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Stellaris Dev Diary #238 - Ascensions, Betas, and More

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Hi all!

Last week we talked about the basics of the Unity Rework. This week we have multiple features and announcements to discuss.

Ready?

Planetary Ascension Tiers​


Tied to unlocking Ascension Perks, Planetary Ascension Tiers are a way of improving your core worlds by expending Unity. In normal empires they represent the active will of the people supporting your government and giving a little extra to do things the way they’ve always been done. In machine and hive empires, it’s more the well oiled machinery of the world gaining efficiency or drone instincts becoming better honed with endless practice.

In either case, an Ascended planet does whatever it focuses on better.

Once you’ve unlocked three Ascension Perks (you do not need to actually spend them for this feature), you can Ascend each of your planets to Ascension Tier 1. This increases all of the effects of the planet’s Designation by 25% - whether it be Technician Output from a Generator World or Trade Value on a Commercial Ring World.

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Unity is strength.


Each additional Ascension Perk you unlock increases the maximum Ascension Tier by 1, with an extra 4 tiers unlocked once you unlock all of the Perk slots. This lets you Ascend planets up to ten times, for a maximum bonus of 250% of the base Planetary Designation effects.

1642604753849.png

A fully Ascended Tier 10 Fortress World. Vi Valam will break before its defenders.


Ascending a Planet costs Unity, and this cost is heavily affected by both Sprawl and the total number of Ascension Tiers you have across your entire Empire. Currently it costs the same amount of Unity to raise your first planet to Ascension Tier 2 as it would to raise two planets to Ascension Tier 1, so you’ll want to pick and choose which planets you want to improve, and decide whether you would rather raise all your planets to low Ascension Tiers or focus on reaching the heights of Ascension on your most productive core worlds.

We’ll be watching how you use Planetary Ascension Tiers and will be very interested in your feedback regarding the current costs and perceived benefits during the Open Beta.

Currently Planetary Ascension Tiers are only lost if a planet permanently changes owners (not merely from temporary occupation) or is abandoned.

Unity Rework, Continued​


We’ve continued refining some of the elements of the Unity Rework, and as mentioned last week, some civics and authorities have undergone some changes.

One change from last week is that we swapped out the Sprawl bonus from the Capital worlds for a production bonus. We’ve also found that starting with penalties isn’t very fun, so Sprawl under 50 is ignored.

Death Cults will now be able to build either regular Temples or Sacrificial Temples to suit their needs, and the Memorialist’s special building line now replaces the Autochthon Monument (and has gained the “extra Unity per Ascension Perk” of the Monument line). Hives will also have access to their own variant of the Autochthon Monument, the Sensorium.

1642604760915.png

Can you feel it?


The generic “Administrator” job is being renamed to “Politicians”, with “Administrator” being the category term for Bureaucrats, Priests, and other “unifying” jobs that guide your Empire. The Bureaucratic Colony Designation will also be renamed to “Administrative Center”, to better apply to any of these jobs.

1642604768855.png

Early feedback said that suspension of disbelief was being tested by Politicians being productive, but we embrace utopian ideas.


1642604776753.png

Less bureaucracy, more administration.


Civics like Technocracies and Merchant Guilds have been modified to no longer grant incidental Unity bonuses. Technocracy is actually changing quite a bit - it will now grant +1 Research Option, and the research expertise bonuses (such as Expertise: Voidcraft) of your scientists are doubled when selecting technologies to offer. This should give Technocratic empires the ability to better manipulate the technology deck when they’re hunting for specific types of technologies. They also once again require any level of Materialism rather than being restricted exclusively to Fanatic Materialists.

1642604787609.png

Technocracies excel at manipulating the research deck if you're looking for a specific tech.

We’ve also heard your feedback regarding the loss of Culture Workers. We’ll see if we can find a good place for them to return for those of you that prefer creative art to beautiful spreadsheets. In the Open Beta, the Ministry of Culture and Artisans will still be providing them, and we’ll be doing another pass on the buildings to see if there are any other good places to put them.

A Job to Die For...​


The Custodian team has the mandate to work on directives that come straight from the Game Director, Quality of Life changes they think would improve the game, and Community Requests that they wish to champion. They also have the right to pitch what we call “Passion Projects” for things they simply want to do.

One of these comes to life (sort of) in the 3.3 patch, as the Permanent Employment Megacorp civic.

1642604796161.png

Speaking of which, we're hiring!


A MegaCorp variant of Reanimators, this civic allows the construction of Posthumous Employment Centers, as well as the ability to reanimate Leviathans that the original Reanimators gained in the Lem update.

At the Posthumous Employment Center, carcasses bereft of consciousness can find new purpose and a new opportunity to pay off their debts. The Reassigner jobs from the P.E.C. provide organic pop assembly of mortally impaired… Well… Zombies.

1642604810235.png

Unfortunately for them, it's impossible to fulfill their contracts.

1642604818601.png

Thrifty Zombies. Give me the brain!


Zombies cannot produce leaders, have no happiness, are infertile, and can only work Worker strata jobs… But on the bright side, they don’t have any upkeep and won’t ask for any more raises.

