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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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Well if stacking late game modifiers is boring to you then there are several bad messages heading your way ;). And we're not talking about +2 slots but only +1, as it already provided 1 slot.

For me personally, usually playing as ME this civis is even more dead as any necrophages. I personally liked the reduced maintenance costs to build up my planets as efficient as possible. I get that this is not design intent but it saddens me nonetheless. The civic would be good if we weren't hardcoded to 12 slots max.
 
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Well if stacking late game modifiers is boring to you then there are several bad messages heading your way ;). And we're not talking about +2 slots but only +1, as it already provided 1 slot.

For me personally, usually playing as ME this civis is even more dead as any necrophages. I personally liked the reduced maintenance costs to build up my planets as efficient as possible. I get that this is not design intent but it saddens me nonetheless. The civic would be good if we weren't hardcoded to 12 slots max.
I think most people find stacking late game modifiers... maybe not boring, but not exactly engaging. What we find interesting is the results. Take Environmentalist: I like playing environmentally conscientious empires so I like the flavour of the name. I like giving people high living standards so the new upgraded -20% is a meaningful boost. And the end results will be interesting, because I'll have more alloys to build more Planeteer-class battleships to liberate more planets from the looters and polluters. But there's never going to be any real points in time where I'm looking at my screen going "Yup, that's Environmentalist doing that. Good job." None of my planets will look more Environmental than in other games (less, if anything, since I'll be able to afford extra forgeworlds). It doesn't add anything new to my game, it just makes it easier to do the things I was going to do anyway. I'm probably better off just going with meritocracy and scribbling "Environmentalist" on my screen in pen.

On the other hand, if Environmentalist did something like add a small amount of amenities to unbuilt districts (this is just an example please don't focus on it) I would be constantly reminded of it every time I opened a planet screen. My entire new planet build order would change, I'd often have to have a think about if building a new district was actually worth it, newly settled planets colonies would be hilariously happy and all my non-hellworld planets would be a little bit more wildernessy than usual. And the increased happiness/savings on entertainers mean I'd still end up with a bunch of extra alloys to spend on a Collossus The Power of Heart's Friendship Laser. Interesting AND effective, as opposed to +/-XX%'s, which are just effective.
 
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In the early game building is what you do. Not much fleet, nor starbases. Also you might want to build RIGHT buildings, like swap admin office for techlab, or move clerks to something productive.

Why 2 extra slots:
You do not need to spend 400m on city districts if you dont even need clerks.
Less city distrcits->more whatever district you are specializing in.
Nice synergy with robot assembly or mass tech labs.
Sick strategy with temporary soldiers to inflate fleet size and maybe get that subjugation CB. (probably not optimal, but it is an option)
On new colonies you can drop robot assembly and something more (ex. energy nexus) which makes developing new planets smoother.

Most important, it is a unique civic, and if you need building slots for whatever reasons it is there.

However: Maybe there is not enought energy standard civics, or at least less that ppl want. There kinda is Police State, Corporate Dominion, Merchant Guilds... which provides some energy and other resources. But there is no straight enery civics, no miners guild for energy. Something to think about in future.

This person gets it.

Functional Architecture has always fundamentally been an early-game civic for rushing your specialist (building-based) economy earlier than you could otherwise afford to, which in turn enables first-specialist advantage. 400 minerals saved is 400 minerals for a building instead at a time you may only have a 40 mineral budget depending on how you are supporting your alloys/consumer good economy for early defense. A building slot without city upkeep is 2 energy a month you don't need to support and 1 admin cap you don't need to build/support useless bureacrats for, which is worth more in the starting years/decades than 10% upkeep savings. It was also especially important for any empire build/civic that depends on a particular building style, as it let your play your playstyle on new colonies without giving up pop-assembly buildings. IE Necrophages and their conversion buildings, Habitats and their harsh district limits, Memorialists and memorials, slavers and slave processing buildings, etc.

The upkeep discount was a nice-to-have, but by the time it was 'worthwhile' it was also unnecessary, as you'd have the pop-base, technologies, and specializations to easily afford energy upkeep. Trading that for an extra build slot will be a huge buff for aggressive early-game players, who will be able to save over 3200 minerals, 16 energy upkeep (6 city districts and an bueracrat building), and 6 admin cap in avoided upkeep when the empire is small.
 
