• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #328 - New Year, New Beta

Hello everyone!

I hope that you all had a pleasant holiday season, and want to start off by thanking everyone that submitted feedback regarding the Technology Open Beta. That data we gained from these experiments was invaluable, so let’s get right into it.

Summary of Results​

As expected, the players that responded to the survey were overwhelmingly passionate players that have a ton of experience with the game. Nearly 70% of responses come from players that have over 1,000 hours played in the game. This is somewhat natural for an opt-in beta over the holidays with an intimidating feedback form, so I wanted to thank you all again for filling it out.

There was a strong consensus around the military changes (ship cost and upkeep), so we’ll likely be keeping those mostly as-is.

The technology changes were naturally more controversial. Roughly 80% of responses believed that technology (especially at higher tiers) was overall too slow in the beta, but a majority still thought that the changes were beneficial to the game overall. Several of you pointed out that so many simultaneous changes compounded too strongly, and we agree. I was happy to see that your feedback matches our expectations - we expected that the Open Beta was tuned too harshly and that we would want to pull back from it before release.

The Open Beta also revealed several technical issues, including some major performance implications from how Breakthrough Technologies interacted with diplomacy.

Next Steps​

Overall, I view the Technology Open Beta as a great success, and as such am taking the opportunity to update it and let it run for another few weeks, after which we will decide whether or not we want to continue experimentation, integrate it into 3.11 (or 3.12), or discard the initiative.

We concur that the original Open Beta went too hard on technology. We liked some of the things we were seeing, such as tier 3 and 4 technologies becoming more valuable for an extended part of the game, but felt that it delayed other critical parts too long. Breakthrough Technologies were interesting as a slowdown mechanic, but if kept would likely need some sort of temporary (non-technology or unity related) bonuses as some form of reward for the frontrunners. The excessively high costs for late tier techs pushed some critical technologies such as Ascension Theory or Mega-Engineering too late in the game, and certain undesirable behaviors (like ignoring research entirely) were too effective.

The updated Technology Open Beta should be up on stellaris_test now, with the following changes:

[Feature]
  • Difficulty Adjusted Technology Costs slider added to galaxy generation. This slider adjusts technology costs based on tier and game difficulty.

[Beta]
  • Removed Breakthrough Technologies.
  • Reverted base technology costs to their 3.10.4 values - the increased cost between tiers is now handled by the Difficulty Adjusted Technology Costs slider.
  • Removed the majority of Researcher Upkeep Modifiers introduced into the Open Beta.
  • Reverted changes to Knights research output from the Open Beta.

[Balance]
  • Tweaked the tiers of technologies that increase naval cap and fleet command limit.
  • Reduced the amount of Naval Cap granted by technologies.
  • Significant changes to Bio-Reactors:
    • Bio-Reactors are now a tier 1 rare technology instead of a tier 0 technology, and are available to all empires.
    • Bio-Reactors now reduce the food output of farmer jobs and give them a small amount of energy output.
    • Added a tier 2 Advanced Bio-Reactor technology and building.
    • Advanced Bio-Reactors further reduce the food output of farmers in exchange for a small amount of exotic gas output.
  • Decreased the amount of research produced by unemployed pops with Utopian Abundance.
  • Event options in the Knights' quest that improve their capital have been buffed to be better balanced compared to the options that improve knight jobs.

At player request, we have kept the older version of the Technology Open Beta available on stellaris_test_old. It will remain there until the release of 3.11 “Eridanus”.

Difficulty Adjusted Technology Costs​

One of the frequent points of feedback was that there was concern that newer players would be hit especially hard by the technology cost changes. We also recognize that different players have different desires for the pacing of the game, so we’ve added another slider to galaxy generation.

The Difficulty Adjusted Technology Costs slider adjusts the base cost of technologies based on the difficulty of the game. Higher tiers of technology are affected to a greater degree than lower ones, so this slider essentially affects “tier width”. While this does overlap with the Technology Costs slider to a degree, it does so in a different way, so we consider each to have valid reasons to exist as separate sliders.

New Difficulty Adjusted Technology Costs setting

Disabling Difficulty Adjusted Technology Costs will cause them to follow the 3.10.4 / Civilian difficulty curve. As with many other galaxy generation sliders, the Stellaris team will be balancing the game around the Normal setting.

Normal scaling tech cost graph

Tech Curves of basic technologies on “Normal” scaling, at different difficulty levels.

The base cost of technologies is now based on 3.10.4’s formula, y=1000*2^x, multiplied by the difficulty modifier of 1 + (q*x*d), where x=technology tier, q=difficulty adjusted tech cost galaxy setting (0 - 0.10, default 0.05), and d=difficulty (Civilian = 0, Grand Admiral = 6).

Normal scaling tech cost spreadsheet

TierXCost1 technologies at different difficulties, on “Normal” scaling (q=0.05).