There are a few more interesting interactions I’ll leave for you to find on your own during gameplay.

Announcement Number One…​


An upcoming event that we wanted to tell you about is…



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DEV CLASH! DEV CLASH! DEV CLASH!

Announcement Number Two…​


Regarding the Open Beta we’ve been talking about… We’re planning on running the Unity Open Beta starting… checks watch… now.



Please note that the 3.3 Unity Open Beta is an optional beta patch. You have to manually opt in to access it.
Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.



It’s up. Right now. Go play! The Unity Open Beta will run (assuming everything goes to plan) until the 3rd of February, and also has a sneak preview of the 3.3 Custodian release, “Libra”.

As we move into a more frequent release cadence than we used to have due to the Custodian initiative, with the 3.3 release we’re switching to Constellation names for patches to reduce the (sometimes significant) overhead related to negotiating with Author’s estates.

###################
# Features
###################
Major updates have been made to the Unity system in Stellaris. In general, Unity is generally more valuable and useful than before and is used for many internal matters, while Influence is used mostly externally.

A summary of major changes include:
  • All means of increasing Administrative Capacity have been removed. While there are ways to reduce the Empire Sprawl generated by various sources, empires will no longer be able to completely mitigate sprawl penalties. Penalties and sprawl generation values have been significantly modified.
  • The Edicts Cap system has been removed. Toggled Edicts will have monthly Unity Upkeep which is modified by Empire Sprawl. Each empire has an Edicts Fund which subsidizes Edict Upkeep, reducing the amount you have to pay each month to maintain them.
  • Unity Ambitions and Campaigns now function like Toggled Edicts and last until cancelled with upkeep rather than costs. Known Issue: Sacrifice Edicts do not show their up-front costs. Or charge them, other than the actual sacrifices, so these two cancel each other out.
  • Several other systems that used to cost Influence are now paid in Unity.
    • Reforming government now costs Unity. The cost is based on Empire Size.
    • Resettling pops that previously cost Influence now costs Unity. Abandoning colonies still costs Influence.
    • Suppressing or Promoting factions no longer costs Influence. Known Issue: Unity costs for Faction Manipulation are not yet functioning.
    • Most Megastructures now cost Unity rather than Influence, with the exception of any related to travel (such as Gateways) or that provide living space (such as Habitats and Ring Worlds).
  • Since Factions are no longer producing Influence, a small amount of Influence is now generated by your fleet, based on Power Projection - a comparison of your fleet size and Empire Sprawl.
  • Leaders now cost Unity to hire rather than Energy, and have Unity upkeep.
  • Planetary Ascension Tiers have been added to the game. After acquiring three Ascension Perks, Unity can be spent to improve the effects generated by a planet’s Designation by 25%. Costs increase with Empire Sprawl and the number of times you have performed this action. As you acquire more Ascension Perks, the maximum Ascension Tier increases, with an extra maximum bonus once all Ascension Perks have been unlocked.
  • More changes can be found in the Balance portion of the Patch Notes.

For additional details and background, see Stellaris Dev Diary #237.

  • Added Plantoid, Lithoid, Necroid, and Aquatic pre-sapient pops to discover if you own the respective Species Packs.
  • Added an event chain about a mysterious labyrinth.
  • Finishing tradition trees now unlocks the ability to select previously locked Federation types.
    • Mercantile unlocks Trade League
    • Discovery unlocks Research Cooperative
    • Unyielding unlocks Martial Alliance
    • Domination unlocks Hegemony
  • New Megacorp Civic: Permanent Employment added.
  • The Hydrocentric AP now allows aquatic empires to flood habitats, making them suitable for Aquatic species.
  • New Events! Some are *quite* refreshing

###################
# Performance
###################
  • Refactored bonus resources that civics grant to jobs.
  • Refactored unemployment benefits from living standards. A side-effect of this was better tooltips.
  • Refactored Living Standards to use pop modifiers on the living standards script, instead of being checked for each pop category. A side-effect of this is better tooltips.
  • Greatly improved the performance of telling a fleet of ships to upgrade. This mainly affects the tooltip of the UI (which was very expensive when hovered over), but also saves some time each time the AI attempts to upgrade its fleets.
  • Reduced framerate impact of species view when there are many species in the galaxy.
  • Reduced framerate impact of colonisation selection UI when there are many species available to colonise with.
  • Reduced frame rate impact of opening planet view.
  • Updated ship shader to support empire color in emissive, decreasing the amount of draw calls for Aquatic ships.

###################
# Balance
###################
  • Fixed unmodifiable traits so that you can now correctly remove special habitability traits, along with various other traits that you were not meant to be able to add but it was fine to remove. Also allowed you to apply existing species templates containing such traits to the rest of the species. (This mainly covers flavour-based traits - there are still some such as Mechanical or Psionic or Necrophage which you will not be able to add or remove via species modification).
  • Capital designations now provide production bonuses.
  • Many updates to authorities, civics, techs, traditions, and ascension perks related to the Unity rework.

