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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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Why no nerfs to necroids? They are OP in competitive multiplayer. in the earrly game. (and anything past that is not so imporrtant because of snowball effect)
 
Ringworld
Maybe requiring megastructure tech is too much.
Megastructure tech is pain to get and too much depends on rng. I suppose wiki is outdated but the chance for tech is probably arbitrary. Like starholds provide bonus but not star forts (3rd tier). Or voidborne or master engineer do not provide bonus to megastructure tech. Or you do not get more chance for having more habitats.

Delaying ringword for 30 years could be balanced enought.
 
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So ringworld mining district provides (assuming no bonuses or penalties) 3x2=6 alloys per month or 72 alloys per year. If you have let's say 5 of these, you get 360 alloys per year and they should completely deconstruct the segment by reclaiming 10000 alloys in just under 28 years.

On another note, it's strange that ringworld counts for void dwellers and Ecu does not. If their immune systems are weak, it doesn't matter if the world itself is artificial or not. What matters if the environment is artificial (and thus tightly controlled). For this purpose Ringworlds should be similar to gaias - world designed to suit everyone but then left to its own ecology. While ecu has no natural environment and should have narrow passages that void dwellers love
The 3 alloys is for both jobs, and includes modifiers. So the base production is actually 1 alloy 2 minerals per job.
 
Really happy with the changes in this dev diary, not a single thing I disagree with. There are a few things I wish had gone further (full ethics attraction on subversive cult building, nerf slaver guilds to 5% slave output, buff idealistic foundation more), but the changes currently made are all steps in the right direction. Especially happy to see the change to void dweller trait, much better that the previous trait swap that was going on.

For the people complaining about why certain civics didn't get any changes, it's worth noting that all of the civic changes here are just numbers. There have been a TON of various things covered in Lem, and looking to be more still, so I don't blame the devs just doing some quick iteration on civics and leaving it at that. There will be more custodian patches in the future, and I'm sure many of them will feature proper overhauls of the various boring and bland civics.

A specific look at technocracy, since people seem to be complaining about the nerf. 1 CG for 1 unity is, at it's base, an even trade (at least going off of trade policies). There are times you'd prefer the CG, and times you'd prefer the unity. Except it's never going to be strictly 1 for 1, because you get upkeep reductions on the CG and output bonuses on the unity. The discovery tradition + tech world designation gives a -40% upkeep to researchers, and you'll likely be around +20% output to unity from various sources at the very least. So it's trading 0.6 CG for 1.2 Unity, or a 1 for 2 trade. My guess is that the new technocracy will be solidly B tier, and that's a decent spot for a civic to be. The one change I would like to see is undoing the previous nerf, such that you don't need fanatic materialist, just any degree of materialist.

Thoughts on the other changed civics:
  • Beacon of Liberty - seems good, although it makes the Hive Mind civic subsumed will (-20% empire sprawl from pops, no influence resettle) feel kinda weak in comparison. Maybe increase that to -30%? It's worth noting that with how strict the requirements are (must be democratic AND egalitarian, no xenophobe) this should be a powerful civic.
  • Imperial Cult - Another strong buff, although edicts might not always be as strong as they are currently. Imperial cult is one of the most limited civics, requiring authoritarian, spiritualist, AND imperial authority, so just like Beacon of Libery I think it deserves to be strong.
  • Idealistic Foundation: - 10% happiness on its own isn't sufficient to make this civic good, but I think it should gain some other bonus rather than just a massive happiness stack. My personal suggestion is +10 happiness to all factions.
  • Environmentalist - I saw one comment saying this might be OP now, but I doubt it. Strong, but by no means dominating in the way that S tier civics do.
  • Parliamentary System - I wonder if going all the way back to the original 50% would be too power in the current patch. Quite possibly, so better to go for 40% now and see how it plays. If it's only B tier though, I think it should move up to 50% for no other reason than the nice number.
  • Efficient Bureaucracy - I'm not sure a civic fully dedicated to admin cap will ever "feel" worth it. I think it would be good to add an additional modifier (and possibly scale back the increased bonus to admin cap). -10% amenities usage would fit well, and is a bit of a callback to the old Byzantine Bureaucracy.
  • Nationalistic Zeal: Gave - Tbh, I dislike the values being off from each other, but 20% to each would be rather OP. This civic will probably be a mainstay of conquering empires.
  • Functional Architecture - I think this is actually a nerf for most empires, and a buff for void dweller. The 10% reduced building upkeep was the main draw, especially on habitats and for advanced buildings (or advanced districts, from Ecus and ringworlds). I might be underestimating the free building slots though. Maybe the cost reduction gets increased to 20% or 25%, or it get a planetary build speed buff in addition.
  • Subspace Ephase - Again, different values feel weird to me. I'd go for 15% on both, but I suppose we should wait and see how it performs to know if a tune down or a tune up would be better.
  • Divided Attention - Just as with Efficient Bureaucracy, I'm hesitant about pure admin cap bonuses. Rather than amenities usage, I'd go for +1 envoy or +1 codebreaking (Hives currently lack a codebreaking civic).
 
