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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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Again, one of the new Strategic Resources is called "Arcane Technology"- presumably stuff of the level that the Fallen Empires use, things that are thoroughly Clarksian and that nobody really understands how to make themselves anymore.

So "Arcane Deciphering" is the technology required to understand how the reverse-engineer (or at least jerry-rig) said artifacts.
Ah. So we're not getting another flavor of space magic.
 
An idea for a fix regarding the robot assembly jobs: When a planet is full and no longer has any need to produce more robots, the output of the assembly buildings switches from producing robots to reducing the upkeep of robots on the planet. The longer it stays in this stance, the more effective it becomes.

This way you dont have to destroy/rebuild whole buildings when you want more robots or no longer need to build them.
 
An idea for a fix regarding the robot assembly jobs: When a planet is full and no longer has any need to produce more robots, the output of the assembly buildings switches from producing robots to reducing the upkeep of robots on the planet. The longer it stays in this stance, the more effective it becomes.

This way you dont have to destroy/rebuild whole buildings when you want more robots or no longer need to build them.

You do realize you are talking about consuming mineral to reduce energy usage?

Which is more important and useful for research/upkeep of population/build starships via alloy/etc... to you? Energy? or Mineral?

Biological empire's version of roboticists: Keep in mind the first screenshot is from an older build while second one is much more recent.

Djl7svDXgAABa6p.jpg


Gestalt replicator job at the very bottom

DoFrG5JWsAAbY1J.jpg
 
@James Fire You need to be able to interact with outside empires with hostility in some way. Normal xenophobic and peacefull empires can make other unfriendly empires their subjects or tributary states, but the Inward Perfection Civic doesnt allow you to do that, and really Ming declares war on you for being his tributary and so i think that in Stellaris like in Europa Universalis IV an empire with inward perfection should at least be able to have tributaries.
 
On robots/synths with a "full" planet..

If the robot-pop get an upkeep other then energy - like bio pops have consumer goods.. and will keep a similar thing on leguin - the option to halt pop production could turn the building from full pops to maintenance, by keeping on manufactoring, yet not assembling new units, only tons of spare parts..
Paired with a politic choice on growth (pop control), an idle replicator/assembly could alter its bonus from growth to upkeep reduction on that planet - and it would be a per-planet thing.

I wonder, mayhaps bio pops could even get a similar thing, with extra food increasing wellfare when not used for growth.. extra food for the drones.. hmmm.. not sure if I would risk my drones getting fat, yet, that is an idea...
 
@James Fire You need to be able to interact with outside empires with hostility in some way...

Not sure on the vassal / tributary part.. yet, peacefull and inward perfection empires should have more ways to iteract with other empires.. if agression / war is forbidden due to a cultural / philosofical choice, then they would have other ways to settle conflics, something that would reflect on the empire and its diplomacy..
Such no-war empires should have other ways to deal with agressive empires.. in special, the extremists and extintioneers who gets -1k dimplomatic "bonus" and hate you forever.. there should be at least some choice of entering conflict (other then pure defense) that causes unhappines / unrest as it would be a hard choice, yet a choice of the ruling caste to answer an overly agressive empire with agression (else peacefull empires would be an island eternal, never winning a game unless all other empires are similar diplomaticly).
 
You do realize you are talking about consuming mineral to reduce energy usage?

Which is more important and useful for research/upkeep of population/build starships via alloy/etc... to you? Energy? or Mineral?

Biological empire's version of roboticists: Keep in mind the first screenshot is from an older build while second one is much more recent.

Djl7svDXgAABa6p.jpg


Gestalt replicator job at the very bottom

DoFrG5JWsAAbY1J.jpg

I’m actually curious about the machine upkeep, sure the gestalts don’t use consumer goods, but they may still use minerals similar to the current system.

On robots/synths with a "full" planet..

If the robot-pop get an upkeep other then energy - like bio pops have consumer goods.. and will keep a similar thing on leguin - the option to halt pop production could turn the building from full pops to maintenance, by keeping on manufactoring, yet not assembling new units, only tons of spare parts..
Paired with a politic choice on growth (pop control), an idle replicator/assembly could alter its bonus from growth to upkeep reduction on that planet - and it would be a per-planet thing.