Civics:
  • Imperial Authority now gains increased Influence from Power Projection.
  • Imperial Cult Civic now grants 100 Edict Fund instead of 2 Edict Capacity.
  • Inwards Perfection now grants 50 Edict Fund instead of 1 Edict Capacity.
  • Citizen Service no longer provides +2 unity to soldier jobs. Instead it grants -25% war exhaustion and +2 starting level to your Admirals and Generals.
  • Cutthroat Politics now also reduces Edict Upkeep by 20%.
  • Merchant Guilds no longer produce bonus unity.
  • Brand Loyalty civic now grants 25 Edict Fund instead of 1 Encryption.
  • Subsumed Will and OTA Updates now also grant 25 Edict Fund.
  • Feudal Society now also reduces Leader hiring costs by 50%, waives Unity upkeep costs for employed Leaders, causes employed Governors to instead generate Unity equal to their skill level, but removes the ability to dismiss Leaders.
  • Technocracy no longer generates unity. Instead the civic now doubles the chance that your scientists will discover a technology from within their expertise and grants you +1 research slots. The civic only requires you to be partially materialist.
  • Pearl Divers now produce one more trade value (3 by default) and will not steal Angler jobs when food is short anymore.

Traditions and Ascension Perks:
  • Executive Vigor Ascension Perk now grants 100 Edict Fund instead of 2 Edict Capacity.
  • Grand Council and Harmonious Directives Traditions now grant 50 Edict Fund instead of 1 Edict Capacity.
  • Integrated Preservation Tradition no longer increases admin cap, instead it gives your empire a flat 30% increase to Automatic Resettlement Chance.
  • The Void Dweller finisher from the Expansion tradition tree now also discounts upgrading habitats.

Technologies and Buildings:
  • Planetary Unification now grants +5% Unity production and a one time Unity award instead of +2 Unity.
  • All other technologies that increased unity production now instead increase Edict Fund by 20.
  • Autochthon Monument, Corporate Monument, and Simulation Site building lines now generate a small amount of Unity and increase Unity generation from jobs on their planet.
  • Hive empires can now build a variant of the Autochthon Monument line called Sensoriums.
  • Memorialists and Death Cults can now choose whether to build their specialized Unity buildings or regular ones. Memorialist buildings now replace the Autochthon Monument line.
  • Spiritualist empires can now acquire the technologies associated with the Autochthon Memorial and similar buildings, as well as their faith based line.
  • Renamed Administrator jobs to Politicians. Assigned Bureaucrats, Priests and other related jobs to the new Administrator economic category.

Origins:
  • The Here Be Dragons endgame trigger now lets Machine Intelligences with the Synthetic Age ascension perk reach it after 4 ascension perks rather than 6.
  • The Living Metal technology can now be discovered as long as you have some within your borders.

Miscellaneous:
  • Increased political power of ruler and specialist strata under Decadent Lifestyle.
  • Increased the consumer goods upkeep of Decadent Lifestyle.
  • Increased the likelihood of getting endgame crises that are not the Unbidden.
  • It now costs 25/50 influence to upgrade a habitat in addition to the alloy cost.
  • Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations.
  • Scientists currently researching a technology can now gain new traits as they level up.
  • The "Sell to Private Collector" minor artifact decision now grants a flat 500 energy and has a 6 month cooldown.