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This person gets it.

Functional Architecture has always fundamentally been an early-game civic for rushing your specialist (building-based) economy earlier than you could otherwise afford to, which in turn enables first-specialist advantage. 400 minerals saved is 400 minerals for a building instead at a time you may only have a 40 mineral budget depending on how you are supporting your alloys/consumer good economy for early defense. A building slot without city upkeep is 2 energy a month you don't need to support and 1 admin cap you don't need to build/support useless bureacrats for, which is worth more in the starting years/decades than 10% upkeep savings. It was also especially important for any empire build/civic that depends on a particular building style, as it let your play your playstyle on new colonies without giving up pop-assembly buildings. IE Necrophages and their conversion buildings, Habitats and their harsh district limits, Memorialists and memorials, slavers and slave processing buildings, etc.

The upkeep discount was a nice-to-have, but by the time it was 'worthwhile' it was also unnecessary, as you'd have the pop-base, technologies, and specializations to easily afford energy upkeep. Trading that for an extra build slot will be a huge buff for aggressive early-game players, who will be able to save over 3200 minerals, 16 energy upkeep (6 city districts and an bueracrat building), and 6 admin cap in avoided upkeep when the empire is small.
Complete and utter BS.Even in the early game the 10% upkeep reduction was still more than you would save from not building a city district.
trading that for an extra build slot will be a huge buff for aggressive early-game players,
Unless you also get two extra pops to actually work in those buildings that won't be the case.
 
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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.

You get scrap miners, which will be one of the most powerful worker job in the game, producing both minerals and alloys on par with a foundry (with no mineral upkeep) as a worker-tier job subject to all the bonuses miners get, including a potential 50% output from the mining edict, and +25% if you change capitals and designate it a mining colony. At a point in the game when most empires struggle to have alloy economies over 30, you could get 30 just from your best mining world.

Ringworld are going to smash the early-expansion/war-rush meta, able to afford (and replace) fleets at a rate no one else will be able to match for decades. This is, by far, a buff for early game snow-balling, which is what makes up for the species issue.
 
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Complete and utter BS.Even in the early game the 10% upkeep reduction was still more than you would save from not building a city district.
The point isn't the energy outweighs, it's that the energy saved offsets the 10% savings, even as the minerals are worth far more as the early-game resource chokepoint.

Minerals are what you need to build science labs and alloy foundries and feed the mineral upkeep for fleet-alloys and consumer goods to make use of these most-important resources, and early game is where the mineral cost of city districts is far more prohbitive than energy upkeep in general.

Especially in light up the upcoming change where everyone will be stuck in energy-only trade economy for the early game, which will offset the energy needs more and increase a need for many more consumer goods... which can be built with a CG factory in one of your free building slots.
Unless you also get two extra pops to actually work in those buildings that won't be the case.

That's what the colonists are for, obviously.

The advantage of the second building slot (especially later colonies) is that you aren't limiting yourself to 'just the robot factory' for years/decades it takes your junior colonies to get to 10 pops, and then are not stuck to 'just' one building beside the robot factory afterwards (at which point you will have, well, 2 spare pops). There are two useful ways you can make use of those colonists that are worth far more than the meager amenities they provide.

One would be to use your 'free' building slot to build an an amenity builder. At a cost of a bit more CG upkeep- likely covered by your industiral/science-focused homeworld- you can substitute your amenity-colonists for unity-and-amentity entertainers/priests, getting started on that tradition tree earlier while not needing to worry about tier-2 upgrade unemployment. Or you could build a luxury housing building, Onot need the colonists, and free them up (after some demotion time) to be productive miners/farmers/energy workers.

Or- use the building slot to keep an admin building disabled but on standby. When you have a point where having it active would lower admin sprawl to the point of a tech gain or tradition, pause- unemploy you colonists- enable the admin buildings- unpause. Voila, you've cut off months of early-game tech time, at which point pause, reverse.

Or- with the upcoming buff to Clerk buildings to getting a Merchant job- get a ruler pop worth 12 energy extremely early. As each is worth 5 amenities, same as a colonist, you could fill both you building slots with Merchants and get 24 trade-energy (at 4 upkeep), and completely forget about the colonists and not have to deal with the 'upgrade to Tier 2 unemployment' issue.

