• 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
 
Coliseums where they fight for freedom and the amusement of the elite?

Haha sure, I meant more of a you mine as a slave or you draw paintings/make art stuff or whatever people do in more western prisons.

Maybe you can fight for better living conditions better food, internet etc. By freedom they may become banished to live outside the empire borders to not cause harm in the future.
 
They win their freedom by getting to leave the planet.

..freedom... leave the planet.... hmmm...

..linear ascelerator... star... right!

Assemble the linear cannon! We will now send the dissonant drones into the sun for their freedom..
..the hive thank you very much for your nice idea, you bright singular you..
 
Penal Colony: This works just like most survival builders - you get enough resources to survive a short time, and some simple tools. You can now build your future home.

Resort world: You get to roleplay as a soldier - welcome to boot camp. (I really want to use this as a basis for recruiting soldiers)
 
Any reason not to designate Habitats as resorts or penal colonies? You'd think they'd be easier to configure to such purposes.

Also, would a resort planet increase the chances of those "half-breed" POPs mentioned on Twitter?
 
If the 1 per empire thing stays, what will happen when you capture another empire's penal colony during a war when you already have your own?

They already said that if someone else conquers a special planet, it loses its specialty.
 
I assume penal colonies can only be created by some species, depending on ethics and such?
 
Long time lurker, first time (Stellaris) poster.

After sleeping on these technological changes, I agree that the micromanagement of building upgrades does not engage the player. Have you considered an “Technological Adoption” mechanic? When a flat percentage bonus research is completed, instead of instantly applying it, all generators should “tick up” the additional maximum bonus over time to reflect the technological “turnover”. The rate of tick can be based on reference to a central point.

Opportunities:

- Encourages more tall vs wide difference: Think Firefly *sheds tear for season 2*, you have your core planets near the capitol where adoption is easy and they become advanced whereas the outer planets are the wild west slowly catching up invisibly through migration or trade.
- Building upon the introduced special worlds, designate one that and that focuses on production of a specific resource where and that becomes a central point alternative/in addition to the capitol to spread adoption.
- Hive/Gestalt empires more differentiated since they would have an advantage to adoption since ideas “spread” easily throughout the consciousness.
- Materialist empires further differentiated from other empires through a bonus or rapid adoption civic.
- Could introduce other civics/decisions that enhance adoption and could be limited to a specific area of researched bonus.
- Governor’s could gain a trait that can encourage adoption (and of course negative ones as well).
- Could be toggled/modified at game setup screen.
- I know Traditions were just revealed but something in Discovery/Expansion could be a place of inclusion.

Issues:
- I can only imagine the coding nightmare this could be however, since distance from capitol is already in the game, can that code be leveraged?
- Only really works if there will still be late game repeatable techs that would keep this modifier relevant.
- What maximum bonus would a new colony get? Would it be what existed at the time of ship production?

From a role-play perspective and a focus on meaningful choices in Le Guin I think this would be a great fit. You could say it is the same as upgrading buildings on research of a higher tier and then waiting to complete but now it is without the mechanical element making your empire feel more alive and organic always moving forward.

Let me know your thoughts!

Personal PS: Stellaris is the Space Empires IV/V successor I have always wanted. I am just waiting for Intelligence to make its debut; think of the possibilities with Pacifist empires! Dominate with information, then subvert with culture!
 
After sleeping on these technological changes, I agree that the micromanagement of building upgrades does not engage the player. Have you considered an “Technological Adoption” mechanic? When a flat percentage bonus research is completed, instead of instantly applying it, all generators should “tick up” the additional maximum bonus over time to reflect the technological “turnover”. The rate of tick can be based on reference to a central point.
I always thought that figuring out how to rapidly implement an innovation throughout your empire was part of researching a new technology.
 
Specialized world status is cleared if the planet changes owner.

Maybe it's a bit on the rpg side, but it woud be funny to have some event firing from this to make it special anyway. Something like: "Liberating the mines of Rura Penthe you are approched by an inmate claiming to be a captured officer/an imprisoned spy, etc etc who offers his services." Depending on the event, you could get a free admiral, tech points or whatever seems fit.
Clearing a resort world instead could give a permanent bonus to your own one, since you would bring there looted luxury items and probably new, otherwordly pleasure techniques.
 
Man I hope this update comes out during late November, since thats when I come home. I have the perfect scenrio planned. Prob gonna do a super democratic, and semi racist human faction. Almost like "Starship Troopers". For the Glory of Mankind!
 
Here's three more manmade unique planets from popular sci-fi:

1. Warrior World : The barely hospitable climate and terrible conditions of this world were ideal for the establishment of a militant penal colony. From the stock of the empire's criminals, years of military training exercises have filtered out the weak. Those who remain are deadly loyal to the Empire, and constitute the Empire's most effective, dangerous fighting force.

