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Stellaris Dev Diary #221 - Balance and Quality of Life Improvements

Hey folks, I’m @Alfray Stryke, a member of the QA team for Stellaris. As part of the Custodians’ work on the 3.1 “Lem” patch, as mentioned in Dev Diary #215, the team has done a balance and Quality of Life pass on various features throughout the game and we’d like to highlight some of the more harder hitting changes. This is not a complete list of all changes, and may contain some not-final numbers. As a reminder, the changes to the Necroids Species Pack were covered in Dev Diary #216, and all of these changes will also be included in the Lem update.

Void Dwellers

We’ve been aware that the implementation of Void Dwellers of having two separate traits, one positive and one negative resulted in behaviour that we weren’t happy with - in particular being able to gene-mod the negative aspects of the trait out of existence. To solve this we’ve made some changes to how the traits work:

  • There is now only a single Void Dweller trait, so it can’t be exploited via genetic modification of your species.
  • The modifiers on the trait itself have changed, previously it gave:
    • +15% Resources from Worker and Specialist jobs & -10% growth speed (for the positive version)
    • -60% growth speed (for the negative version)
  • The new version of the trait is now:
    • +15% Pop Resource Output on Habitats.
    • -15% Pop Resource Output on Non-Artificial Worlds.
    • -10% Growth Speed
    • -30% Happiness on Non-Artificial Worlds.

Void Dweller.png

The new, improved, Void Dweller trait with its modifiers.

What this means is your Void Dwellers pops are most productive and happiest on habitats, have their bonuses removed on ringworlds and have production and happiness penalties if they settle on planets (best to leave those for immigrants or robots!)

Shattered Ring

So before you grab your plasma-pitchforks (yes, plasma-pitchforks are canon now), rebalancing the Shattered Ring origin is something the team has been discussing for a while. We’ve gone through various iterations on decreasing the initial power of the origin, while keeping the player fantasy that it provides in mind and eventually settled on having the progression of the Shattered Ring resemble that of the Remnants origin.

Shattered Ring.png

The Voor Technocracy, showing off the Shattered Ringworld Segment as a homeworld.

The shattered ring itself supports the following district types:
  • City, Hive & Nexus - housing depending on your empire type.
  • Industrial - where valuable consumer goods and alloys can be manufactured.
  • Trade - where clerks turn a tidy profit and artisans run their workshops.
  • Generator (not pictured) - where hive-minds and machine intelligence power their infrastructure. Note that Generator and Trade districts swap depending on the owner of the Shattered Ring, much like Commercial and Generator Segments on a ringworld.
  • Agricultural - where food is grown for those that eat it.
  • Mining - more on that in a moment...

Once all the rubble has been cleared out, there’s space for 25 of these districts.

So you might be wondering, “Are those mining districts on my ringworld? What am I mining?”

Well dear reader, the answer is the ring itself!

Mining District.png

Mining districts, aka tunnels filled with valuable minerals and alloys.

As a civilization that has only known life on the ring prior to achieving spaceflight, the only resources available to you were those that made up the ringworld itself. Luckily ruined ringworlds are massive and can spare some missing broken materials without falling into their local sun.

As such your mining district on the shattered ring replaces the regular miner jobs with scrap miner jobs with a base job output of 2 minerals and 1 alloy per month.

Of course, as was alluded to above, we wanted the progression for the shattered ring to resemble that of the relic world from the Remnants origin. So once you’ve cleared all the debris from the shattered ring and researched the appropriate technology you can repair it into a fully functioning ringworld segment.

Repair Shattered Ring.png

Of course, sometimes a bit of home repair work needs to be done.

Upon completion of this monumental task, the districts on the shattered ring are upgraded into their respective ringworld districts at a 5:1 ratio - so 5 agricultural districts become 1 agricultural segment. Since fixing up the ring means you’ll no longer be clearing out material, the mining districts are removed and the ability to construct research segments is added.

Ecumenopolis QoL Changes

Something we’ve received a lot of feedback on is that when a world is transformed into an Ecumenopolis is the assignment of industrial districts.

Prior to 3.1, all of the industrial districts were assumed to be devoted to alloy production and thus converted into foundry arcologies. No more, in 3.1 industrial districts will convert based off of the planetary designation:

  • With the “Foundry World” designation, industrial districts will convert into foundry arcologies, at a 2:1 ratio
  • With the “Factory World” designation, industrial districts will convert into factory arcologies, at a 2:1 ratio.
  • With any other designation, including the “Industrial World” designation, industrial districts will convert into both foundry and factory arcologies, at a 4:1:1 ratio.