Or- if Necrophage- not have to worry about balancing a robot factory against your conversion building.
 
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You get scrap miners, which will be one of the most powerful worker job in the game, producing both minerals and alloys on par with a foundry (with no mineral upkeep) as a worker-tier job subject to all the bonuses miners get, including a potential 50% output from the mining edict, and +25% if you change capitals and designate it a mining colony. At a point in the game when most empires struggle to have alloy economies over 30, you could get 30 just from your best mining world.

Ringworld are going to smash the early-expansion/war-rush meta, able to afford (and replace) fleets at a rate no one else will be able to match for decades. This is, by far, a buff for early game snow-balling, which is what makes up for the species issue.

My experience is that science is king.
One level of tech advance for the enemy and you are crisp. If you have no fleet that is 3x as big.
And how are organic empires going to get the credits to sustain a fleet above their fleetcap? I dont expect trade districts to be able to compensate for it.
 
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My experience is that science is king.
Science is king in time. 30 corvettes at your door in the first decade, conquering homeworld and putting the scientists to work for them, is better.
One level of tech advance for the enemy and you are crisp. If you have no fleet that is 3x as big.
You will be able to afford a far-bigger fleet well before they can get a meaningful science edge on you.

And you're not even at a science disadvantage- you're simply on even ground. Heck, you're even at a CG upkeep advantage, as you aren't paying as much alloy worker specialist-tier CG upkeep. Build a CG Factory, skip two industrial districts.

Slaver guilds are going to rock this new origin, as they can get slave bonuses on their starting miners, who also in turn have less CG upkeep, leaving more CG to spare for the scientists.

And how are organic empires going to get the credits to sustain a fleet above their fleetcap? I dont expect trade districts to be able to compensate for it.

For one thing, the trade policy change means you won't be converting trade to CG and getting pure energy. That will be an energy upkeep for most people.
For another, trade districts will not give a Merchant job even at tier 11, worth 12 trade value (and thus trade energy).

For a third, the fleetcap limit energy fee is relatively modest, and easily affordable if you don't go above it until you're prepared to attack- especially if you sell a minor artifact for 500 energy a pop. And once you make your push- losing many a corvette along the way- you can be back at fleet cap pretty quick.

And, of course, once you capture the alien homeworld fleet base, you will be able to use your alloys to use it to boost fleet cap and go from there.

(Or the sure-to-be-powerful Necromancer civic, where the necromancers will provide both significant science AND fleet cap per world.)
 
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My experience is that science is king.
One level of tech advance for the enemy and you are crisp. If you have no fleet that is 3x as big.
And how are organic empires going to get the credits to sustain a fleet above their fleetcap? I dont expect trade districts to be able to compensate for it.
i played a lot of shattered ring, almost exclusively since it came out because i love rings. and i gotta say my limiting factor was always minerals. i'd rather have a little mineral boost at the start, and then dive headfirst into science later either when i upgrade my capital or when i open a second ring. there's still plenty of permanently open building slots that i will put science labs on while i wait for science districts to become available.
 
I have one question for the changed/rebalanced/nerfed Shattered ring origin, since now, we lose the original ring functionality until -if ever- we restore that segment to original ring world, and some people are pointing out how potent that alloy producing worker job can be, while others mourn the loss of the tech rush potential of the original ring.
What my concern is, if now we get a slightly above average planet (perfect habitability, massive capacity, and a notably better mining district, and a greatly increased chance at mega engineering research option, at the cost of a hobbled biome preference -a nonissue for machine races-), will the interloper, the previous source of minerals still be a thing, if yes, will it yield its massive source of minerals, if not -or I guess even if it remains-, will we get a 4 segment potential ring world with our start or can we repair the segment smashed by the interloper?

(It actually always struck me as odd, that ,while it's a nice flair to the origin to have a reason why the ring is partially non-functional, due to the interloper, but once we get the capability to dismantle planetary bodies, to construct our own megastructures, with ascension even our own ring worlds from scratch, why are we unable to dismantle the interloper and repair the segment, or dismantle the irreparable segment and rebuild it from scratch? )
 
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I have one question for the changed/rebalanced/nerfed Shattered ring origin, since now, we lose the original ring functionality until -if ever- we restore that segment to original ring world, and some people are pointing out how potent that alloy producing worker job can be, while others mourn the loss of the tech rush potential of the original ring.
What my concern is, if now we get a slightly above average planet (perfect habitability, massive capacity, and a notably better mining district, and a greatly increased chance at mega engineering research option, at the cost of a hobbled biome preference -a nonissue for machine races-), will the interloper, the previous source of minerals still be a thing, if yes, will it yield its massive source of minerals, if not -or I guess even if it remains-, will we get a 4 segment potential ring world with our start or can we repair the segment smashed by the interloper?

