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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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Nah technocracy means you can spam research and don't need to bother with culture building but still out science and out unity non technocracy empire after 3 labs onward I think.

With same CG cost (academic privilege Vs academic privilege) or marginally higher (Vs other living standard that's not academic privilege or utopian abundance) or actually lower if you pick discovery tradition.

Though they will have a bit of unity problem in very early game due to swapping one administrator to science director and need 3 labs to be on par with normal empire that build unity building but after that technocracy will left them in the dust.
You could just not build unity buildings and use marketplace of ideas policy. Technocracy means you need more upkeep for the same amount of researchers for marginal benefit. Unity is barely worth it anyway, and definitely not worth 1cg.
 
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According to Stefan (who is a very experienced Stellaris player, and the maker of the previous go-to Civic tier list), It's still a solid B-Tier civic. It doesn't need a buff whatsoever. Giving it +1/+1/+1 would be absolutely insane, making it even more broken then it was before.

If +25% output for +50% upkeep is a broken buff, then the game has deeper issues that no nerf to Techncracy can ever fix.
 
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If +25% output for +50% upkeep is a broken buff, then the game has deeper issues that no nerf to Techncracy can ever fix.
You could just not build unity buildings and use marketplace of ideas policy. Technocracy means you need more upkeep for the same amount of researchers for marginal benefit. Unity is barely worth it anyway, and definitely not worth 1cg.
All of you are making a mistake of not taking into account of unity.

Using marketplace of ideas policy need you to adopt mercentile tradition first and imo unless you are heavily spec into trade value it's not worth it to take it as first tradition compare to expansion and prosperity so before you can adopt it you would still need other way of producing unity.

That's like a niche of a niche playstyle, I can easily point out that you could also take masterful crafter and deal with it and it would be equally valid.

Also I would like to see what are your evidents to the claimed that unity isn't worth it and why would it not worth 1 cg per 1 unity when that is exactly the rate you get for normal unity job under academic privilege living standard which you should use if you are playing materialist empire.
 
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Also I would like to see what are your evidents to the claimed that unity isn't worth it and why would it not worth 1 cg per 1 unity when that is exactly the rate you get for normal unity job under academic privilege living standard which you should use if you are playing materialist empire.

You are making the mistake of ignoring that those unity jobs are really bad.
There is stuff to be gained by building unity, but it is not that much and the usualy approach is to build as few as you can. The unity jobs usually employed are those that are strictly useful besides the unity they give.
The job output calculation in the best cases is usually 2 Unity per CG, and those jobs are already the ones no body wants to use.

Using an entertainer under academic privilege as the one benchmark (especially given that that math would work differently with different unity jobs and ignoring that6 the unity here is not the primary benefit of the job) is simply a flawed comparison that can not be really used as a measure here.
Otherwise I'll just throw battle thrall slaves under basic substience and citizen service in working as soldiers: 2 Unity for 0 CG (and 1 food)

But back to the issue: Getting unity is good. Using unity jobs to get unity is bad.
What made technocracy good is that you could get unity for free (aka using a job you already wanted to have a lot of with no extra cost), besides the science directors.
Now not only don't you get that anymore, you get less unity as if you were going for dedidicated unity jobs and less science than if you ignored them.
What positive gain there is that we get more productivity per pop, which given the current economic system is the bottleneck of production.

So the opinion one can hold here is that it is a worthwhile trade despite the lesser economic efficiency.
Another opinion one can hold here is that a technocracy being able to support less scientists for the same resources and as a consequence producing less science eventually is a bad fit and quite a bit silly.
 
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You are making the mistake of ignoring that those unity jobs are really bad.
There is stuff to be gained by building unity, but it is not that much and the usualy approach is to build as few as you can. The unity jobs usually employed are those that are strictly useful besides the unity they give.
The job output calculation in the best cases is usually 2 Unity per CG, and those jobs are already the ones no body wants to use.

Using an entertainer under academic privilege as the one benchmark (especially given that that math would work differently with different unity jobs and ignoring that6 the unity here is not the primary benefit of the job) is simply a flawed comparison that can not be really used as a measure here.
Otherwise I'll just throw battle thrall slaves under basic substience and citizen service in working as soldiers: 2 Unity for 0 CG (and 1 food)

But back to the issue: Getting unity is good. Using unity jobs to get unity is bad.
What made technocracy good is that you could get unity for free (aka using a job you already wanted to have a lot of with no extra cost), besides the science directors.
Now not only don't you get that anymore, you get less unity as if you were going for dedidicated unity jobs and less science than if you ignored them.
What positive gain there is that we get more productivity per pop, which given the current economic system is the bottleneck of production.