Relic World.png

Earth, a bygone relic of a time long past, ready to be restored anew.

Ecumenopolis.png

Earth, restored anew! Note that the local governing algorithm did not assume all industrial capabilities should be focused on supporting the Custodianship Navy.

Another change we’ve implemented is the Arcology Project ascension perk and decision to restore relic worlds into ecumenopolises is now accessible to Rogue Servitors. In addition, the leisure arcologies that would normally be present have been repurposed for housing bio-trophies in luxurious towering arcologies.

Sanctuary Arcology.png

Pampering will be provided at Floor 314, Room 15 at 9:26 am.


Assorted QoL Changes

As mentioned above, the planetary designation for consumer goods has been renamed to Factory World, because we’ve added an Industrial World designation.

Industrial Designations.png

Multiple planetary designations for your various needs

The new Industrial World designation is ideal for planets where you don’t want to focus the Industrial districts on a single job type, instead providing a minor upkeep discount to both Artisan and Metallurgist jobs.

Industrial World.png

Industrial World Designation

Both Hive Worlds and Machine Worlds have gained an additional bonus to bring them more in line with Gaia Worlds. Hive Worlds now have +1 innate Spawning Drone job and Machine Worlds now have +1 innate Replicator job. The Machine World given by the Resource Consolidation origin starts with a blocker which will need to be cleared to unlock the Replicator job.

Hive World.png
Machine World.png


Subversive Cults (MegaCorps with both Gospel of the Masses and Criminal Syndicate) no longer have access to the Temple of Prosperity. Instead, they can now establish a Subversive Shrine in their branch offices - increasing both Spiritualist ethics attraction and crime on the planet.

Subversive Shrine.png

Subversive Shrine Tooltip.png

Subvert expectations with deals so good they’re criminal!

With that I’ll pass things over to @Gruntsatwork to discuss some of the changes we’ve made to civics!

----

Hello everyone. I am one of Game Designers currently working on Stellaris and on the Custodian Team. While we have been busy with radical changes here and there, new civics and origins, we also wanted to have some more tame but no less important balance changes for our already existing civics, specifically for our outliers and those we felt under- or especially over-utilized.

The following lists all the civics we felt needed a substantial lift up
Regular Empires
  • Beacon of Liberty: Gave +15% produced Unity -> Now ALSO also gives -15% Empire Sprawl from Pops
  • Imperial Cult: Gave +1 Edict cap -> Now gives +2 Edict cap
  • Idealistic Foundation: Gave +5% Happiness -> Now gives +10% Happiness
  • Environmentalist: Gave -10% Consumer Goods Upkeep -> Now gives -20% Consumer Goods Upkeep
  • Parliamentary System: Gave +25% Faction Influence -> Now gives +40% Faction Influence
  • Efficient Bureaucracy: Gave +10% Admin Cap -> Now gives +20% Admin Cap
  • Nationalistic Zeal: Gave -10% War Exhaustion Gain and -10% Claim Cost -> Now gives -20% War Exhaustion Gain and -15% Claim Cost
  • Functional Architecture: Gave -10% Building and District Cost, -10% Building and District Upkeep and +1 Building Slot -> Now gives -15% Building and District Cost, +2 Building Slots, Upkeep reduction removed
Hive-Minds
  • Subspace Ephase: Gave +15% Naval Capacity -> Now gives +20% Ship Speed and ALSO gives +15% Naval Capacity
  • Divided Attention: Gave +10% Admin Cap -> Now gives +20% Admin Cap
Machine Intelligences
  • Constructobot: Gave -10% Building and District Cost, -10% Building and District Upkeep and +1 Building Slot -> Now gives -15% Building and District Cost, +2 Building Slots, Upkeep reduction removed
We hope those changes, while strictly number tweaks, will give those civics a breath of fresh air and increase their appeal to the wider player-base because, “oh, shiny new numbers” is one hell of a drug.

Now sadly, only strengthening the civics we felt undervalued or under-used doesn’t solve all issues, so we also introduced some slight nerfs to the 2(3) biggest offenders in terms of being “must have” civics.
  • Slaver Guilds : Reduced enslaved population from 40% to 35%
  • Indentured Assets: Reduced enslaved population from 40% to 35% (Megacorp civic)
  • Technocracy: Added 1 Consumer Goods upkeep to Scientist Jobs that create unity because of Technocracy

As you can tell, for the slaver guild civics, this change is relatively minor, compared to the Technocracy nerf. The goal here is to make those 3 civics slightly less good. We have no intention of nerfing them into the ground. Our goal here is to move them from “the best pick, every time” to “could be best pick, depending on circumstances”.