I wonder, mayhaps bio pops could even get a similar thing, with extra food increasing wellfare when not used for growth.. extra food for the drones.. hmmm.. not sure if I would risk my drones getting fat, yet, that is an idea...

Hive minds don’t use consumer goods and ascended and citizen rights synths do, so it is not a ‘bio pop’ thing but rather a ‘default empire’ (and rogue servitor) thing. Hive mind drones can emigrate from crowded worlds to new planets just like default empire bio pops. As for how Wiz plans to deal with ‘full’ planets, I’m not sure. Part of the problem is that you can build pops over the housing limit and may want to for resettlement purposes or to fill extra jobs you have. There are penalties associated with this ofc.

Not sure on the vassal / tributary part.. yet, peacefull and inward perfection empires should have more ways to iteract with other empires.. if agression / war is forbidden due to a cultural / philosofical choice, then they would have other ways to settle conflics, something that would reflect on the empire and its diplomacy..
Such no-war empires should have other ways to deal with agressive empires.. in special, the extremists and extintioneers who gets -1k dimplomatic "bonus" and hate you forever.. there should be at least some choice of entering conflict (other then pure defense) that causes unhappines / unrest as it would be a hard choice, yet a choice of the ruling caste to answer an overly agressive empire with agression (else peacefull empires would be an island eternal, never winning a game unless all other empires are similar diplomaticly).

Pacifists can always contain genocidal empires. Aggression is only forbidden in general for fanatic pacifists in the sense that you can’t make claims (except during defensive wars or on FE) and have no liberate CB, and regular pacifists vs non-genocidal, non-assimilation gestalts (cant liberate them). You can take back territory you once held or claimed during a defensive war (or claimed from a fallen empire’s territory) via an aggressive war. Any restrictions beyond this is your personal choice.

Edit: it’s been a long time since I’ve played Fanatic Pacifists that aren’t Inward Perfection, but IIRC they can also freely demand and go to war over subjugation.
 
You do realize you are talking about consuming mineral to reduce energy usage?

Which is more important and useful for research/upkeep of population/build starships via alloy/etc... to you? Energy? or Mineral?

Biological empire's version of roboticists: Keep in mind the first screenshot is from an older build while second one is much more recent.

Djl7svDXgAABa6p.jpg


Gestalt replicator job at the very bottom

DoFrG5JWsAAbY1J.jpg
Yes but either way your still saving resources that could be spent in the market on other things. And I think it would probably cost less to do the upkeep work than build entire pops.
 
Edit: it’s been a long time since I’ve played Fanatic Pacifists that aren’t Inward Perfection, but IIRC they can also freely demand and go to war over subjugation.
They cannot declare war for it.
 
Yes but either way your still saving resources that could be spent in the market on other things. And I think it would probably cost less to do the upkeep work than build entire pops.

Here is what I know about building robot/synth. Keep in mind all numbers are work in progress. Most of this info comes from the last week live stream.

Source:
Time stamp is 14:00 if link didn't worked.

One job provide 2 growth per month. It take 100 growth points to create a new robot/synth. So it cost 5 mineral per month for that one job.

Which means one robot take 250 mineral total to build and that is a clear difference from the current 2.1 cost to build which is 100 mineral.

Also I don't know if energy upkeep is changing in 2.2 but it is currently 1 energy before discount which is not that much.

Lets say you have a planet with 20 robot and that job will provide 10% discount on energy upkeep. It will save you only 2 energy while costing you 5 mineral upkeep.

You would need at least 50 drones at 10% discount to break even on the 5 mineral upkeep. Keep in mind that requires you to have 50 jobs from mining/farm district which is a lot. Each district provide two jobs and you would need 25 district which are only found on ringworld (50 district max each four section) or 25 size planets.

I think having higher discount from the job would be game breaking since the civic fanatic materialist gives 20% discount while civic mechanist give 5% discount as comparison to my example. Higher discount on energy upkeep will just strongly favorite empire who build lot of ringworld over those who don't.
 
I would imagine that the total growth required is still 30.