###################
# AI
###################
  • AI rogue servitor empires will now build a organic sanctuary on each planet that has upgraded their capital building, and build additional ones on planets with high science or industrial output.
  • AI can now balance how many pops it needs that produce amenities better (mostly relevant for Hiveminds, so they don’t put ALL their pops on amenity creating jobs).
  • AI tech picking overhaul (f.e. willingness to choose rare tech has been reduced from 400% to 50% and a total overhaul for scripted AI tech selection. The important techs are now: extra research speed, extra resource production, resource producing buildings, ship types and starbase types).
  • AI when calculating the economic plan, ai will now take into account what is currently under construction.
  • AI empires that require food will no longer build bio reactors.
  • AI empires who are not using food will now delete agricultural districts if they happen to have one, for example when they conquer planets.
  • AI ethics such as militarist, spiritualist and materialist will now have an effect on the AI overall economical strategy where they will have additional focus on alloys, unity or science respectively.
  • AI fleets who are following a player fleet with "take point" will now merge with each other when they reach the player fleet.
  • AI fleets will now follow the player more closely with a follow command when they are in the same system.
  • AI is now much more likely to prioritize surveying a system if they know there is a colonizable planet there resulting in faster expansion.
  • AI will now look at the individual unemployed pop when considering what job to create for it, solving various issues where jobs were created for pops who could not work them.
  • AI will now demolish superfluous districts, commonly obtained during conquest and purging the previous owners (no more useless planets with tons of empty districts that just cost energy upkeep).
  • AI will now favour researching techs unlocking the weapon type they favour (according to their personality).
  • AI will now make sure planets contain at least one free building slot if it has unemployed pops and it is unable to find any possible construction which contributes to the AI's economic plan.
  • AI will now only build defense platforms if they have maxed out their fleet cap.
  • AI will now only upgrade fleets if there would be a substantial benefit (+30% fleet power - this reduces wasting a lot of alloys unnecessarily).
  • AI will now remember if they have fought against a crisis together with the player and continue following their fleets as long as the threat of the crisis remains.
  • AI will now spend more of its alloys on upgrading starbases when they have reached their fleet cap
  • Added support for "is_essential" property on buildings which when added to the AI build queue will remove all non essential build tasks (used to enforce ai to build ancient cloning vats).
  • AI budget for alloys will now heavily favour building colony ships if we have claimed planets we want to colonize.
  • AI now understands how to evaluate energy grids and other buildings that apply modifiers to the planet (so now it can create specialized planets better).
  • Fixed AI construction deadlock in certain cases due to being in deficit of consumer goods and food at the same time.
  • Fixed AI often aborting jump drive orders during windup.
  • Fixed an issue where AI would continuously upgrade buildings and create an excessive amount of jobs.
  • Fixed an issue where AI would incorrectly multiply the trade value generated by a building by the number of jobs provided by the building twice.
  • Fixed an issue where hive minds were unable to build the spawning pool.
  • Fixed an issue where the AI did not colonize low habitability planets when there are no other options causing doomsday origin empires in particular to often experience a very swift end to their species.
  • Fixed an issue where the AI would not construct buildings to solve unemployment for their slaves.
  • Fixed bug that made the AI desire repeatable techs way more than they were expected to (compared to regular ones).
  • Fixed several issues where AI would get stuck and not build any modules or upgrade any starbases when there were open module slots which were unable to be filled according to the AI's starbase template.
  • Reactivated "Take Point" Follow behavior for fleets. If you select “take point” in a fleet, your allies and subjects are following this fleet during a war or a crisis.
  • Increased allowed budget for alloys on planet construction which prevented AI from building energy grids or other buildings costing alloys.
  • Lithoid empires are now more liberal in spending minerals on their colony ships.
  • Removed weighted random from AI construction as it now more correctly prioritizes which buildings to build.
  • The AI will now use minor artifact decisions with extra focus put on Arcane Deciphering.
  • Fixed an issue where AI necroid empires didn't build chamber of elevation on their planets.
  • Fixed an issue where clone army origin species would not always build ancient clone vats on their new colonies when possible.
  • Fixed an issue where the AI were not allowed to build Gaia Seeders
  • Fixed an issue where the AI would incorrectly evaluate the potential resources gained by constructing a building.
  • Fixed an issue where the AI would sometimes revert to obsolete fallback behaviour when deciding what to build.

###################
# UI
###################
  • Tooltips should no longer show any percentage values with decimals.

###################
# Stability
###################
  • Fixed a bug where the closest_system effect could cause an OOS.
  • Fixed a crash if script tried to change the species rights of a country (e.g. pirates) without species rights.
  • Fixed an OOS if you ever use every_system_in_cluster in a tooltip (luckily, we never did that).
  • Fixed crash when using pass_targeted_resolution in events.

