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Stellaris Dev Diary #211: 3.0.3 Beta Updates

Hi everyone!

Thanks for the tremendous participation within the 3.0.3 beta branch and for all of the feedback that you've been providing.

For those that are interested in joining the beta, you have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.

This week we'll be talking about some more changes that we're planning on pushing in the near future to the 3.0.3 beta branch concerning further balance updates, AI, and more. These are highlights of some of the things that will be in the full patch notes and not intended to be a comprehensive list.

Bug Fixes and Further Balance Updates

From fixes to the end of the Cybrex precursor chain to correcting edict deactivation costs, we've fixed a number of issues that you've found and reported during the beta. Thank you for reporting things in the Bug Reports forum.

Regarding the economic changes, one of the common themes in the feedback has been that the sheer number of jobs in the game are too high, and we agree. Clerks are especially notorious for this, since in many cases you would rather actually see them unemployed and moving to a more valuable position elsewhere in the empire. We're taking some preliminary steps to reduce the number of jobs and changing things to focus on increasing productivity instead.

Here are some of the changes you'll be seeing soon:
  • [Balance] Reduced the number of Clerk jobs provided by buildings and districts by 40%.
  • [Balance] Clerk trade value has been increased to 4.
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  • [Balance] Buildings that increased basic resource production and added jobs to basic resource producing buildings or districts (Energy Grids, Mineral Purification Plants, etc.) now increase the base production of the relevant jobs by 1 or 2 based on tier instead of their previous modifiers. Machine empires still gain the extra resource district slots as before.

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Yes, "Livestock" counts as a "Food producing job". (Or minerals, for Lithoids.)
  • [Balance] Manufacturing focus buildings (factories and foundries) no longer prevent the other from being built on non-Ecumenopolis planets, and no longer add jobs to Industrial Districts. They instead increase the base production of alloy or consumer goods producing jobs by 1 or 2, with a corresponding increase in upkeep.
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Secondary resources like Alloys do require more inputs to produce more, however.


Balancing the number of jobs and their output will be an ongoing task, expect future updates to have additional changes.

AI Updates

We're making some updates that will have significant changes to AI behavior that should improve the effectiveness of AI opponents, as well as some changes to reduce the impact to your empire if an AI were to take control of your empire for a short duration in multiplayer.

These changes give the AI a greater focus on economic stability and improves some research related behaviors, but are also a work in progress and will continue to be updated in future patches.

We'll put up a 3.0.3 AI Feedback thread once it's live so you can let us know how you feel about these changes.

Population Growth

We're continuing to make adjustments to the current population growth systems in the game, and are exploring additional changes. Some of these are longer term initiatives, however, so in the meantime we're currently adding a quality of life feature that many people have been asking for.

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Logistic Growth and Growth Required Sliders in Galaxy Configuration

These sliders will allow you to adjust the variables related to the bonus a planet can provide through logistic growth and the amount that pop growth increases per empire pop using sliders in Galaxy Configuration instead of needing to edit defines or use a mod to do so. Please note that these sliders can have major impacts on both performance and balance. Existing saves will use the default values. (Which can themselves be overridden in defines.)

Non-English localization for these changes will not be available in the beta as soon as the changes are up, but will be added shortly afterward. Apologies for the delay!

That's all for this week. Since we're currently in a post-release cadence (as well as next Thursday being a holiday in Sweden), the next Dev Diary will be two weeks from now on the 20th of May.

See you then!
 
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It did its job, quite well, punished players for making huge land grabs.
No, it punished players for shaping their countries in ways that the devs found aesthetically displeasing. You could conquer an entire nation without incurring any cohesion hits, and as I recall starbases decreased cohesion penalties so blobbing enough would basically make your cohesion permanently 100%.
 
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No, it punished players for shaping their countries in ways that the devs found aesthetically displeasing. You could conquer an entire nation without incurring any cohesion hits, and as I recall starbases decreased cohesion penalties so blobbing enough would basically make your cohesion permanently 100%.
It was for early game land grabs, like building a starbase 30 jumps away so you can cut off someone elses expansion, without actually expanding yourself.
 
okay just writing my thoughts on this, the industral district changes get me worried, through again, i have to play it to find out, i just hope these updates don't hurt void dwellers too much, least on the job side of it (since now, its gonna be clear that void dwellers won't be able to reach the high pop growth everyone else reaches anymore in the late game, instead being stuck at the base of 3 or so)

but the clerk upgrade is long overdue, hope it does enough to make them worth it ^^
 
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If Empire Sprawl is going to be addressed at all, please consider an easy yet likely very impactful change of increasing base Admin Cap, but pumping up colony Empire Sprawl, so that things are a little more tilted towards smaller empires. My 3.0.3 run had just 2 planets doing admin cap out of like 50, and it was just stupid.

Also, I really must stress that turning off Clerk/Maintenance Drone jobs is unfun (especially the latter, because you need to mess with it more than once per planet), but is still even with these changes correct strategy. It even is further propelled by how having fewer jobs means planets stay at bonus growth better, as I found in my 3.0.3 playthrough the last few days.

In general, players will do the optimal strategy, even if it's not fun, by our nature. Please make the optimal strategy always a fun one.
 
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Pop jobs should be player controlled, and ignore whether a pop is better suited to it.
Unfortunately, this would result in a massive micromanagement pile-on, so I don't think this solution is any way desirable.
 
