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Stellaris Dev Diary #130 - New and Changed Technologies in Le Guin

Hello everyone and welcome to another Stellaris development diary. Today we're going to continue talking about the 2.2 'Le Guin' update, on the topic of new technologies that we have added in the update. As said before, screenshots will contain placeholder art and interfaces and non-final numbers.

New Economic Techs
As part of the economic system and planetary management changing, we also had to deal with how the various technologies governing resources and the economy would change. Previously, new economic technologies would usually unlock building upgrades, leading to a spree of upgrade-clicking across your planets when your empire got access to a new level of mining technology or similar. As one of the stated goals of the planetary rework was to remove unnecessary micromanagement, we decided to split resource technologies into two types: Raw Resource Technologies, affecting jobs that produce basic resources such as Minerals, Food and Energy and Advanced Resource Technologies, affecting jobs that produce advanced resources such as Consumer Goods and Alloys.

Typically, Raw Resource Technologies provide an instant and straightforward bonus to production, such as a bonus to mineral output from Miners, while Advanced Resource Technologies offer upgrades to buildings such as Foundries into more efficient versions that provide more of that particular type of resource production job. There are, of course, exceptions to this rule (for example, buildings like Mineral Purification Plants that improve planet-wide mineral yields) but as a general rule it holds true. Also, we are aware that some people consider straight bonus technologies to be boring, but it would both be unfeasible and entirely undesirable for all of the hundreds of technologies that you can research in Stellaris to require active engagement on the part of the player - we'd simply end up with a whole lot more of the same kind of tedious chore that was the old building upgrade system.
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We've added several new technologies for Mining and Research stations that increase their efficiency, so space-based resource extraction now increases with time and technology just as planet-based resource extraction does. There's also a number of new technologies related to rare resources such as Exotic Gases to either be extracted from natural deposits, or synthetically created in the event your natural deposits are insufficient for your needs.
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Specialized Planet Technologies
Of course, not all the new technologies are related to resources. One of the advantages of the new planetary management system is that it allows us to create planets that are truly different from each other, and one of the applications of this potential will be technologies that allow you to designate a highly specialized role for a planet. Currently, there are two specialized planet technologies planned for Le Guin, Penal Colonies and Resort Worlds, each of which unlocks a decision that allows you to transform a newly colonized planet into a Penal Colony or a Resort World, respectively. At time of writing, you can only have one of each of these in your empire at a time, though this may change before release.
  • Penal Colonies are planets where the other colonies in your empire can dump their criminal elements. Penal Colonies have vastly increased crime, but get an increase to immigration pull and also reduce crime on all your other planets. You can only make a planet a Penal Colony while it still in the newly colonized stage (ie: before upgrading the capital at least once). The planet must also be at least size 15 to qualify for being a Penal Colony.
  • Resort Worlds are planets that have been set aside for tourism and leisure. Resort Worlds cannot have any districts built on them, and cannot support resource-producing buildings, but have maxed-out habitability for all pops (representing climate-controlled resorts) and increase amenities on all other colonies in the empire. Resort Worlds have their own special set of capital buildings that provide some housing. You can only make a planet into a Resort World if it has no districts and no buildings (besides the capital) constructed on it. The planet must also be at least size 15 to qualify for being a Resort World. Depending on what we have time for, it's possible that the 'quality' of the resort world will impact how much amenities it will give other planets (for example, a Gaia World would be an ideal resort).
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Finally, in no specific order, here's an assortment of some (but far from all) of the new and changed technologies you can expect to see in Le Guin:
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That's all for today! Next week we're going to be doing a dev diary, I just can't tell you what it's going to be about just yet. I'm pretty sure you're going to find reading it to be a net gain though, so stay tuned!

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Example: From the book Dune, the Emperor's Sardaukar, trained on the secret militant prison planet of Salusa Secundus.

So just allow us to recruit elite and/or cannon fodder armies from penal worlds, done.
 
The new planet specializations sound great, that seems like something with a lot of potential. Something based around making a heavily defended Fortress World would be good!

Could be interesting to have some specialised worlds based on ethics.
Militarists getting a Fortress World, Spiritualists getting a Shrine World, Materialists getting some kind of planetary library, Authoritarians getting a kind of summer-palace-as-planet.
 