###################
# Bugfix
###################
  • Fixed an issue where pops would mass switch from one job to another (for example maintenance drones).
  • Trade value from jobs now get a penalty from low planet habitability.
  • Added Planetary Automation behaviour for districts that grant Bio-Trophy jobs.
  • Added missing custom icon for ship component "Nanite Repair System".
  • Added missing description for deposit "Project Cornucopia".
  • Added missing tooltip when hovering the shipyard tab of a mega shipyard owned by another empire.
  • Blocked building ships in occupied shipyard.
  • Colonizing Consecrated planets no longer enables breaking the Consecrated Worlds limit.
  • Democratic manadates now check for uncapped rural districts, allowing democratic candidates on shattered rings to usher in a new age of digging too deep and too greedily!
  • Ensured that the Arcology Project checks for agricultural districts on Wet Aquatic worlds.
  • Fixed "The Library" dig site occasionally granting unaccessible deposits
  • Fixed Angler job name not displaying in FR.
  • Fixed Megacorp Death Cults not starting with a Sacrificial Temple.
  • Fixed Megastructure view description sometimes not reflecting the selected Megastructure.
  • Fixed Megastructure view not always using the default image when no structure specific image exists.
  • Fixed a bunch of empire names being missing (and therefore displaying in English) in Chinese. Mainly Machine Empires and the Galactic Imperium.
  • Fixed a dev comment being present in an event text when you encounter an empire with Here Be Dragons during First Contact.
  • Fixed an issue where Medical Workers' habitability bonuses would not affect habitability impacts on pop growth correctly.
  • Fixed an issue where only the fleets of the main attacker would go MIA in enemy territory when a new war starts.
  • Fixed an issue where the tooltip breakdown for the habitability of an uninhabited planet was missing country modifiers.
  • Fixed automatic ship design name generation often generating a design of an invalid name (i.e. one your empire was already using somewhere) on certain name lists.
  • Fixed broken localization reference in Doomsday Origin.
  • Fixed cases of unlocalised text when the Galactic Community or Empire tried to build too many Titans for its Defense Force.
  • Fixed fleet upgrade button telling you your ships were already upgrading telling you your ships were already upgrading twice.
  • Fixed gender selection tooltip in empire creation stating that clicking a non selected gender will revert to default gender settings.
  • Fixed grammar of adding a single clue to an arc site or insight to a first contact.
  • Fixed it being possible to build ships in occupied mega shipyards.
  • Fixed missing loc string for Nemma Mining Operation deposit.
  • Fixed potential issue where Sentinels (crisis-fighters) used the same global event target as Sentinels (stone soldiers from an arc site).
  • Fixed several places where tooltips in the contacts or diplomacy views would mistake guaranteeing and being guaranteed, and supporting independence or having one's independence supported.
  • Fixed some inconsistencies with whether Aquatic habitability modifiers were applied and displayed.
  • Fixed some megastructures not animating properly.
  • Fixed some misgenderings of rulers in German espionage and Galactic Imperium events
  • Fixed starbase modifiers not always being properly updated when removing buildings or components.
  • Fixed that an empty broken Federation details tooltip would show up if you tried to look at the federation of a country with no federation in the contacts view.
  • Fixed the Manifesti faction demanding you outfit your ships with the Gestalt equivalent of sapient combat computers.
  • Fixed the species gender selector not having the correct impact on certain Vanilla species' leader portraits.
  • Fixed transport ship jump drive cooldown resetting when landing on a planet.
  • Increased reward of the "Shattered World" anomaly event from 3 to 5.
  • Loading... New Rogue Servitor Planetary Automation Algorithms installed. Bio-Trophy district management for habitats and city worlds updated... Have a nice day.
  • Machine Intelligence empires with the Rogue Servitor civic won't be forced to burn organics during the Primordial Soup event.
  • Pop job weight for enforcers is now adjusted based on if there is crime or not
  • Science ships no longer get a free survey completion when their target system gets taken over by someone else.
  • Shorten string SLAVE_MARKET in French.
  • Streamlined "Unknown Contact" event chain by turning the "Study the Living Sea" planetary decision into a special project.
  • The Nemma World colony event will now actually fire.
  • The Rubricator is no longer lost to the player if a non-default empire kills Shard
  • The orbital station on New Baldarak (which is rendered useless by the events that create New Baldarak) is now correctly removed.
  • The portrait selection view for empire creation now gets a scrollbar if the number of portraits exceed the two visible rows.
  • Transport Fleets should handle Landing armies better, notably when in Aggressive stance.
  • Venus realized that they were larger than Earth and has decided to shrink to a more appropriate size.
  • You can now build a Fleet Academy if you have queued a Shipyard (you don't need to wait for it to complete).

###################
# Modding
###################
  • Added "random" toggle to scripted loc. If you set "random = no", it will pick the loc key with the highest weight, or the first valid one if no weights are specified, rather than acting as a weighted random
  • Added ai_ignore_was_human console command for toggling ai passiveness after taking over a human controller empire on/off
  • Added complex_trigger_modifier to mtth functions
  • Added complex_trigger_modifier to mtth functions: now you can use complex_trigger_modifier = { trigger = num_favors parameters = { who = from } trigger_scope = owner mode = add potential = { <triggers> } } in places where you could use modifier = { factor = 1 <triggers> }
  • Added downgrade_all_buildings and downgrade_buildings_of_type effects
  • Added is_starbase_type trigger
  • Added script_values, which are like ai_weight versions of scripted triggers. You can refer to them by key to get a number via value:my_value
  • Added skip_federation_cooldowns console command
  • Easier mod overwriting of objects that dynamically add modifiers
  • Enabled further mathematical operations in many modifier = { factor = x } fields. The full list is now: set, mult/factor, add, subtract, divide, modulo, round_to, round = yes, floor = yes, ceiling, max, min, abs = yes (all taking a number on the right, except where otherwise specified)
  • Enabled scripted localization for base scopes, meaning that "Root." is no longer needed in some localization strings
  • Exposed the default megastructure portrait key as a define
  • Extensive defines to modify the math around the planetary ascension
  • Fixed a number of potential crashes on startup due to interactions between the load order and a number of effects and triggers
  • Fixed a variety of issues with the use of variables as multipliers in triggered resource tables
  • Fixed ambient objects' scale_to_size making ambient objects appear a different size the first time you looked at a solar system than subsequent times.
  • Fixed crash when closing TweakerGUI
  • Fixed issues where mods overwriting objects (e.g. jobs) that dynamically add modifiers would cause issues where the added modifiers would not work
  • In value-based triggers where you would say e.g. num_pops > 32, you can now no longer say num_pops > from, but you can instead say num_pops > from.trigger:num_pops. This change was doing for technical reasons, to save on memory usage by not saving two event targets in each trigger
  • Often-reused scripted effects and triggers will now no longer show misleading file locations in error logs
  • Replaced the modification boolean flag for traits with the additional triggers species_possible_add, species_possible_merge_add and species_possible_merge_remove
  • Stopped some weight/chance fields inexplicably returning 1 even when script said the base should be 0
  • Variables that accepted "trigger:<trigger>" now also accept "modifier:<modifier>"
  • You can no longer use "count" in any_x triggers. You should use count_x instead (which uses much better code)
  • You can now use count_x script lists in export_trigger_value_to_variable

Since this is still a very much in active development branch, we have a few known issues in the Open Beta to keep things spicy. Localization for new strings are currently only available in English, and some things may still only be partially implemented or give placeholder rewards. Due to the many changes, 3.3 Unity Open Beta is not save game compatible with existing saves, and may or may not be compatible with the eventual 3.3 "Libra" release.