We will be following your feedback here and over all other platforms very closely as well as our own telemetry and we will keep adjusting and tweaking the civics as we go on.

As an extra note, we know that there are several other civics that definitely need a pick me up, we will be looking into them as well, but not for the Lem update.

That’s everything from us this week! Thanks for reading and we’ll be back next week diving into more changes in the Lem Update.
 
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  • Functional Architecture: Gave -10% Building and District Cost, -10% Building and District Upkeep and +1 Building Slot -> Now gives -15% Building and District Cost, +2 Building Slots, Upkeep reduction removed
Damn, this is a partial nerf at the same time - I used this with Void Dwellers for an extra 0.5 alloys off per habitat. If an unintentional side effect of it, that's sad, but at the same time, the extra building slot is super nice, so I'm not sure how to feel about it.
 
Damn, this is a partial nerf at the same time - I used this with Void Dwellers for an extra 0.5 alloys off per habitat. If an unintentional side effect of it, that's sad, but at the same time, the extra building slot is super nice, so I'm not sure how to feel about it.
Yeah, they didn’t seem to think much about void dwellers and habitats gameplay, even when looking into the origin and traits. Which is something that PDX consistently lacks: gameplay awareness. If all the Custodian initiative intends to do is number crunching, then I lose my hopein it. Sorry to say :/
 
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Honestly I'd rather have the -10% Building and District upkeep on Functional Architecture over +2 Building Slots. It really helps to stretch your rare resource income out when upgrading buildings, although I do prefer to not build refineries at all if I can help it.
 
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Is it possible to run utopian abundance with the pleasure seekers civic, instead of decadent?

I don't think the civic locks you into the lifestyle, it just unlocks the lifestyle for you.
 
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The minor nerf on Technocracy is so minor that I don't think player would even notice the change tbh.

Cuz in current patch, CG is just too abundance that you actually need to try to reduce your CG output cuz it's a waste.

Technocracy should just drop the unity and change it to something else really cuz that's what make it so broken, the ability to actually keep up or worse, outperform spiritualist in it own specialty while also maintaining your tech output supremacy is just too broken that this minor nerf wouldn't fix much.

Or actually buff spiritualist and associate mechanics.

*EDIT*

Maybe it could curb snowballing of Technocracy in early game somewhat I guess.
 
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Strange how there isn't an architectural civic for Megacorps. Seems like it would be in industy's wheelhouse.

There's a couple of tropes I'd really like to see filled by civics for Megacorps.

1. Tech company.
2. Private Military company. (In a way that isn't just 15% naval cap or slightly better armies.)
Like you pointed out there are two Private Military company civics already, so they are filled tropes. Just, y'know, boring and weak effects on those civics.

Comparatively, there are no megacorp civics for Materialist, Xenophobe, Pacifist, Xenophile, or Egalitarian. And the authoritarian one is indentured assets. Let me have a worker owned megacorp! Let me have merchant princes! Xenophobe Megacorp represents a contradiction in play styles similar to Xenophobe pacifist, and so should get a play style civic similar to inward perfection. Even leaving aside ethics restrictions, there are TONS of tropes that are currently missing. Mining companies, farming companies, industrial companies, entertainment companies (ok maybe media conglomerate covers that last one). Megacorps just need 2-3 times the number of civics they currently have.
 
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im going to amend my earlier opinion after reading some comments. the alloy mining is cool and gives my auth-ringworld empire a ton of synergy, but gating restoration behind mega-engineering is kind of lame. maybe you can find a best of both worlds situation that isnt overpowered?

also, pulling alloys out the ass is a little weird, maybe you can buff the miner job slightly but add penalties to its sustained use? not sure how this could be represented, but itd go a long way to making the origin feel unique. all in all, i disagree with anyone who is sad to see the tech rush shattered ring strategy go. good riddance I say, the ai couldnt handle it and the player couldn't handle themselves using it.
 
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Hello everyone. I am one of Game Designers currently working on Stellaris and on the Custodian Team. While we have been busy with radical changes here and there, new civics and origins, we also wanted to have some more tame but no less important balance changes for our already existing civics, specifically for our outliers and those we felt under- or especially over-utilized.