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For technocracy, I think I'd rather see a reduction in unity production than the steep consumer goods upkeep increase, or maybe a policy that lets you change between different levels of investment.

And/or maybe a variant available to non-fanatic materialists that gives the capital science directors but not the bonuses & costs to specialist researchers? Like merchant Guilds / Aristocratic Elite.
 
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For technocracy, I think I'd rather see a reduction in unity production than the steep consumer goods upkeep increase, or maybe a policy that lets you change between different levels of investment.

And/or maybe a variant available to non-fanatic materialists that gives the capital science directors but not the bonuses & costs to specialist researchers? Like merchant Guilds / Aristocratic Elite.
Agree, and IMHO a reduction to +0.5 Unity per Researcher would do it.

I've been using a mod which opens Technocracy to regular Materialists and it's been fine -- the robot upkeep reduction is so powerful late-game that being non-Fan Mat is its own punishment, assuming you do the Materialist thing and Synth Ascend.

(I've been using that mod to play Shared Burdens + Technocracy via Fan Egal + Mat, which works nicely together, and then Meritocracy as 3rd.)
 
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In addition to the Feudal Society civic, the army civics need work, as Armies are currently underpowered in the meta, in that naval ships are needed to dominate wars and armies just involve "build a deathstack of your best quality troops [for lesser war exhaustion] and win by numbers".
I wish boarding actions were a thing, would make armies actually useful
 
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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.

I completely disagree that shiny new numbers are exciting.
(It's a matter of opinion I mean, and my opinion is that it's not)

I appreciate that making every civic mechanically distinct would take a lot more work than just changing the numbers, but the reason I don't use 'normal' civics as much is not that they aren't strong, it's that they aren't interesting.

If Environmentalist gave you the option of building "conservations" on blockers, which permanently removed both the blocker and any feature it was blocking to give a new "conservation zone" feature which have unique bonuses (also based on what the blocker was) but took up the district slots, I would play it a lot more, even if the effect was technically weaker than -20% consumer goods.

As a rule, stuff which changes how the game works is a lot more interesting than choosing between different numbers and making numbers go up doesn't excite me nearly as much as adding numbers to places there were no numbers before (e.g. Imperial Cult making temples give authoritarian as well as spiritualist attraction and/or priests also give gov. ethic attraction, or making Efficient Beurocracy give bureaucrats a +0.5% specialist job output to other jobs on the planet).
 
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A previous post clarified that "artificial world" refers to habitats and ringworlds.
Ecumenopolis planets are still planets, just unusually well-dressed planets.
I mean, Ringworld is more planet-like than an Ecumenopolis since it should be able to maintain its biosphere. An Ecumenopolis is more habitat-like than a Ringworld.
 
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Ringworld
Maybe requiring megastructure tech is too much.
Megastructure tech is pain to get and too much depends on rng. I suppose wiki is outdated but the chance for tech is probably arbitrary. Like starholds provide bonus but not star forts (3rd tier). Or voidborne or master engineer do not provide bonus to megastructure tech. Or you do not get more chance for having more habitats.

Delaying ringword for 30 years could be balanced enought.
ringworld has an increased chance for the tech to drop, so long as you do the prerequisites. techs aren't as RNG as may seem if you know what they're gated by. and every time you upgrade a starbase, and every citadel, and the more you have, increases your chances further.
 
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Im not happy about the Ringworld origin changes. I dont care about competitivity, I want origins that are special.
And again I get the feeling that you should get something in return for this nerfes. For one: if you play organic, when on earth should you be able to make and settle another ring??
I thought the tech districts were there to compensate that you basically have to play a one-planet empire until you get the technology which is bascally endgame technoclogy.
If you want them to be in line with other origins, you have to remove the habitability lock and gave the origin the two habitable planets too.
I guess the arcane generator is also not a thing anymore so that you are not able to buy rares from the get go anymore?

Second... yay. another origin which got rid of its particularities or put them on a timer. Prosperous unification was not enough, was it? Why not kill origins off entirely? Or at least put them in the base game.

Thirth... yay, and another origin out of the only 5 of total 19 which are available for EVERY Machine Empire which got compromised. Can we get new special origins for ME next? (And for hives) For ALL types of ME? (Or have unlocked existing ones for them? I really dont get why you cannot start as hegemony, federation or void dweller) I really have no Idea which origin would be fun to play as RS anymore after this nerf gets through.... why again are Bio-trophies not able to live in their sanctuaries on machine worlds? I thought a sanctuary
"provides a sealed environment where organics can thrive in a safe and above all controlled manner." ? Even habitability should not be a factor with biotrophies because of that.
 
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What are void dweller megacorps to do without that functional architecture then? Miss out on 2 building slots, living in habitats?
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.)
 
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