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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!

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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

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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Since Rogue Servitors can now build Ecumenopoli, can we potentially unlock Life Seeded and Post Apocalyptic for them as well?
 
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Omg so happy with all these changes. I love shattered ring origin, but weirdly enough I also love all of the nerfs and the way you've done them, not taking away its power but delaying it till a fairer time in the game when others can build rings.

I also really love that void dwellers will be happy on ringworlds now.

I love the rogue servitor changes as I want an ecu for my trophies.

And of course I love the slavery nerfs.
 
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Speaking of Ecumenopoli, I think it would be cool if we got to build Commercial arcologies for regular empires, like we do on Ringworlds. I think it would make perfect sense for Ecumonopoli to potentially function as trade hubs.
 
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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.

View attachment 750648
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Subvert expectations with deals so good they’re criminal!
My god, you've actually done it. I've been wanting to see this change since the DLC originally dropped.
 
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Shattered Ring changes make me sad. It's mostly just a regular planet now. This really doesn't maintain the player fantasy at all. It's now effectively just a guaranteed worse damaged ringworld in your home system. It's also just as boring as any other damaged megastructure, since I see it requires the Mega Engineering tech, at which point you're just one ascension perk away from being able to build your own ringworld... So what's the point?

At least let us repair the thing a bit earlier.
 
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Very nice!

I especially like changes to Void Dwellers - the idea is one of the best in the game, but execution was slightly worse - now it comes back as something I want to play.
I did a quick math and looks like Functional Architecture boosts them as well - now we can have 9 building slots on habitats (10 if you count in the Capital building).
This will bring back viability of this build to more casual players like myself.

Also nice for the Shattered Ring - now we can fully repair it if I understand correctly! (edit: I might have gotten it wrong though - how many segments can we have in total after all the repairs?)

The + and - changes to the civics are simple, but much appreciated.
I was always a little bit taken aback by how super OP Technocracy is - now it's not going to be the absolute OP monster of the game, I'm still going to play it (probably with Master Crafters from Humanoids to get those CGs for my eggheads), but will not outrun all the AIs completely by 2300.

Edit: I never believed Criminal Heritage will get revisited - very happy that this small but annoying loophole is now being fixed!
 
It's also just as boring as any other damaged megastructure, since I see it requires the Mega Engineering tech, at which point you're just one ascension perk away from being able to build your own ringworld... So what's the point?

At least let us repair the thing a bit earlier.
Yeah, I feel that we shouldn't need Mega-Engineering to restore the full functionality of a Ringworld section we're already inhabiting. Perhaps Anti-Gravity Engineering would be a better requirement, it's the same technology that's needed to restore Relic Worlds into an Ecumenopolis.
 
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Honestly instead of some minor buff, Feudal Society should be solved by rework of sector system, and by extension, Subject Empires.

As it stands the current system of sectors and thus creating Vassals are awful, not to mention Vassals having no bonus at all.
I kinda got used to the sector system, but subjects is still a mess.
Since I am the magnanimous overlord, i should have a say on the kind of subject I want to create. Especially for megacorps it's totally useless to release a swarm of small competing megacorps. I want to release a market, not a competition! As a belligerent overlord let me release an economic powerhouse to fuel my wars or a partner to fight by my side!
Next point: Give me options to let my subject empires handle their own stuff or control more of their behaviour with a penalty to their liberty desire. Examples:
  • Let them colonize freely or give them a part of the universe to expand into/block a part that you want to have for yourself/make them stop expanding alltogether
  • Let them vote in the GC on their own volition or have them follow your vote
  • Increase/decrease tributes in resources or fleetpower
I was hoping for stuff like this with the federations update, but I was a bit disappointed with that one..
 
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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.

View attachment 750648
View attachment 750649
Subvert expectations with deals so good they’re criminal!
Missed the lower ethics attraction the first time I looked at the building. While I understand why you would see this as necessary and reasonable for the flavor, please consider this: the spiritualist ethics attraction a Subversive Cult provides compared to a regular Megachurch is already lower due to the probable lack of any diplomatic pacts and especially migration treaties. So, a lower attraction from the building isn't really necessary, as a cult will already have less converts.
 
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All in all good changes.