The following are some of the known issues in the 3.3 Unity Open Beta. This list is not exhaustive and some issues have already been resolved internally but did not make the open beta build. If you encounter any issues however not reported here please report them via the bug forums :)
  • Sacrifice edicts are not showing their up front Unity costs. Conveniently, they're also not charging them at the moment. Heads still roll though.
  • Unity costs for faction manipulation are not implemented yet.
  • The Byzantine Bureaucracy and Parliamentary System civics need tooltip updating.
  • Depreciated triggers, modifiers, buildings and jobs have yet to be totally removed.
  • Influence from Power Projection tooltip is unclear and needs refactoring.
  • Planetary Ascension does not have any form of confirmation.
  • Fleet reinforcements sometimes create a new fleet instead of joining the fleet it is supposed to.
  • Species traits look a bit wonky in the colonisation window.
  • Aquatic pop portraits not randomizing properly or applying gender options reliably.
  • Void Dwellers with Permanent Employment start with a ruined posthumous employment centre.
  • The tooltip informing the player of the cost to reform their government does not explain how the cost is calculated.
  • AI implementation for new features is still using hot code.
  • AI issue where they are building a lot of buildings that are not using jobs such as luxury housing
  • After submitting to the Khan you will quickly just be attacked again, so don't give up!

Please keep all Open Beta feedback in this thread and report bugs in the bug reports forum so we can keep track of everything. Thanks!

Enjoy, and see you next week, when we’ll have @Caligula Caesar explaining all of the new modding tricks we’re adding in 3.3.

Edit:
Due to an AI uprising, the modding diary will be #240, not #239. Sorry!
 
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Yea I mean...there's basically no downside at all, and that just seems really silly honestly. This is like going from....regular Superman to Superman Prime 1,000,000. Kinda bonkers really.
I'm not complaining, just as long as the AI is buffed to be a consistent challenge throughout the game.
I just wanted to make sure that I was understanding all this correctly and the buffs we'd be getting were actually intended by the devs. I just hope that you can still improve your admin cap with tech
 
So I have to ask, why did you guys go with replacing so much stuff with unity costs instead of just fusing together the unity/admin cap/edict cap systems?

I mean you kinda did that with edicts, but you could have made systems have unity upkeep while getting rid of admin cap. This would mean Tall empires could focus traditions/edicts without having to focus on producing massive amounts of unity (or massive amounts of unity going solely to tradition gain and edict upkeep) and Wider empires would have to produce massive amounts of unity while forgoing much in the way of tradition gain or edicts until they stop expanding (and thus stop consuming more and more unity for newly gained systems).
 
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So I have to ask, why did you guys go with replacing so much stuff with unity costs instead of just fusing together the unity/admin cap/edict cap systems?

I mean you kinda did that with edicts, but you could have made systems have unity upkeep while getting rid of admin cap. This would mean Tall empires could focus traditions/edicts without having to focus on producing massive amounts of unity (or massive amounts of unity going solely to tradition gain and edict upkeep) and Wider empires would have to produce massive amounts of unity while forgoing much in the way of tradition gain or edicts until they stop expanding (and thus stop consuming more and more unity for newly gained systems).
Because they would still get the same problem as admin cap just replacing it name with unity which is sprawl penalty becoming just a meme cuz it can be bypassed trivially.

Now we return system to what it once was, you have to compensated it by optimizing your empire, not by bypassing it entirely and easily with admin cap jobs.
 
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You are free to choose to play poorly for roleplaying reasons, but a lot of players prefer to play to win. You would be absolutely crushed by any player who specializes their planets, and even by the AI on higher difficulties, regardless of planet designations or ascensions.
"play poorly"

and yet i dont have any problems with actually managing my planets, having them produce just fine
 
Because they would still get the same problem as admin cap just replacing it name with unity which is sprawl penalty becoming just a meme cuz it can be bypassed trivially.

Now we return system to what it once was, you have to compensated it by optimizing your empire, not by bypassing it entirely and easily with admin cap jobs.

Yes, but you also neuter Wide play. Having so many penalties pile up makes it so people who enjoy conquering the galaxy can't really do that anymore because they have to focus way more on Pops, planets, and resource production. Sure it benefits playstyles like the one I normally prefer, Tall, but it does that almost to point of swinging things in favor of Tall being preferable to Wide. Which was the opposite meta before the current changes.

Make all that reliant on a unity/admin cap fusion and conquerers can still focus on what they like best, conquering, but pay the piper when it comes to gaining Traditions and using edicts. They'll still be able to produce more than Tall empires but gain less miscellaneous benefits like Ship Build speed, Survey speed, Extra Pops from colonizing planets, and so forth. They'll also be way slower on Ascension Perk gain.

