• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.
2018_10_18_1.png

2018_10_18_3.png

2018_10_18_9.png


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.
2018_10_18_2.png

2018_10_18_4.png


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).
2018_10_18_5.png

2018_10_18_6.png


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:
2018_10_18_7.png

2018_10_18_8.png

2018_10_18_10.png

2018_10_18_11.png


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!

announcement%20teaser.png
 
Oh man there you go again, Devs; you once again have me squeeing like a school girl over the new, amazing features. Why you do this to me? :p

Penal Colonies and Resort Worlds are absolutely amazing additions :D I hope we will see even more planet specializations in the post-2.2 feature.

Can't wait to create beautiful leisure worlds and unforgiving, terrible penance outposts. Really glad that stuff like this is coming to Stellaris.
 
Last edited:
Well, as predicted in the dev diary, I find the ressource techs a bit boring. I still think it would have been possible to make them slightly more interesting by forcing each empire to make a choice, for example between +10% food from farmers and +5% food, +[some number] [another ressource like science or unity] from farmers.
Alternatively, instead of a bonus on all worlds, something like +15% food from farmers on specific world types (there would be a tech for each world type). This means that having a greater variety of planet types would increase the chance of such a tech to be valuable, while colonizing alimited number of planet types would make these techs either extremely beneficial or completely useless.
Another solution would be to add another effect to the food bonus. Since this particular economic sector got an advantaged from your science department, farming would be perceived as a more interesting/rewarding job (just as much work as before, but +10% production - isn't it amazing?). It could add a temporary modifier that makes farmers happier while the other production jobs would be "envious" and a bit less happy. It could even trigger some events like "Everyone wants to be a farmer" if the farming sector is too advanced compared to others - people would demand a technological effort to modernize their archaic means of production (and as long as you don't, it will decrease happiness and even increase crime as those people would believe nobody cares about them). All this could also just be random events that can only occurs if you have certain techs but not others (working like a small internal crisis if you do nothing to avoid it).

It doesn't have to force the player to upgrade stuff to be more interesting, imo. It just requires some choices which can either allow the player to further specialize their empires, or with consequences that enhances Stellaris' storytelling.
 
WOOOO! Ahem. Great dev diary and glad to see you got better Martin!

Also, I imagine that resort worlds provide a lot of clerk jobs?

EDIT* And if not, could you please make it so?
 
Last edited:
Very nice changes, though I miss the specialized 'Fortress World'.

Question, when you have multiple tech levels of a bonus to a resource, like the 10% bonus to farmer food production for Eco-Simulation (tech tier II), Gene Crops (tech tier III) and Nano-Vitality Crops (tech level IV), how is the final amount of food calculated?

Do the bonuses add, so that if the base amount of food production is 100 units, the final amount is 100*(1+(0.1+0.1+0.1) = 130 units food?
Or do the bonuses multiply, so that if the base amount of food production is 100 units, the final amount is 100*1.1*1.1*1.1 = approx. 133 units food?
 
All looks great, and the Resort and Prison worlds sound cool.

Just one thing, I kind of like the idea of the scope/benefits of Resort Worlds being a bit wider than just the host empire. For example, it might be cool, if you have a Resort World and have a Migration Treaty with an empire, if they get the (or a lesser) amenities bonus as well. Or maybe introduce a new Tourism Treaty, which gives them the bonus, and you as host, some additional trade value, or something similar.

All looks good though: this is just gravy
 
Balance mainly, as their effects would stack.

Yeah I figured that was the reason. And sure there are ways around that, but for this pass they probably won't be able to make it. (Limited range for these worlds for example)

But with the new systems you could rework terraforming to make it a bit more interesting and involved, by creating terraforming colonies.

Make the colony only able to build terraforming buildings and districts, the buildings would cost terraforming gases and liquids to maintain and speed up the terraforming process, depending on how many there are. After the process is finished you can then replace the buildings with a proper colony...

Question is of course if that is meshing with the goal of reducing pointless micro.
 
What if you conquer another empire's special colonies? I used to collect several copies of empire-unique buildings...

Specialized world status is cleared if the planet changes owner.
 
And I don't mind percentage bonuses at all. Not every upgrade needs to be a specific, unique effect.
Seconded. Flat bonuses are integral part of gaining advantage through research. Do the same stuff as before, but better. The alternative would be a much smaller tech tree, like in Endless Legend, but this would probably mean more research before getting rewarded.
 
Sounds great! I love the idea of unique specialized worlds. Is it planned to add further types of special worlds like a university planet, a military training world (starting xp-boost for all ships/armies) or a religious center (space vatican) with certain ethos prequisites (materialist, militaristic, spiritual)?
 
Hey, how about having special worlds for hive minds that allow non-hive species to inhabit it while still being part of your empire? I can see how this might bring about problems but it always felt bad that hive minds were so completely incapable of coexistance with non-hives
 
Specialized world status is cleared if the planet changes owner.
I understand the balance and mechanics of it. But story-wise, can it be disabled (via mod?). We liberate you, you no longer are prisoners, you are free to move anywhere...
To me it does not sound like a sound idea.
 
Awesome, so many people were hoping for prison planets!

How do the jobs work on either of the special planets? Are they the same as any other planet or are the job types restricted (I.e mostly enforcer for prison, mostly entertainer for resort)? Will there be criminal/tourist pops on the planet?