So the opinion one can hold here is that it is a worthwhile trade despite the lesser economic efficiency.
Another opinion one can hold here is that a technocracy being able to support less scientists for the same resources and as a consequence producing less science eventually is a bad fit and quite a bit silly.
That is only if you calc the job output and input while ignore pop upkeep that need to do those job as well.

Case in point under academic privilege specialist pop eat 1 upkeep thus meaning you trade 1 pop and 2 CG for 2 unity, well there are also amenities too if we try to go holistic in this approach.

It is not a flaw comparison I would even argue it is the most valid comparison to take because we are discussing Technocracy aka freaking fanatic materialist empire, if they are not using academic privilege then what the fvk would they use?

Also that is simply changing the goal post, we are discussing Technocracy, not Technocracy and Citizen Servic or Technocracy and any other niche combination.
 
If +25% output for +50% upkeep is a broken buff, then the game has deeper issues that no nerf to Techncracy can ever fix.
I did the math some posts back, but if you actually count everything that goes into a researcher (value of a pop, pop upkeep, building, building slot, etc.) It's only around a 10% increase in upkeep. And it's not a broken buff. It combines with the second best ruler job in the game to make a mid-tier civic. It's just that some people seem to think the civic is actively detrimental now, which is just wrong.
 
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That is only if you calc the job output and input while ignore pop upkeep that need to do those job as well.

Case in point under academic privilege specialist pop eat 1 upkeep thus meaning you trade 1 pop and 2 CG for 2 unity, well there are also amenities too if we try to go holistic in this approach.

It is not a flaw comparison I would even argue it is the most valid comparison to take because we are discussing Technocracy aka freaking fanatic materialist empire, if they are not using academic privilege then what the fvk would they use?

Also that is simply changing the goal post, we are discussing Technocracy, not Technocracy and Citizen Servic or Technocracy and any other niche combination.


It is a very flawed comparison. Because the upkeep costs and relative job outputs of a pop can be highly variable.
What you are doing is taking an entertainer applying academic privilege to it and then demand that is the one objective measure of input output.
I used the citizen service example to show how different it can be.

Your equation already changes the moment the technocracy takes synth ascension, due to the robot upkeep reductions that suddenly apply. It changes when we use other unity generating jobs, also it ignores other outputs of these jobs. And we can stills select a second civic, employ slaves in domestic servitude etc...
In addition, pop upkeep needs to be payed one way or another, depending on what you do, so damanding for one specific case to be the start and end of comparison is intellectually disingenous.

And if you can't accept that a game that is functionally about modifiers literally can have modifiers apply, i don't know what you are discussing.
 
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A few things about the technocracy changes:

1) Discovery Traditions reduce the extra CG cost from 1.0 to 0.8.
2) Master Crafters will give you extra CGs per Artisan/Artificer, so that's a good way to offset the cost. You can switch them out later &/or add Meritocracy as your 3rd Civic.
3) It's still more pop efficient than using Culture Workers to produce Unity. 6 Scientists produce 6 Unity for 4.8 CGs, while 2 Culture Workers produce 6 Unity for 4 CGs. You take those 2 Culture Workers and put them on more Research.

Mainly, Technocracy is going to need a bit more support early on in your build, and pairs better with more peaceful expansion than early-game military expansion.

I'm still curious how everything will turn out with TV and Merchantile traditions. Will that combo be better to generate Unity with and just ignore Technocracy and Culture Workers as a whole?
 
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Regarding the changes to Void Dwellers.

Any chances the Auto-Migration rules and/or Job Weights for the Void Dweller trait could be relooked at?

Auto-Migration Issue
Currently, Void Dweller pops are eligible to auto-migrate to Relic Worlds and/or Gaia Worlds because they technically have 80%/100% habitability on them.
This occurs even if there is available housing and jobs on other Habitats, since non-artificial worlds often have more available housing, jobs and/or capacity than Habitats.
The only way to prevent this is to either:
1) Enable Migration Controls on the species, which A) prevents them from moving between Habitats and B) pisses off the Egalitarian faction (if you have them).
2) Close all jobs on the non-artificial worlds and every time a new pop is created open a new job for them. This results in a bunch of micro and prevents non-void dweller pops from migrating to the world from elsewhere.

Once a single Void Dweller pop migrates, more can grow and if left unchecked you end up with a planet full of unhappy, unproductive void dwellers. To avoid this, you need to either enable Population Controls (not doable on your primary species) or force grow a different species (incurring a 10% Growth Penalty).

It makes no sense why Void Dweller pops would migrate to non-artificial worlds where they are unhappy (-30%) and suffer penalties (-15%) when there are other Habitats with available housing and jobs.