But all their losses will be offset by all their resource production, which will greatly outstrip that of a smaller empire, and allow for far larger fleets, population sizes, and so forth. I know penalties for going over the system cap have been reduced but I'd greatly prefer not to have to deal with those penalties at all. It doesn't make sense for an empire to have no means of handling excessive size constraints.

I have the same issue with how they handled making unity useful again. They did so by making systems that were already working fine be completely reworked with unity in mind instead. Sometimes in places it doesn't quite make sense to do so. If they wanted to make unity relevant and hate the way unity is somewhat useless, then alter the systems with which they have the most issues, not everything else.

A lot of things make no sense to have made unity instead of something else. Scientists, for example, are hired, so why are we hiring them with empire unity? How does that pay the scientist's bills? Megastructures kinda make sense, but I would add the unity cost on top of the Influence costs, because you need to be able to make sure someone isn't going to interfere with such a massive project, through espionage or threats. That requires influence.

Then again, I still quite haven't understood all the changes made so I could be wrong with some of this. Just seems to be utterly excessive with unity to point of nerfing the importance of both energy and influence, which you didn't use a lot of to begin with, and in the case of energy, can be gained so easily that it kinda needs to have more things that use it.
 
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What I hope they will change is that the Capital Designation should be an additional bonus with the Planet Designation and both should be affected via the Planetary Ascension. Capital Designation was the worst already and it still will be even if you give it a production bonus because the special designation is always better.
 
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Yes, but you also neuter Wide play. Having so many penalties pile up makes it so people who enjoy conquering the galaxy can't really do that anymore because they have to focus way more on Pops, planets, and resource production. Sure it benefits playstyles like the one I normally prefer, Tall, but it does that almost to point of swinging things in favor of Tall being preferable to Wide. Which was the opposite meta before the current changes.

Make all that reliant on a unity/admin cap fusion and conquerers can still focus on what they like best, conquering, but pay the piper when it comes to gaining Traditions and using edicts. They'll still be able to produce more than Tall empires but gain less miscellaneous benefits like Ship Build speed, Survey speed, Extra Pops from colonizing planets, and so forth. They'll also be way slower on Ascension Perk gain.

But all their losses will be offset by all their resource production, which will greatly outstrip that of a smaller empire, and allow for far larger fleets, population sizes, and so forth. I know penalties for going over the system cap have been reduced but I'd greatly prefer not to have to deal with those penalties at all. It doesn't make sense for an empire to have no means of handling excessive size constraints.

I have the same issue with how they handled making unity useful again. They did so by making systems that were already working fine be completely reworked with unity in mind instead. Sometimes in places it doesn't quite make sense to do so. If they wanted to make unity relevant and hate the way unity is somewhat useless, then alter the systems with which they have the most issues, not everything else.

A lot of things make no sense to have made unity instead of something else. Scientists, for example, are hired, so why are we hiring them with empire unity? How does that pay the scientist's bills? Megastructures kinda make sense, but I would add the unity cost on top of the Influence costs, because you need to be able to make sure someone isn't going to interfere with such a massive project, through espionage or threats. That requires influence.

Then again, I still quite haven't understood all the changes made so I could be wrong with some of this. Just seems to be utterly excessive with unity to point of nerfing the importance of both energy and influence, which you didn't use a lot of to begin with, and in the case of energy, can be gained so easily that it kinda needs to have more things that use it.
Did you actually played previous version of game before admin cap? Or better yet do you actually playing the beta?

Wide is never neuter (well except in one specific patch that make vassal swarms so overpower that it blow literally all playstyle out of water, wide included) and even in this beta, wide is still better than tall so your arguement is already invalid because you based it on false foundation that wide is neuter, it's not and prob will never be.
 
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Did you actually played previous version of game before admin cap? Or better yet do you actually playing the beta?

Wide is never neuter (well except in one specific patch that make vassal swarms so overpower that it blow literally all playstyle out of water, wide included) and even in this beta, wide is still better than tall so your arguement is already invalid because you based it on false foundation that wide is neuter, it's not and prob will never be.

So you're going to ignore any other point I've made because of that? No, I haven't played much prior to Admin Cap. But the themes of Stellaris are running an empire right? So it makes no sense to buy Scientists with unity, no sense that an empire can't manage its populations (whether through tech, government processes, etc.), and no sense to just straight up remove a form of admin cap. I haven't played the Beta, but have seen other people play it (mainly Aspec's video on it). This feels too much like overcompensation for things they didn't like rather than a genuine attempt to improve/balance the current system. I don't actually have many issues with the other changes, but these ones just reek of overcompensation to me.

If you're worried about balancing Tall and Wide play, what you shouldn't focus on isn't the Admin Cap, but a Wide empire's ability to make the use of resources. Either the penalties for Admin Cap need to be altered to reduce the overall effectiveness of Pops/Stations to balance out Talls focus on "Little is More" with Wides focus on "More is Better" while reducing one's ability to gain admin cap quickly. But you run into the issue of harming either playstyle to the point that no one enjoys it anymore. Honestly, I don't think you're going to get a "perfect" balance between the two ever.