I assume penal colonies can only be created by some species, depending on ethics and such?
Wish I understood the disagrees for this. Penal colonies does sound like one of those things that some traits would do, and some wouldn't, like bombardment types and types of war declarations.

Kinda surprised there is only 2 special planet types.I wonder if the DLC will have a lot more.
Me too, but I'm not sure what the other options would be.
 
Considering the trade, might it be possible that pirates could disrupt the internal trade, preventing food sent from Planet Breadbasket to Trantor?
 
What I like about the changed tree:
No more clicking on 300 pieces of upgrade buttons just to get a +1 across the empire.

What I liked about the old system and kind of wish they keep in some way:
The sense of developmental inequality that came about as a result of not having enough resources to upgrade everything at the same time.

...Imagine if that were a thing for democracies though.
You have a planet of Materialists and Spiritualists who disagree vehemently on the implementation of a +10% mineral research technology, and the planet gets minor increased unrest as a result of researching the technology.
 
Both of which are using the old style economy, which is being completely revamped. You might want to reread the older dev diaries.
Ah, good to know. Could have mentioned to check Dev Diary 121 and newer, but thanks to the list on the wiki I was able to find it quick enough.

I will straight up admit that I did make a mistake in commenting WITHOUT reading the previous dev diaries and thus without knowing that I will soon have to learn a new game again.
As I said, I am a casual player... I don't typically read the dev diaries and even less so when I don't play for a few months.
Honestly, I read this one because the banner in the loading screen mentioned changes to technologies... so I panicked because I remember the drastic (to me) change of all races starting with 'star lanes' travel that I didn't know was coming.

Still, if we will be getting the option to build multiples of buildings then the dynamic still applies (3 food producers producing a set amount getting a % buff instead of solid value increases).
From what it looks like in 121, the change is more of a dropping a 'where to put it on the planet' to a 'list of buildings that are somewhere on the planet, but still only fit so many per planet'.
Worker placement... housing... districts...
Still applies, if I have 4 workers producing 2 food each (12) and have the choice of building another building to gain another worker space (+3 food for the worker) or research a tech to get +10% (+1.2 food)... unless I have nothing better to research, I'll likely ignore it.

I mean, the fact that you can do both (build the building and research the tech) means it is better... but I'm just saying that +10% is not something I will typically consider.

For an example of this, the current (planet layout tiles) system with minerals.
If my planet is currently producing 10 minerals and I have one space available that is a 1 mineral - already has a pop there, no building yet. I have two choices for building a mineral building there.
1) Mining Network for +2... and can probably quickly upgrade to +4. (This is my last building for the planet.) That would make the planet a 12 and soon 14. Eventually, if it gets to the +7 it would be a 17.
2) Build Processing for +2 and +10% for 13 production. Eventually upgrade to +4 and +20% for 16 production.
Yeah, the Network costs more energy to maintain but overall it produces more.

By the looks of the new system, it would be more like this:
I have a building space available and I want minerals... planet currently produces 10.
I build the building... assign a person... maybe it ups to 12. (Honestly, I didn't find the temp values for production per population - they'll likely change anyway.)
I can then research the tech for +10% (+1.2)... not an either or... but, I could instead not research the food tech and get another tech of the bio variety that actually tempts me.

---
Honestly, I feel like I'll dislike the system greatly at first... then gradually get used to but miss the old system.
Because that is what change in transit did... I miss the old system but accept the current.

On that note: The 'warp lane choke points' doesn't work very well. Most of mine end up on 'elbows' and so hostiles enter, turn to their right or left and go jump into my soft underbelly.
It was the only thing about the change that I was excited about... and it has never worked for me.
I will say one thing about it though... makes me want to dig out ye old Space Empires and play that again. Now those were choke points.
Anyway, I look forward to the new game when this update releases.

And again, I was mistaken for having not done research into possible other changes that would be coming with this change.
 
Space Empires choke points were absurd: just lay down a few thousand mines and nothing will get through.

It's worth noting that the new system is not all that different from the old one. The grid map is gone, sure, but functionally it's still "one pop -> one job" with the scaling factor defined by the amount of workers you have.