Regarding the shattered ring nerf, rather than altering the habitability back to a planet type, I would suggest having x number of damaged habitats available for colonization and eventual repair as the guaranteed habitable worlds, as a ring world builder would normally have habitat technology available as well
 
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I think the idea around criminal branches is that they're meant to be temporary. I typically use them to soften up targets before war.
Does the math work out in terms of profitability? I tend to think of branch offices as tiny colonies, especially for cults, and it is counter-intuitive for me to see those as temporary. I'm down to give this style a try, but I am wary about whether the influence and energy actually pays for itself.

Also, it seems to do the opposite of softening them up, since the end up building a ton of ground forces via enforcers. Can you explain a bit about how your branch offices soften people up?
 
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all looks like good changes so far,on the subject of slightly rebalanced origins can we revisit the mechanist origin ? I'd like not only to be able to pick what my robots looks like ,but maybe be able to pick a unique trait for them being activated and most likely iterated upon before space flight.
 
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I think the idea around criminal branches is that they're meant to be temporary. I typically use them to soften up targets before war.

Yeah, a slash-and-burn approach tends to be best with criminal syndicates. Get in, preferably with enough Branch offices so that they can’t close down all of them (since they can only close one per 10 years per empire, IIRC), get crime up as quickly as you can (targeting vulnerable planets with high unemployment/low amenities, which contribute to lower happiness and thus more crime), and profit handsomely from your bonus branch office income while you can.

It would be nice if Criminal Syndicates got a influence discount on Branch offices, though I suppose, in a more roundabout way, they already do, since they don’t have to pay to maintain a commercial pact.

A more novel strategy that I saw on r/stellaris, though I’ve never tried it myself, is to purposefully create a lot of subsidiaries that will also be criminal syndicates after you. They make the actual criminal branch offices, you take a cut of their income, and you don’t have the restriction of being unable to declare war on someone you have branch offices on. Plus, others like you more because you aren’t personally operating any criminal branch offices on their planets (even though your subsidiaries are). No idea how effective or not it would be though. Probably less effective, since it’s leaving it up to the AI. But it could be fun.

With the balance changes going on, I definitely do like that, as of Nemesis, Criminal Syndicates have gotten another niche in espionage, with enhanced infiltration speed. Though it goes back to the fact that a lot of others have raised, that operations need to be more powerful if that bonus is really going to matter for criminal syndicates.
 
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Does the math work out in terms of profitability? I tend to think of branch offices as tiny colonies, especially for cults, and it is counter-intuitive for me to see those as temporary. I'm down to give this style a try, but I am wary about whether the influence and energy actually pays for itself.

Also, it seems to do the opposite of softening them up, since the end up building a ton of ground forces via enforcers. Can you explain a bit about how your branch offices soften people up?
So, when you put down a branch office, there will only ever be one of a few outcomes.

1. You create enough crime to divert pops from their productive jobs to criminal jobs, and cause negative events to fire.
2. The AI creates enforcers to crush the crime, diverting pops from productive jobs to enforcer jobs.
3. The AI has been wasting pops on enforcers long before you arrived and you do nothing.

This is what I mean by softening a target up, but it's not something that is very effective over a short amount of time.

This all being said, the question of whether this is actually profitable or not is a good one that I don't really know the answer to. Branch offices and branch office buildings are very expensive, especially on the influence side, and whether they stay up for a significant amount of time is a huge gamble.

What I'd like to see is a discount to criminal branches due to their temporary nature. I believe I've seen a few mods do this, namely Stefan's balance mod.
 
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Hey folks, I’m @Alfray Stryke, a member of the QA team for Stellaris. As part of the Custodians’...

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.


Custodians, one of my issues with Stellaris is that one empire doesn't seem that much different from another from game to game. One thing I would suggest running or trying out / run a mutator is to more massively increase your numbers for everything (like double or triple). This would mean when you have a buff for something you are farther from everyone else without the buff and give you a clear advantage but others are focused more on their thing that they are good at and it will be hard to overcome this. These changes will give way more diverse gameplay routes and make decisions on what to take feel impactful.

Another thing that could come out of this is to be able to find things that are way underpowered / overpowered and able to figure out how to balance them.
 
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I feel like shattered ring now has the worst of both worlds of life seeded and relic. Ring habitability and ungodly tech requirements to even fix up your one segment. Is there any way to fix a broken segments into a livable shattered segment without mega engineering?
25 districts and alloy miners. How is that not powerful enough?
 
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25 districts and alloy miners. How is that not powerful enough?

That would likely incline Shattered Ring to military rush builds versus the tech rush that it was infamous for before, as scrap miners can produce alloys with no mineral upkeep AND produce more minerals for actual metallurgists to turn into more alloys.
 
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