The following lists all the civics we felt needed a substantial lift up
Regular Empires
  • Beacon of Liberty: Gave +15% produced Unity -> Now ALSO also gives -15% Empire Sprawl from Pops
  • Imperial Cult: Gave +1 Edict cap -> Now gives +2 Edict cap
  • Idealistic Foundation: Gave +5% Happiness -> Now gives +10% Happiness
  • Environmentalist: Gave -10% Consumer Goods Upkeep -> Now gives -20% Consumer Goods Upkeep
  • Parliamentary System: Gave +25% Faction Influence -> Now gives +40% Faction Influence
  • Efficient Bureaucracy: Gave +10% Admin Cap -> Now gives +20% Admin Cap
  • Nationalistic Zeal: Gave -10% War Exhaustion Gain and -10% Claim Cost -> Now gives -20% War Exhaustion Gain and -15% Claim Cost
  • Functional Architecture: Gave -10% Building and District Cost, -10% Building and District Upkeep and +1 Building Slot -> Now gives -15% Building and District Cost, +2 Building Slots, Upkeep reduction removed
Hive-Minds
  • Subspace Ephase: Gave +15% Naval Capacity -> Now gives +20% Ship Speed and ALSO gives +15% Naval Capacity
  • Divided Attention: Gave +10% Admin Cap -> Now gives +20% Admin Cap
Machine Intelligences
  • Constructobot: Gave -10% Building and District Cost, -10% Building and District Upkeep and +1 Building Slot -> Now gives -15% Building and District Cost, +2 Building Slots, Upkeep reduction removed
We hope those changes, while strictly number tweaks, will give those civics a breath of fresh air and increase their appeal to the wider player-base because, “oh, shiny new numbers” is one hell of a drug.

Now sadly, only strengthening the civics we felt undervalued or under-used doesn’t solve all issues, so we also introduced some slight nerfs to the 2(3) biggest offenders in terms of being “must have” civics.
  • Slaver Guilds : Reduced enslaved population from 40% to 35%
  • Indentured Assets: Reduced enslaved population from 40% to 35% (Megacorp civic)
  • Technocracy: Added 1 Consumer Goods upkeep to Scientist Jobs that create unity because of Technocracy
Great rebalance of the existing stuff! Thanks !
 
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This looks nice, but my only problem with it is that the buffed civic, functionsl architecture doesnt feel like a buff to me, I took it for the upkeep and the building Cost reduction, never the building slot, I guess a -15% reduction to upkeep on top that would be kinda OP, but nos where before I considered taking it before for not that competitive games before Now I'm propably only gonna take it for flavor of I ever take it, other changes are really great tho
I agree,removing the upkeep reduction is a nerf and the building slot is not nearly as good.
 
Yeah, they didn’t seem to think much about void dwellers and habitats gameplay, even when looking into the origin and traits. Which is something that PDX consistently lacks: gameplay awareness. If all the Custodian initiative intends to do is number crunching, then I lose my hopein it. Sorry to say :/
While I agree that stacking +/-xx% bonuses is in general less interesting than stuff that give new job types and such, in this specific case +2 building slots per habitat is a huge boost and a genuine playstyle changer. Especially for void dwellers.
 
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While I agree that stacking +/-xx% bonuses is in general less interesting than stuff that give new job types and such, in this specific case +2 building slots per habitat is a huge boost and a genuine playstyle changer. Especially for void dwellers.
You missed out on a previous message where I explain how they forgot that a void dweller Megacorp has no access to the functional architecture civic, so if they thought they’re doing void dwellers a favour - clearly not for all void dwellers.
 
You missed out on a previous message where I explain how they forgot that a void dweller Megacorp has no access to the functional architecture civic, so if they thought they’re doing void dwellers a favour - clearly not for all void dwellers.
That sounds more like megacorps being overlooked than habitats being overlooked!
 
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Like you pointed out there are two Private Military company civics already, so they are filled tropes. Just, y'know, boring and weak effects on those civics.

Comparatively, there are no megacorp civics for Materialist, Xenophobe, Pacifist, Xenophile, or Egalitarian. And the authoritarian one is indentured assets. Let me have a worker owned megacorp! Let me have merchant princes! Xenophobe Megacorp represents a contradiction in play styles similar to Xenophobe pacifist, and so should get a play style civic similar to inward perfection. Even leaving aside ethics restrictions, there are TONS of tropes that are currently missing. Mining companies, farming companies, industrial companies, entertainment companies (ok maybe media conglomerate covers that last one). Megacorps just need 2-3 times the number of civics they currently have.
The reason the civic list is so low is because Megacorp is a variant authority introduced in a DLC, making it very niche. I'd say that the best way to expand their list would be to give them access to regular empire civics, but that would lead to a loss in identity I believe.

Anyways, because the list needs to remain so low, I just hope to see the big tropes covered, and covered in a fun game changing way. Private tech and private military are at the top of the list in my opinion. Something unique like patent profiteering or mercenary fleet loans would be nice.