For the players that enjoyed the larger amount of distance between tech tiers, scaling can go up to a maximum of “Extreme”, which gives Grand Admiral a curve that is similar to, but not exactly, the Open Beta numbers. Note that technology acquisition will still be faster than the old Open Beta as we’ve removed Breakthrough Technologies.

Extreme scaling tech cost graph

Tech Curves of basic technologies on “Extreme” scaling, at different difficulty levels.

Extreme scaling tech cost spreadsheet

TierXCost1 technologies at different difficulties, on “Extreme” scaling (q=0.10).

Previous open beta tech costs for reference

Previous Open Beta values for reference.

We have a new feedback form for this version of the Open Beta, available here. As with the previous version, you can respond multiple times if you have different thoughts after different playthroughs. Please let us know what you think, and whether you think we’ve gone back too far in the other direction.

Currently we're planning on collecting feedback from this phase of the Technology Open Beta for two weeks, until the 1st of February, but will leave the branches available until the 3.11 "Eridanus" update releases later on in the quarter.

See you all next week!

Please note that the Technology 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 - Technology Open Beta" branch.
Please disable mods for the Technology Open Beta, they are likely to break.
In-progress games should continue on the “stellaris_test_old” branch.


Leave your feedback!



Eladrin is talking about turning off your mods, and now the Community Team shows up, telling you to download more mods:

Want a sneak peek at the Legendary Leaders included in #MODJAM2024? Check out the feature video:


Voting will run until February 11th, so there's still plenty of time to play and vote for your favorite submission here!
 
  • 58Like
  • 12
  • 9
  • 7Love
  • 2
Reactions:
Saw the graph and well, Jesus that was a steep curve for tech in the old beta that was clearly not intended, although I'm happy we have the option we can put it kind of over there if we want. Removing the Breakthrough is kinda sad because it had some interesting mechanical implications (the fact that the first one researching it would help the rest get there was fun in a sense). Now now... this
  • Removed the majority of Researcher Upkeep Modifiers introduced into the Open Beta.
I wish we could see what remained because you said the majority and not all. I like the idea of removing some of them, but the overall idea should stay, so CG stays competitive and necessary throughout the game.

As with many other galaxy generation sliders, the Stellaris team will be balancing the game around the Normal setting.
Thank you for putting this on the record, it was a wild couple of weeks on the forum o_O
 
  • 6
  • 2Like
  • 2
Reactions:
Yeah, my anecdotal experience watching the forums and reporting bugs for four years now and seeing what bugs get fixed or what bugs get a "I've never heard of that before" response from the devs is if you want the bug to get attention, it needs to be posted within the first month of a major patch. Ideally in the first couple of weeks as that's when the QA team is looking for new issues at the release. A bug report posted now would most likely get ignored as their team is focused on 3.11.

Bonus points if you post it right before the start of the day in Europe. Bugs posted after the Europe business day or on weekends have a much lower rate of getting noticed.

This is a super helpful tip, thanks Troyen.
 
Wait, does the increased Tech cost slider only affect the player? Because it says it makes the game harder. So does that mean the AI researches cheaper, and it's only more costly for the player, if I crank it up?
 
  • 1
Reactions:
Wait, does the increased Tech cost slider only affect the player? Because it says it makes the game harder. So does that mean the AI researches cheaper, and it's only more costly for the player, if I crank it up?
I think it affects everybody the same way the increased tradition cost slider does. It does make the game harder because the crises and FE/AE aren't impacted by it, so you have to work harder than you would otherwise assuming you don't change the endgame date. How much harder it makes it vs the regular AI empires will depend on your difficulty level since the AI get stronger bonuses on higher difficulties that can compensate for the extra cost.
 
  • 7
  • 1Like
  • 1
Reactions:
I think that it would be a great alternative to breakthrough technologies - this is a penalty on the empire, which reduced stability on the planets if your technological level is far behind the average level of technology in the galaxy. This will help calm down the monkey alloys and make them also strive for knowledge in order to prevent unrest among the population. This can also be implemented through fractions and in various other ways. Let's say a fine is imposed on a planet if there is not a single scientific laboratory on it.
 
  • 19
  • 1
Reactions:
  • While I understand getting 3.11 to be overtuned is very helpful for collecting data, you MUST also realize that we are helping you to make YOUR product better WITHOUT asking for a paycheck. You have to ensure that even if it's a beta, it must still be somewhat enjoyable. Intentionally overtuning stat for experiments will just turn away potential beta testers for the next beta.
  • Removing breakthrough is a mistake. I found the game to be overall more enjoyable with breakthrough, even if it is too costly to actually do it.
 