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Conquest needs to be stronger than peaceful play in order to have an engaging game. No one would ever go to war if they could become stronger by sitting around doing nothing proactive.
Peaceful play is boring, that's why players go to war, it's not about being stronger.
But war in stellaris is boring so peaceful play should be interesting
 
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Unfortunately, this would result in a massive micromanagement pile-on, so I don't think this solution is any way desirable.
A new pop would fill a vancant job that you have prioritized, zero micro, set it and forget it until you need to change priorities.

There is currently more micro now than there ever was, trying to maximize growth constantly, and having an incredibly weak economy because of it. Spamming districts to increase your limits so they don't affect growth costs tons. and takes forever to do.

Empty jobs, costing you EC, and possibly even exotic resources if you play ring worlds.
 
I like the new clerk decrease and output buff. It moves clerks from "instant off" to "maybe I'll turn it on at some point" level. They still fall behind quickly anyways compared to more productive jobs. Everything else gets tech to be more "efficient" but clerks don't have anything for them. The end result is still me turning off clerk jobs to move people to other places I can stack more energy/minerals/alloys/research.
 
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What a terrible idea. All that would do is encourage colony spam and wide play.
How so?
initial colony is all drain until 10 pops. Then the first colony building comes online and maybe pays for itself. The the second upgrade and eventually the third
The revised numbers are 10/25/50.
All this does is allows some measure of development for colonies after they upgrade, but before that, you're experiencing significant drain and need to allocate some resources.
The big problem we have is that bureaucrats give too much admin cap
 
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How so?
initial colony is all drain until 10 pops. Then the first colony building comes online and maybe pays for itself. The the second upgrade and eventually the third
The revised numbers are 10/25/50.
All this does is allows some measure of development for colonies after they upgrade, but before that, you're experiencing significant drain and need to allocate some resources.
The big problem we have is that bureaucrats give too much admin cap
Don't forget that 10 pops just isn't very much right now. Colony Empire Sprawl is just weak at present.
 
Organic empires have a large potential bonus to growth that's being looked at enough that it's now on a slider. Is there going to be any attention to machine empires and how they can manipulate their growth or are you happy with where they're at right now?

At the moment, machines need to get to 50 pops and then maintain 40 for maximum machine growth on a planet, and everything I've heard and seen indicates that organic empires don't need to grow as large or maintain as high a population on their growth planets.

I know in theory machines have the advantage of not being negatively affected by carrying capacity, but it seems like carrying capacity generally determines how you build your planets, rather than acting as a limitation on growth. It's not that hard to maintain the full bonus (whatever it ends up being) on the vast majority of planets.
 
Why was it made so easy? Why was empire cohesion removed?
The complaint I heard about empire cohesion is that people found pirate whack a mole unfun. So it's baffling that the response was to remove empire cohesion and then introduce a new mechanic that also generated pirate whack a mole.

I like space pirates as a concept but I wish the space pirates were smarter about their space pirating.
 
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Planetary resources are limited to Countering empire sprawl, Consumer goods, and Alloys, with a sprinkling of EC. i haven't needed a planet for minerals in a long time, every planet ends up being replaced by ring worlds asap so i can ignore them for long periods.

Sadly, no longer able to play this way.
 
The complaint I heard about empire cohesion is that people found pirate whack a mole unfun. So it's baffling that the response was to remove empire cohesion and then introduce a new mechanic that also generated pirate whack a mole.

I like space pirates as a concept but I wish they were smarter about their space pirating.
You still get pirate whack a mole with the trade routes, but people like that i guess lol. I currently can't stand playing bio empires simply because of the consumer goods to research and trade routes. Research should cost EC, just like machine empires, maybe Bio empires would compete tech wise if they changed this.
 
I'M ENJOYING THE GAME AGAIN WITH THIS UPDATE!!!!

Sorry for the caps, but I'm so happy I want to shout. It provides a totally new/different challenge to the previous game - with colonies under size 10 no longer being nerfed as badly, you ramp up a lot quicker, but resources are more of a challenge than ever. But most importantly, the late game is back. I can now grow pops to 2000+++ with some management, etc. LOVE IT!! Thanks devs.
 
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  • [Balance] Reduced the number of Clerk jobs provided by buildings and districts by 40%.
  • [Balance] Clerk trade value has been increased to 4. "
1620222575947.png

Is the Race on the photo using thrift? Because 4 trade value x 3 clerks to me = 12 , not 15. (Also weird for amenities end up with 7 instead of 6).
Would be nice if clerks gave +1 amenitie per clerk (for a total of 9). To make the commercial building somewhat competitive with the holo theater in planets where you don´t need a ton of amenities.



Now my humble opinion.
In games where you increase the cost of Unity and Technology. Something i like because it does slow down the tech rush at least to the mid game and does make ascension perks harder to get.

Im now really thinking in using the clerk jobs i get from residences to boost my unit production.

Using the trade policy to transform half my trade value in Unity i can get 2 units per clerk.
A culture work give me 3 unitys + Society but use a building slot + consumer goods.

And on top of unity still gives me some amenities and energy. Things i can actually use to delay the use of a Holo-Theatre for a few more pops.
Not a priority job by any means, but if energy is not a problem i can see myself using it.
 
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