces.
 
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I am curious how do your scientist gain xp and does their level affect the techs you get to choice from?

Most activities that a scientist can take will grant them various amounts of experience. Leading a research-department within a field grants a small but steady amount while exploring the wonders of the galaxy grants a higher but more unpredictable chunk on each amazing discovery/catastrophic failure/horrible mutation.

Can you have scientists with special abilities that let you choose from 4 different techs? (or 2...)

Some Empires will likely have the ability to generate additional (or possibly fewer) tech-choices, but that is not necessarily dependent on the scientist.
 
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Most activities that a scientist can take will grant them various amounts of experience. Leading a research-department within a field grants a small but steady amount while exploring the wonders of the galaxy grants a higher but more unpredictable chunk on each amazing discovery/catastrophic failure/horrible mutation.

Some Empires will likely have the ability to generate additional (or possibly fewer) tech-choices, but that is not necessarily dependent on the scientist.

Uh... Horrible mutation! Interesting stuff.
Also, more or less tech choices depended more on ethics, techs or other stuff. This will make the game more fun.
 
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This DD was really tasty. I'm liking everything.
Even the fog of war about the inner mechanics. I like the idea that with every new game I'm being kept in the dark and have to approach research as an unpredictable endeavour. I think that in the long run of course we'll know the inner workings of research but in the meantime new expansions, DLCs and mods will be out. And with this system possibilities are endless as our imagination.
:)
 
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.

1) you fight them
2) you beat them
3) you study their depris left
4) you know much more than before fighting
 
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

Hoping there will be a way to save a project for later. When I was looking at the first pic again I noticed that it said "When we finish researching a Technology, up to 3 new options will be generated". That can swing either way, either we can't save techs or or we can. I didn't notice anything on the UI that indicated we could save though.
 
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I guess you could say the result is something like a fuzzy, hidden tech tree.
This idea I don't mind at all: it IS rather silly to know that theoretical research into X will open up theoretical research into Y after all.

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...
This part however... how the devil does this work? Yes I get gameplay-wise you're supposed to make a choice, but in the real world it's quite possible to say "hey that's an interesting idea, maybe we should come back to it later". The idea that if you pick A you may never even see B that game seems... well weird, to put it mildly.

Of course, there are only so many normal technologies to research, so you will eventually have most of them.
Which now has me confused re the above quote.

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.
Nice idea.

This seems to avoid the problem with everyone having the same technologies, which is illogical in a game with different species and ethos.
The idea behind the laws of physics are the same for everyone, everywhere, everywhen, so actually having all techs available to everyone is a very sensible idea. Whether a faction chooses to devote time and effort into researching A instead of B is a matter of culture and such, nothing else.

This I think is at least part of the idea behind the fuzzy tech tree: some factions will have a preference for certain things, which will in turn make it more or less likely that option A will appear instead of option B. But (assuming the dice gods are nice) they can still eventually get option B, if I've understood Doomdark's post correctly.
 
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.

Well.... I have a black girlfriend. I'd hope if we ever marry that she takes my very Italian last name and if we have kids I'm going to give them a name I like, not one based on the color of their skin. I'd imagine, in 2200AD that racial lines are blurred if not fully erased.
 
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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.

Funny coincidence, I was just reading today about a black woman with a German name. Turns out your name have little to do with the color of your skin and is considerably more related to the place you or your parents were born.

There is nothing "uncanny" about a black person with an Italian name. Were I live, no one would bat an eye. Furthermore, Stellaris is set in the future where you would expect to be even more cultural integration.
 
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Well.... I have a black girlfriend. I'd hope if we ever marry that she takes my very Italian last name and if we have kids I'm going to give them a name I like, not one based on the color of their skin. I'd imagine, in 2200AD that racial lines are blurred if not fully erased.

In Europe maybe but not in the east.
 
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Well.... I have a black girlfriend. I'd hope if we ever marry that she takes my very Italian last name and if we have kids I'm going to give them a name I like, not one based on the color of their skin. I'd imagine, in 2200AD that racial lines are blurred if not fully erased.

People may well stop caring about race (we only started caring about it recently in the grand scheme of things, after all), but there will still be thousands of ethnic groups, some of which are more closely related to each other than others, and which can still be grouped in races/ethnic families/language families/cultural groups, what have you. It is a little weird that we hit a point where a mismatch in a person's ethnic phenotype and ethnic name can be considered odd, since that has happened since forever.
 
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Oh this is so awesome ! The best thing is the Power Armor !

At first i will research this and build the black templar (and the brotherhood of steel) and then I will colonize a really fucked up planet and name it "Krieg" . Then I will throw billions of soldiers in massive planetary battles against the fucking Xenos ! *purging intensifies*
 
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