  • 31
  • 1
Reactions:
  • While I understand getting 3.11 to be overtuned is very helpful for collecting data, you MUST also realize that we are helping you to make YOUR product better WITHOUT asking for a paycheck. You have to ensure that even if it's a beta, it must still be somewhat enjoyable. Intentionally overtuning stat for experiments will just turn away potential beta testers for the next beta.
  • Removing breakthrough is a mistake. I found the game to be overall more enjoyable with breakthrough, even if it is too costly to actually do it.
1705583699133.png


Damn the Consequenses!!!
 
  • 24Haha
  • 2Like
Reactions:
I am slightly confused here. It appears I need to use both the tech slider and game difficulty together ? if so that is just counter intuitive. is that how it really is working?
 
  • 6
  • 1Like
Reactions:
I am slightly confused here. It appears I need to use both the tech slider and game difficulty together ? if so that is just counter intuitive. is that how it really is working?
Yes, mostly.

You can blanket adjust the cost of all techs with the new Tech Cost Slider (formerly Tech and Tradition Cost). If you set this to 2x, then every tier will cost 2x.

By default, techs in later tiers now cost more than they did before. You can adjust this curve with the Difficulty Adjusted Technology costs, which seems like it has a Disabled (3.10 costs), Normal, and Extreme (double the Normal curve adjustment) setting.

If the Difficulty Adjusted Technology cost setting is not Disabled, the tech cost curve is also impacted by the AI difficulty you choose (with Civilian being equivalent to no curve, i.e. 3.10.4 tech costs). The first table in the post illustrates this better than the chart, I think.

A T5 tech on Commodore has 2x the cost as Civilian (or 3.10.4) on the Normal setting. A Captain game with Extreme has the same cost curve as Grand Admiral does on Normal, with T5 costing 2.5x as much as it does on 3.10.4. (The first beta was closer to 4.5x.)

I'm most skeptical about how the game difficulty influences it, but will have to try it and see.
 
  • 1Like
Reactions:
I am slightly confused here. It appears I need to use both the tech slider and game difficulty together ? if so that is just counter intuitive. is that how it really is working?

They do different things.

The Tech Costs slider acts as a blanket multiplier for all tech costs.

The Difficulty Adjusted Technology Costs slider also adjusts technology costs (unless you're playing on Civilian difficulty), but skews the increases towards higher tier technologies.
 
  • 11
  • 1Like
  • 1
Reactions:
"and certain undesirable behaviors (like ignoring research entirely) were too effective."

Was that really a thing that it was too effective? - In my opinion that seems like a new way to play/playstyle and for the sake of diversity and replayability it should be a viable playstyle.
Is it now still possible to ignore research or was it killed with the new Beta?(at least from your perspective)
 
  • 3Like
  • 1
Reactions:
what else do I think, since bioreactor are now available to everyone and are a rare technology, then maybe solar panels should now be given to everyone. It can be at least rare or ordinary. But I honestly don't understand why biological species can't build solar panels.
 
  • 15
  • 3Like
Reactions:
I am wondering if the Rift World origin would receive + Tech Progress to the Rift sphere tech? (Similar to what has been done to the Gateway origin.)
Researching the tech 10 for years after finishing the Ancient Crater archaeological site is quite painful.
 
  • 3
Reactions:
Huh. Okay interesting. I didn't mind the Breakthrough technology but it would have been nicer if the scaling would have been better. Like lower overall costs the more of the previous tech you've developed.
 
  • 1
Reactions:
They do different things.

The Tech Costs slider acts as a blanket multiplier for all tech costs.

The Difficulty Adjusted Technology Costs slider also adjusts technology costs (unless you're playing on Civilian difficulty), but skews the increases towards higher tier technologies.
I would strongly suggest completely decoupling this from the difficulty setting, this sounds like it is going to be very annoying to adjust.

Does this at least mean we do have enough granularity in this setting while just leaving the difficulty on ensign (the normal setting)?
 
  • 6
  • 2Like
  • 2
Reactions:
One of the frequent points of feedback was that there was concern that newer players would be hit especially hard by the technology cost changes. We also recognize that different players have different desires for the pacing of the game, so we’ve added another slider to galaxy generation.

The Difficulty Adjusted Technology Costs slider adjusts the base cost of technologies based on the difficulty of the game. Higher tiers of technology are affected to a greater degree than lower ones, so this slider essentially affects “tier width”. While this does overlap with the Technology Costs slider to a degree, it does so in a different way, so we consider each to have valid reasons to exist as separate sliders.


Disabling Difficulty Adjusted Technology Costs will cause them to follow the 3.10.4 / Civilian difficulty curve. As with many other galaxy generation sliders, the Stellaris team will be balancing the game around the Normal setting.

"We're concerned about the new player experience, so we added yet another slider to the start screen that on first glance is almost identical to an existing slider and hope the newbies can tell the difference"
 
  • 6
  • 5
  • 2Haha
Reactions: