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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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This all sounds great but without a tech tree I never feel in control of how I develop and specialise my empire :( This is the main reason I’ve never finished a game as I always end up restarting ....

The lack of tech tree is a great tool for customisation because you can’t rely on getting the exact same techs at the same point every game. I much prefer card system to tech trees.
 
Can you clarify on things like Gestalt jobs. How would various job slot modifiers work for them? For example, a new tech for gas extractors - are those the same gas extractors for all types?
 
This all sounds great but without a tech tree I never feel in control of how I develop and specialise my empire :( This is the main reason I’ve never finished a game as I always end up restarting ....

the game is still pretty much with a tech tree its just hidden
if you look on the internet on how tech cards are drawn then you can pretty much force game into giving you techs you want
 
@Wiz will it be possible to have a treaty with othe rempires for them to share a part of your bonus from Penal colonies or resort worlds? Or vise versa.
Like, dump their scum to some other empire or visit other empire resort. So they will get some, if not all, bonus from you?
 
Okay a few points.
1. thank you wiz for your work.
2. you sure you want to number this update 2.2 looks more like 3.0 to me.
3. it looks good (I won’t go further as I have to be able to be more excited with future expansions do no more that’s the best )
4. Now my real point. Shouldn’t resort worlds also get a bonus when there are alien remains?
 
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.

It goes against all scientific research that incarceration lowers crime. Incarceration has never worked as a deterrent to criminal elements, nor does the lowered criminal population affect the overall crime rate in any meaningful way. It would be more realistic if the other systems got something else instead of lower crime rate.
 
After designating a Penal Colony or Resort World status, can it later be removed from a planet as a decision so people can make their own Space Australia?

Yeah.
 
@Wiz
Will we be able to classify some aliens as criminals and be automatically sent to the penal colony?
 
Yes, they also get a special building to convert food into energy.

Matrix reference spotted :D

Balance mainly, as their effects would stack.

But couldn't they just as well not have a stackable bonus? So having multiple prison worlds becomes a slight penalty (since you only get one empire-wide bonus, but several planets with the local penalty), but if I want to make prison worlds out of all my tomb worlds it would be possible?

Specialized world status is cleared if the planet changes owner.

Could there be an option to keep or at least reinstate the special status as a local edict or something?
 

I don't think you have shown us whatever changes you’ve made to armies, but could we also use the prison planet as an ideal recruiting center? Perhaps a bonus to troops recruited from there? Our very own Salusa Secundus.

Either way, I’m so looking forward to finding a tomb world for this purpose.
 
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It goes against all scientific research that incarceration lowers crime. Incarceration has never worked as a deterrent to criminal elements, nor does the lowered criminal population affect the overall crime rate in any meaningful way. It would be more realistic if the other systems got something else instead of lower crime rate.

This is a game with FTL, psychic gods and space dragons. Stellaris isn’t meant to be realistic, it’s a GS/4x SciFi trope playground. Prison planets are a fun staple of SciFi so they fit in the game regardless of how effective they’d really be.
 
@Wiz Could Penal colonies maybe have some bonus to armies recruited there? Sort of like how in Dune the Sardaukar are speculated to come from a prison planet with harsh conditions that make them especially tough?

Edit: Didn't see the post literally two posts above me ;)
 
I donmt think you have shown us whatever changes you’ve madevto armies, but could we also use the prison planet as an ideal recruiting center? Perhaps a bonus to troops recruited from theere? Our very own Salusa Secundus.

Either way, I’m so looking forward to finding a tomb world for this purpose.

Yeah, prison colonies need to be able to produces their own special type of armies.