Job Weight Issue
Furthermore, once they've migrated to non-artificial worlds, they then are given priority on most jobs over other far more suitable pops.
Keep in mind, their now negative trait (-15% job output) makes them arguably the worst pop at nearly every job and even if you stack a bunch of positive traits they're only slightly better than a 0 trait pop, , and that's not taking into account the effect their happiness penalty (-30%) has on your planet's stability.
For Example, a Strong/Very Strong + Industrious Void Dweller on a non-artificial world is only 2.5%/5% better at making Minerals than a pop with no traits at all.

It's seems like the game considers the Void Dweller trait a positive trait (with a job weight multiplier >1), even when the pop is not on a Habitat.
If their job weights on non-artificial worlds were abysmally low, they'd A) stop stealing jobs and B) end up unemployed and hopefully move to a Habitat.

Here are the Job Weights for the Void Dweller trait

LEADERS
x1.5 ALL (Administrator, Executive, High Priest, Merchant, Noble, Science Director)

SPECIALISTS
x1.5 Colonist
x1.5 Artisans (Artificer), Culture Workers (Death Chronicler), Metallurgist (Catalytic Technician)
x1.5 Chemist, Gas Refiner, Translucer
no mod: Bureaucrat, Death Priest, Enforcer, Entertainer, Manager, Necromancer, Necrophyte, Priest, Researcher, Roboticist, Telepath

WORKER
x3 Crystal Miner, Gas Extractor, Mote Harvester
x1.5 Farmer, Miner, Scrap Miner, Technician
no mod: Clerk, Mortal Initiate, Prosperity Preacher, Soldier

Would it be possible to apply a condition to the Void Dweller weights so that they A) Only apply when on a Habitat, and/or B) Have a different weight (like 0.1) when on a non-artificial world?
 
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Regarding the changes to Void Dwellers.

Any chances the Auto-Migration rules and/or Job Weights for the Void Dweller trait could be relooked at?

Auto-Migration Issue
Currently, Void Dweller pops are eligible to auto-migrate to Relic Worlds and/or Gaia Worlds because they technically have 80%/100% habitability on them.
This occurs even if there is available housing and jobs on other Habitats, since non-artificial worlds often have more available housing, jobs and/or capacity than Habitats.
The only way to prevent this is to either:
1) Enable Migration Controls on the species, which A) prevents them from moving between Habitats and B) pisses off the Egalitarian faction (if you have them).
2) Close all jobs on the non-artificial worlds and every time a new pop is created open a new job for them. This results in a bunch of micro and prevents non-void dweller pops from migrating to the world from elsewhere.

Once a single Void Dweller pop migrates, more can grow and if left unchecked you end up with a planet full of unhappy, unproductive void dwellers. To avoid this, you need to either enable Population Controls (not doable on your primary species) or force grow a different species (incurring a 10% Growth Penalty).

It makes no sense why Void Dweller pops would migrate to non-artificial worlds where they are unhappy (-30%) and suffer penalties (-15%) when there are other Habitats with available housing and jobs.

Job Weight Issue
Furthermore, once they've migrated to non-artificial worlds, they then are given priority on most jobs over other far more suitable pops.
Keep in mind, their now negative trait (-15% job output) makes them arguably the worst pop at nearly every job and even if you stack a bunch of positive traits they're only slightly better than a 0 trait pop, , and that's not taking into account the effect their happiness penalty (-30%) has on your planet's stability.
For Example, a Strong/Very Strong + Industrious Void Dweller on a non-artificial world is only 2.5%/5% better at making Minerals than a pop with no traits at all.

It's seems like the game considers the Void Dweller trait a positive trait (with a job weight multiplier >1), even when the pop is not on a Habitat.
If their job weights on non-artificial worlds were abysmally low, they'd A) stop stealing jobs and B) end up unemployed and hopefully move to a Habitat.

Here are the Job Weights for the Void Dweller trait

LEADERS
x1.5 ALL (Administrator, Executive, High Priest, Merchant, Noble, Science Director)

SPECIALISTS
x1.5 Colonist
x1.5 Artisans (Artificer), Culture Workers (Death Chronicler), Metallurgist (Catalytic Technician)
x1.5 Chemist, Gas Refiner, Translucer
no mod: Bureaucrat, Death Priest, Enforcer, Entertainer, Manager, Necromancer, Necrophyte, Priest, Researcher, Roboticist, Telepath

WORKER
x3 Crystal Miner, Gas Extractor, Mote Harvester
x1.5 Farmer, Miner, Scrap Miner, Technician
no mod: Clerk, Mortal Initiate, Prosperity Preacher, Soldier

Would it be possible to apply a condition to the Void Dweller weights so that they A) Only apply when on a Habitat, and/or B) Have a different weight (like 0.1) when on a non-artificial world?
Honestly, this feels like something that could be qualified as a bug report. The resettling to relic/gaia is somewhat reasonable, but the higher job weights aren't. It'll also be much more likely to be noticed, compared to the 20th page of an old dev diary.
 
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