(It actually always struck me as odd, that ,while it's a nice flair to the origin to have a reason why the ring is partially non-functional, due to the interloper, but once we get the capability to dismantle planetary bodies, to construct our own megastructures, with ascension even our own ring worlds from scratch, why are we unable to dismantle the interloper and repair the segment, or dismantle the irreparable segment and rebuild it from scratch? )
Well, you know, reasons.

Stuff. And things.

And I mean, it kind of looks pretty there after all these years.
 
Re: Shattered Ring.
IMO this change just further cements Alloy rush as the one single viable strategy against Grant Admiral AI with early 25x crisis. If the Ring preference and no guarantee colonies are kept, Shattered Ring empires have next to no choice but to rush 40 corvettes in 10 years and conquer every nearby neighbors, a playstyle that I find as tedious as restricting.
It also does not solve the problem of "meta-gaming", since alloy conquest rush is just as, if not even moreso, meta-centralizing than tech rush. It just change from one flavor of "do this or die" to other.
Also, there is little to no reason to restore the capital ring segment. Ringworld's main draw is the research segments provide researchers jobs without needing to build cities while leaving the building slots free. Now, by the time you get Mega Engineering, your capital is most likely already filled to the brim with labs, and it is better to repair the ruined segments instead.
Re: Technocracy. 1 cg for 1 unity is just flat out bad trade. It will go from must-pick to never pick. I foresee Master Crafter to become the new Technocracy instead.
 
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Re: Shattered Ring.
IMO this change just further cements Alloy rush as the one single viable strategy against Grant Admiral AI with early 25x crisis. If the Ring preference and no guarantee colonies are kept, Shattered Ring empires have next to no choice but to rush 40 corvettes in 10 years and conquer every nearby neighbors, a playstyle that I find as tedious as restricting.
It also does not solve the problem of "meta-gaming", since alloy conquest rush is just as, if not even moreso, meta-centralizing than tech rush. It just change from one flavor of "do this or die" to other.
Also, there is little to no reason to restore the capital ring segment. Ringworld's main draw is the research segments provide researchers jobs without needing to build cities while leaving the building slots free. Now, by the time you get Mega Engineering, your capital is most likely already filled to the brim with labs, and it is better to repair the ruined segments instead.
Re: Technocracy. 1 cg for 1 unity is just flat out bad trade. It will go from must-pick to never pick. I foresee Master Crafter to become the new Technocracy instead.
I don't disagree with the substance of what you say, but I think Master Crafter will be more of a warmonger combo with Necromancer for non-ring origins.

Master Crafter is mostly a capital-world buff that will economically support the alloy and science rushes. Offsetting the energy income of your capital world industrial districts, providing both CG and alloys, and opening up building slots for the CG specialist buildings to be built will be the early game combo for Crafters. They'll have an accute mineral shortage only somewhat mitigated by the free building slots, but that really just means they can build as many science buildings as they can build industiral districts, and use trade to buy the districts.

The engineer science and alloy potential, however, will combo very nicely with the Necromancers being buffed per earlier dev diary. Those will two rather than one physics/society researchers, AND buff fleet cap per planet. With Master Crafter boosting the engineering research and covering the CG for these better-than-average social/physics scientists, you'll get an edge on your science game AS you are building up alloys for fleets supporting a bigger fleet cap. At which point- if you can seize an enemy capital- you'll be able to benefit from the trade value of their industrial district artisans, build another Dread Encampment per planet, and keep the snowball growing, using some of those fleet-cap expanded corvettes to cover the trade back to your home system while your science continues apace.

There might be technically better alloy-fleet rushes, like Shattered Ring's allloy-miners or Clone's hyper-pop growth, but Master Crafter-Necromancers will probably be a very synergestic combo for rushing without losing on science.