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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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Hmm, perhaps a "tax haven" planet specialisation may be fit for the new system? A planet would have decreased trade value/energy in exchange to increased build speed or some other bonus throughout the empire. It would represent the huge enterprises of your empire reinvesting the capital gained through dodging taxes.
 
Hmm, perhaps a "tax haven" planet specialisation may be fit for the new system? A planet would have decreased trade value/energy in exchange to increased build speed or some other bonus throughout the empire. It would represent the huge enterprises of your empire reinvesting the capital gained through dodging taxes.
I'm not sure that's how tax havens work :p
 
I would argue that you should program multiple Penal and Resort Colony worlds to be build-able based on the total number of pops or star systems that an empire has. This would allow very large and expansive empires to have multiple penal and resort colony worlds. However, multiple penal colonies should not stack their benefits to keep from becoming an over-powered benefit. This could also be helpful if Penal and Resort Colonies reduction of crime is limited by range rather than empire wide. For example, a single Penal Colony reduces crime for all systems up to 5 to 10 hyperlanes away from the colony. So a large empire is encouraged to build multiple penal and resort colonies across their empire to keep citizens happy and reduce crime. We always hear about Federation citizens in Star Trek going to the resort colony of Risa for a vacation. That's great for the Federation that barely spans even a fourth of the galaxy (in the most ambitious maps). However, if an empire spans half or more of the galaxy, that trip to Risa is going to take a very, very long time. Same thing when transporting prisoners.

I would also propose that a new Policy be added to determine how Penal Colonies are managed in the empire. This could have some additional benefits on top of the default advantages of setting up a Penal Colony.

Penal Colony Governance Policy

1. No Special Programs: No special benefits or disadvantages (standard, everyday prisons)
2. Education Reform: Additional -5% crime across area affected by Penal Colony, 5 energy upkeep
3. Work Labor Camps: Penal Colony districts produce minerals, 5 energy upkeep
4. Barbarian Worlds: Prison Observation Post produces 10 Society research, 5 energy upkeep

Barbarian World
A prison with no walls. The planet is the prison. Prisoners and food shipments are routinely dropped to the planet's surface where prisoners are left to fend for themselves. Satellites in orbit destroy any detected technology that keeps the world barely above Steam Power technology level. Bandit kingdoms and warlords rule the surface through powerful convict armies. See Blake's 7 episode Cygnus Alpha or the Badlands region in the AMC tv series Into The Badlands for possible science fiction examples. Maybe even allow this to be a specialized Decision with its own additional benefits and disadvantages.


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.

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).
 
Risa confirmed!

(Risa is the resort planet from ST:TNG where Picard got laid)

Ok I'll contribute something meanginful. I find it a bit odd you can't build districts on Resort worlds. I suppose it's alright, but they should be able to have a small (but not inconsequential) population and the ability to build quite a few resort related building to increase their benefit, as the more attractions and resorts you build the better the resort planet should be.

It's a bit weird considering the long time it takes to get anwhere in Stellaris, but I'm willing to let the slide.
 
A small country or state encourages foreign corporations to set up there on paper by charging them barely any taxes.

Or a wealthy individual banks in a different country than where he resides to avoid getting taxed.
and since they literally benefit nobody other than the rich and the tiny country that serves them, there is zero reason why a normal empire would ever designate a planet as such

edit: also lol at reinvesting
 
Well what happens if you make a penal world an own empire ? Wiz said the penal world thing would get lost when ownership changes but would that new empire then be a crime syndicate or something like that? :D
 
I wonder how removing the "implementation cost" of having to upgrade your buildings after researching a tech will affect the balance between research and production focused empires. As it currently stands, it's probably not a good idea to research a new research lab upgrade as your first tech, since you probably won't have the minerals to spare to upgrade it right away, and even later into the game, it requires a fairly substantial economical base to build and maintain large numbers of research labs across your empire. But with these new techs, +20% <discipline> research is a more-than-solid first pick to get the research snowball rolling right off the bat...

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.

+10% is actually pretty significant, for two reasons. The first is because it comes with absolutely no costs apart from researching the tech, the second is because of economy snowballing. Let me expand your example below, changing some numbers for the ones mentioned in earlier DDs (for example, farmers produce 6 food each). If we have 4 workers producing 6 food each (24), and have the choice of researching the first farming tech or building another farming district:
  • If we build the farming district, we can assign up to two more lower strata pops to producing 6 food each. However, these farmers also eat 1 food each, so the net production is +5 food each. If you assign 1 farmer, you get +5 surplus food, but that's 1 pop that can't work another job, meaning you have to wait for another pop to grow before you can assign it to something else.
  • If we research the farming tech, we instantly get +2.4 food production. This is enough to support 2 pops without any further modifiers, meaning we can build for example a mining district and have both its housing and worker slots filled before we need to worry about food again. Or we could build a city district and a research building to generate some extra research to catch up the time we spent researching the farming tech. Sure, you could do this too, but you would be a few years behind me, and in the meantime, I might have used those extra researchers to put me a whole tech ahead of you. This act of using small economical advantages to buy myself more economical advantages is called snowballing.
Now, if that other tech you took was good enough, it should offset my advantage and we might end up more or less equal in the end, but if it was, say, a +20 years leader lifespan when all your leaders are 35 years old, it probably won't.
 
Sorry if this has been talked about before, but according to a video, with the new patch, robots will be automatically assembled, they will be no longer be individually build by the player one at a time. Will robots (or at least Snyths) also be subject to the migration system, thus eliminating the much bigger micromanagment robot pops require compared to bio-pops?

If so, :):D:):D:):D:):D:):D:):D:):D:):D:):D:):D:):D:):D:):D:):D:):D:):D:):D:):D:)
 
Sorry if this has been talked about before, but according to a video, with the new patch, robots will be automatically assembled, they will be no longer be individually build by the player one at a time. Will robots (or at least Snyths) also be subject to the migration system, thus eliminating the much bigger micromanagment robot pops require compared to bio-pops?

If so, :):D:):D:):D:):D:):D:):D:):D:):D:):D:):D:):D:):D:):D:):D:):D:):D:):D:):D:)

I'm pretty sure Wiz said at some point that machine pops will not emmigrate
 
Next expansion coming!
 
Hmm, perhaps a "tax haven" planet specialisation may be fit for the new system? A planet would have decreased trade value/energy in exchange to increased build speed or some other bonus throughout the empire. It would represent the huge enterprises of your empire reinvesting the capital gained through dodging taxes.
Sounds like something that would work better as an edict than a planet specialisation, to be honest.
 
I'm pretty sure Wiz said at some point that machine pops will not emmigrate

There was a huge demand for machine pops to emmigrate since machine empire and synth ascended would be limited in their growth otherwise. X would be full of robot/synth and Y is empty and it would be micro-heavy to manual move population around each time.

There is also this post way back in Dev #122 by Wiz.

[URL="http://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-122-planetary-rework-part-2-of-4.1115992/page-6#post-24590024"]Stellaris Dev Diary #122 - Planetary Rework (part 2 of 4)[/URL]

Wiz said:
We could consider some sort of robot complex that adds empire-wide pop assembly, I suppose.