That is for biological population. Look at the part 4 at 14 min mark. It clearly say 2 out of 100.

I don't know if there is a balance reason for that or not but like I said before number are all work in process and the numbers is what it is.
 
I'm wondering if maybe you could capture enemy Leaders and hold them on a penal colony.

Then when the penal colony is invaded they get their Leader back.

Thinking of the Honor Harrington novels where Haven claims they've executed her but she's actually on a penal colony.
 
Here is what I know about building robot/synth. Keep in mind all numbers are work in progress. Most of this info comes from the last week live stream.

Source:
Time stamp is 14:00 if link didn't worked.

One job provide 2 growth per month. It take 100 growth points to create a new robot/synth. So it cost 5 mineral per month for that one job.

Which means one robot take 250 mineral total to build and that is a clear difference from the current 2.1 cost to build which is 100 mineral.

Also I don't know if energy upkeep is changing in 2.2 but it is currently 1 energy before discount which is not that much.

Lets say you have a planet with 20 robot and that job will provide 10% discount on energy upkeep. It will save you only 2 energy while costing you 5 mineral upkeep.

You would need at least 50 drones at 10% discount to break even on the 5 mineral upkeep. Keep in mind that requires you to have 50 jobs from mining/farm district which is a lot. Each district provide two jobs and you would need 25 district which are only found on ringworld (50 district max each four section) or 25 size planets.

I think having higher discount from the job would be game breaking since the civic fanatic materialist gives 20% discount while civic mechanist give 5% discount as comparison to my example. Higher discount on energy upkeep will just strongly favorite empire who build lot of ringworld over those who don't.

I see your point, but what else would you suggest for the then useless machine building? You could destroy it but then if you need more bots in the future, you have to destroy what you built over it, and rebuild it. And then when you have the bots you want, destroy it AGAIN and build a new structure. Would get very micromanage-y and annoying, especially for people who use droids heavily. And a big part of this update is reducing micromanagement of pops and unnecessary clicks.
 
I see your point, but what else would you suggest for the then useless machine building? You could destroy it but then if you need more bots in the future, you have to destroy what you built over it, and rebuild it. And then when you have the bots you want, destroy it AGAIN and build a new structure. Would get very micromanage-y and annoying, especially for people who use droids heavily. And a big part of this update is reducing micromanagement of pops and unnecessary clicks.

I agree on the reducing micromanage.

However I disagree on how to use the job after all jobs has been filled up. I would push drones to emigration to other planets where they could be useful instead of having those job idle. This way you can have a X planet doing all drone building and spread those drones across other planets without drone building job.

I will be watching the dev clash tomorrow for more information for sure since gestalt conscience machine is my favorite mode.
 
I agree on the reducing micromanage.

However I disagree on how to use the job after all jobs has been filled up. I would push drones to emigration to other planets where they could be useful instead of having those job idle. This way you can have a X planet doing all drone building and spread those drones across other planets without drone building job.

I will be watching the dev clash tomorrow for more information for sure since gestalt conscience machine is my favorite mode.

That may not work with the way immigration is setup, since robots have no emigration meter. Would also be annoying if you only wanted robots on certain worlds.
 
Not sure on the vassal / tributary part.. yet, peacefull and inward perfection empires should have more ways to iteract with other empires.. if agression / war is forbidden due to a cultural / philosofical choice, then they would have other ways to settle conflics, something that would reflect on the empire and its diplomacy..
Such no-war empires should have other ways to deal with agressive empires.. in special, the extremists and extintioneers who gets -1k dimplomatic "bonus" and hate you forever.. there should be at least some choice of entering conflict (other then pure defense) that causes unhappines / unrest as it would be a hard choice, yet a choice of the ruling caste to answer an overly agressive empire with agression (else peacefull empires would be an island eternal, never winning a game unless all other empires are similar diplomaticly).

Exactly!
 
I would love to know what you think about this update is bad.

I would also love to know how you can possibly think everything in 2.0 was bad.
There are small good improvements, but overall the game greatly degraded. It is unplayable already far ago. And this is not just my opinion. Most people think the same. But paradox will not listen.