Though if you have the experience...why did Admin Cap get put in the game in the first place? To balance Tall and Wide play would be my guess, but it never really worked that way when I played. Too easy to gain Admin Cap. Which is why I'm not too concerned with the change to Bureaucrats but am confused that they have no way to increase Admin Cap at all. I am much more into the role-playing aspects of Stellaris than actual game balance, which only really matters in multiplayer.
 
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why did Admin Cap get put in the game in the first place?
Probably because people were freaking out over having red numbers they couldn't turn green, and Paradox decided to give them a way to make the red number shrink to zero, instead of just colouring the number white instead.
 
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One of these comes to life (sort of) in the 3.3 patch, as the Permanent Employment Megacorp civic.


I just discovered that I Permanent Employment, Clone Origin, Budding, and Mechanist are ALL mutually exclusive.

While I get that you can only have one origin (I mean obv ), the inability to create any combos within the list makes me a sad panda. (Though I also get it cuz the reason I was gonna try it was to see how OP it would be).
 
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OK, so I'm kinda beginning understand why Admin Cap needed to be changed, but what if we a added a building that had a 3 stage upgrade like the capital building that added one job per tier that reduced administration usage of Pops on that specific planet by 25% per job.

That way we could at least reduce the effects of Pops on Admin Cap through a building that requires certain Pop thresholds in order to upgrade. Add that you can only build one per planet and could only have 1-2 of such a job on Habitats (and other habitable megastructures and Arcologies) and you could really find a middle ground between the prior system and the new one.



Another idea is making it so Governors reduce District and Building Admin cap by 1-5% per level on planets they govern.

With system Admin cap being reducable only through Civics, Government Type, Ascension Perks, and a new Megastructure.

With Techs maybe also being able to be used to grow your base Admin Cap but being extremely late Tech options and non-repeatable.
 
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The generic “Administrator” job is being renamed to “Politicians”, with “Administrator” being the category term for Bureaucrats, Priests, and other “unifying” jobs that guide your Empire.
Citizen Service no longer provides +2 unity to soldier jobs. Instead it grants -25% war exhaustion and +2 starting level to your Admirals and Generals.

Regarding those two items, is there any hope that you would consider adding military "Administrator" jobs? Stellaris has many different ruler and administrator jobs, with several types of priests and plutocrats, but the concept of military administration still only exists in government type descriptions:
Citizen Stratocracy
This government is an advanced form of militaristic oligarchy, where the military has subsumed all aspects of civilian administration. All government offices are held by military officers.
 
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I feel all of this is not really needed. What's needed is rebellions and other such ways to bring your empire down within, not ways to make the game easier. Give us rebellions with faction leaders like we had in Crusader kings 2 as that is really missing from this game.
 
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I feel that the big problem with Sprawl is that its penalties are directly what the Game wants them to be (a game mechanic to Slow down Tech and Research speed balance wise), instead of what they actually should be from an in game empire perspective (Your planets get less productive, and your Districts, Pops and Buildings cost more money because stuff gets lost in bureaucracy, which then in turn leads to the same effect that larger Empires get slowed down).

So here an Idea how to implement it without seeming just an arbitrary penalty:

While Sprawl stays an empire wide cause, its effects should not be some arbitrary cost-multiplyer applied globally, but should be the concrete effects of local corruption caused by your empire becoming so sprawling. So i suggest that each Planet/Colony gets a "Corruption-Counter" that counts from 0 to 100 depending on the sprawl (and maybe also stability and distance from capital and spy sabotage-missions, but mainly sprawl).

For each point “Corruption” the Colony's productivity would go down by 1% and its stability would go down by 0.2%. That simulates your pops stealing and embezzling more and more office supplies and stuff and your accounting and bureaucracy being unable to keep up, and simultaneously your pops getting unhappy with all that corruption. Which is a far better representation of what Sprawl means then an arbitrary cost multiplier.

You could then fight corruption locally somewhat, but even all anti-corrution-effects stacked would never mitigate all corruption, so it will always stay a burden on larger empires. You could fight it through:
  • by Enforcers who would reduce x% of the corruption on the planet making the precinct not completely useless any more in the process. Lets say up to 30% total.
  • by some planetary Decisions that reduce some percentage of corruption in exchange for some Unity upkeep. Lets say up to 10% total.
  • The first couple planetary ascension lower a planet's corruption by some percentage. Lets say up to 30% total from the first 6 Ascensions.
The final effects of Sprawl like it is now and this new System are the same. Your Empire has to spend more of its economy to produce the resources to produce Tech & Unity, so it slows large Empires down.

But because the effects are local, somewhat mitigable (you could make a police planet with 3 precincts and pay Unity and ascend the planet), it is both more immersive and adds a new game mechanic to balance so it would be more fun. Do you accept that you loose 15% of a planets output to corruption or do you spend resources to build a precinct and spend 10 Unity/Month to reduce corruption down to 10%. On some planets this will be worth it, on others not. And it would buff the planetary Ascension as it would not only improve the planetary specialization but also reduces local corruption.
 
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