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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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I like the idea of penal worlds, but I have to ask some odd questions.

1) The penal world has high crime, while it siphons off crime from the rest of the empire. Should I just assume that the "crime" on the penal world represents black market economies present in contemporary prisons we have today (i.e. in the US, it is not uncommon for some prisons to have their own criminal gangs that deal in narcotics, even though it should be impossible for them to get or make narcotics in a prison). Or should it represent a free-for-all world where the criminals are dropped off, but they can do whatever they want once they get to the planet?

2) Why give the penal planet immigrant attraction? Is that just to simulate forced relocation of prisoners to the planet? Seems weird for people to voluntarily move to the penal planet.

3) If crime is higher on a penal colony, can I still turn it into something like Rura Penthe and force the criminals there to mine stuff or do other demanding labor? For example, can I put enough anti-crime POPs on the planet to ensure that the "prisoners" work hard?
 
Why give the penal planet immigrant attraction? Is that just to simulate forced relocation of prisoners to the planet? Seems weird for people to voluntarily move to the penal planet.
Maybe worlds should have an emigration to the penal colony based on their crime.
 
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.

Finally, a use for those "Barren" planets within my continental-loving population's empire. :D
 
2) Why give the penal planet immigrant attraction? Is that just to simulate forced relocation of prisoners to the planet? Seems weird for people to voluntarily move to the penal planet.
Maybe worlds should have an emigration to the penal colony based on their crime.
Its immigration because that's how the mechanic works; you can't have emigration push "to" anywhere. "Immigration attraction" is just the force that makes emigrating pops arrive somewhere else; in this case, it's a forceful relocation wherein the judicial system ships off troublemakers.
 
Specialized world status is cleared if the planet changes owner.

Will former penal worlds get a modifier or something to recognise that and maybe have increased crime to represent the existing criminal establishment from when it was a penal colony?
 
Will former penal worlds get a modifier or something to recognise that and maybe have increased crime to represent the existing criminal establishment from when it was a penal colony?

Going by what it says in the Dev Diary penal planets naturally have high crime. If such a world was to be liberated it would immediately be a problem. Which makes me wonder if Prison Bombing could be a fun strategy: set up a prison planet on a boarder system, fill it through of dissidents, gift it to a rival, sit back and enjoy as their resources get tied up dealing with constant crime.
 
Will there be unique interactions between specialized worlds and non-standard deposits?

For instance, say you turned a world with a beautiful vistas or narcotics deposit into a resort world. That seems like it should interact somehow. Very different interactions, but still a net benefit for a resort world.

Or, of course, penalties for trying to turn worlds with noxious gasses and other awful deposits into a resort.
 
A lot of people have been asking for a use of the mechanics behind penal worlds and resort worlds so that they can have specialized agriworlds, forge worlds, fortress worlds, etc. It seems that one of the developer's major goals behind Le Guin is to allow a wider variety of world types to be effectively represented with the baseline system, and adding in these special world types is a step in the opposite direction. As some other people have pointed out, these worlds can still exist in Le Guin, they just will be created by developing infrastructure and building certain buildings, not passing an edict. You'll still have your fortress worlds, you'll just get them by building a ton of fortresses and encouraging your martial species to live there. I think this approach is good both for simplicity and for avoiding power creep from giving every type of specialized world a powerful bonus.

What I wouldn't mind is a dynamic system where highly developed, highly specialized worlds are given a planetary feature that identifies the world as such but doesn't give any bonuses. For example, if you build up a world's agriculture and infrastructure to the max, it'll get a 'agriworld' planetary feature that doesn't give any bonuses, but serves as recognition of your accomplishment. This could be expanded upon in the future by creating new events that will only trigger for planets with these planetary features. For example, after getting the 'agriworld' planetary feature, the planet in question could now potentially get events such as 'global blight wave' or 'excellent harvest' that will temporarily modify food output.
 
Wednesday will prob be the announcement of the name of the dlc. Still too early for any kind of release.

Still, it will be a great day when I finally get to designate some desert world as the penal planet "New Australia."
 
Arcane deciphering looks exciting, but I'm more excited about the decision "Institute Population controls". I like the idea of it, especially if there's a way to tailor it (or alternatively you guys expand the population control options in the species/races menu area). There's been numerous times in past games where I was dearly going "I want this race to slow down its pop growth, but I don't want to halt it altogether."
Specialized world status is cleared if the planet changes owner.
This makes some sense, but what if the new owner doesn't have one?

Also, will there be the possibility to have a rare tech chance (really low spawn or whatever) to increase a cap for such? Like the base is one, but maybe (and it could be conditional, like say near end game or empire size based) a tech pops up that raises it by one?


Will there be some kind of effect from doing this, or having the status change if it's conquered by another world? For an Empire that conquers one or the other and doesn't have one, could there be an event that offers to let them restore the status?
 
Arcane deciphering looks exciting [...]
Its not actually that interesting- one of the special resources alongside Volatile Motes and such is "Arcane Technology" (which I'd assume is associated with stuff like Fallen Empire technology)- "Arcane Deciphering" is just the tech that unlocks the resource, same as current stuff like "Engos Vapor Extraction" or the like.
 
A lot of people have been asking for a use of the mechanics behind penal worlds and resort worlds so that they can have specialized agriworlds, forge worlds, fortress worlds, etc. It seems that one of the developer's major goals behind Le Guin is to allow a wider variety of world types to be effectively represented with the baseline system, and adding in these special world types is a step in the opposite direction. As some other people have pointed out, these worlds can still exist in Le Guin, they just will be created by developing infrastructure and building certain buildings, not passing an edict. You'll still have your fortress worlds, you'll just get them by building a ton of fortresses and encouraging your martial species to live there. I think this approach is good both for simplicity and for avoiding power creep from giving every type of specialized world a powerful bonus.

What I wouldn't mind is a dynamic system where highly developed, highly specialized worlds are given a planetary feature that identifies the world as such but doesn't give any bonuses. For example, if you build up a world's agriculture and infrastructure to the max, it'll get a 'agriworld' planetary feature that doesn't give any bonuses, but serves as recognition of your accomplishment. This could be expanded upon in the future by creating new events that will only trigger for planets with these planetary features. For example, after getting the 'agriworld' planetary feature, the planet in question could now potentially get events such as 'global blight wave' or 'excellent harvest' that will temporarily modify food output.

You can't have your cake and eat it too.

The reason this decision has to be made before you start developing your planet is because you are doing one of two things.

1) Filling the whole planet with useless criminals.
2) Filling the whole planet with useless tourists.

And you are doing it precisely for those bonuses. I personally like that we get more planetary edicts besides Holy World to work with where we can get some kind of bonus from having a planet without having to build the entire economy from scratch.