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

2. Hunt World : A planet designed to be hospitable to a wide range of life, it has been populated with the most dangerous predators from around the galaxy, and is regularly peppered with militant outlaws captured from throughout the Empire, and abducted from primitive planets. Our military elites train here by hunting the deadly inhabitants of this world for sport, and as a rite of passage into the highest echelons of military rule.

Example: From the movie Predators (2010), the hunt planet the humans find themselves hunted on.

3. Botany World : Originally a Gaia World, this world has been fine-tuned and populated (filled to the brim) with the most scientifically, economically, and aesthetically important flora known to the Empire. As a consequence, the world has become a bastion of science and medical research. Moreover, this planet is so beautiful that it has become a beacon of environmentalism and natural beauty throughout the Empire. For spiritual people, this world has become the holiest of sites.

(I like to roleplay a mammalian species that believes their plants are holy, and this feature would be perfect for declaring the holiest arboreal world.)
 
Yay, 10% always makes me SUPER excited.
Okay, that was sarcasm. I understand the exact values are fluid... but I'm sort of hoping they are really fluid.

I don't really understand if these are new techs on top of the buildings... or if the building techs are being replaced by these. I'm a more casual player... on low difficulty settings, because with my play style the AI will declare war on me, will claim all my systems and will eliminate me while on higher settings. If I ever play enough to get good enough then I will start upping the difficulty, but for now I won't.

That all aside, I'm rarely interested in 10% or less anything.
To demonstrate why, we will assume two scenarios.
1) Current game where resource buildings are unlocked.
2) Possible change to where hydroponics buildings tier 2-5 are replaced with %.

So, here is a look at food.
Let's say we have a planet with just 3 food tiles, each worth 2. No other food tiles. Total production is just 6 food.
1) The buildings - keep it fair, only build hydroponics on those tiles.
We build the three hydroponics tier 1. Food production is now 12 for the planet - that was 100% increase.
Upgrade to tier 2. Now at 15 for 25% increase over tier 1.
Tier 3 brings it to 18 for 20% increase over tier 2.
Tier 4 brings it to 21 for 16.7% increase over tier 3.
Tier 5 jumps to 27 for 28.6% increase over tier 4.

2) One building to be them all. Still only building on those food tiles. I will presume that all the tiers will be switched to % (so there will be 4 % techs, not just the 3 shown). I will also presume that the % will be added before being applied... so the final tech will result in a total of +40%. I will also presume the building will still be a straight +2.
Building the hydroponics would again start us with +100% increase (from 6 to 12).
Tier 2 +10% gives us 13.2 food.
Tier 3 +10% gives us 14.4 food.
Tier 4 +10% = 15.6 food.
Tier 5 +10% = 16.8 food.
That is 10.2 less food than the buildings... but, there is no wait time for the minerals to afford the buildings and the time waiting for the upgrade to kick in. However, it will take more food production to support more planets... meaning less building space for other buildings.
Is it easier than managing the buildings? Yes.
Is it better? Depends on how far along I am.
Currently, early game I will struggle to have enough minerals to upgrade all my buildings... so effectively getting free upgrades is great. Doesn't matter if I am getting less than I would with a building... I get it right away.
However, once my mineral income is high enough where I basically set all the buildings to upgrade the moment I research them... I typically just do it without paying attention because I'll restock soon enough.

Just to be clear, since each new building would only provide +2.8 food at tier 5, the planet used in my example would require 3 additional hydroponics buildings on non-food tiles (since they aren't available) to reach 25.2 food... or 4 to reach 28 food. That is 3-4 more build spots not being used for anything else.

3) For the fun of it... one building, compound version.
Buildings = 12 (from 6 to 12)
Tier 2 +10% = 12 + 1.2 = 13.2 food
Tier 3 +10% = 13.2 + 1.32 = 14.52 food
Tier 4 +10% = 14.52 + 1.452 = 15.972 food
Tier 5 +10% = 15.972 + 1.5972 = 17.5692 food

As a casual player, I don't use meta strategies. I enjoy the struggle to hold off spending minerals so I can afford the building upgrades. I regularly miss when I can afford to apply an upgrade, but to me that is part of the fun... unless the game punishes me for it (which is why I play on low difficulty).

---
I guess in the end, players on higher difficulty or playing against other players need to eliminate as much human error as possible and apply upgrades as fast as possible (since the AI probably starts a building upgrade the moment it can afford it).
So, this change would probably be good for them... even though I probably will drop the priority of the techs over others without the numbers being boosted.