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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!
 
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"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"
Just hide them all under "Advanced setup" and be done with it.
HoI IV and CK3 do it that way btw.
 
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How does difficulty adjusted tech costs interact with scaling difficulty? If I pass on a tech and don't see it again for a few decades, or set it aside to do a special project during which the difficulty ticks upward, will its cost have increased?
 
Just hide them all under "Advanced setup" and be done with it.
HoI IV and CK3 do it that way btw.

That's my plan once I have a chance. However, if I'm making adjustments to the settings screen, I'd like to improve some other things about how the existing sliders work.
 
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"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"

"Newbies" just default everything anyway. They are not the ones that are going to be obsessing over proper end tier tech times and trying to tailor them to their own playstyle/skill level.
 
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Hmm, the Bio-Reactor changes...

Bio-Reactors are useful for two different scenarios:
1 - I need food but I have too much; and
2 - I don't need food and I have any.

Case 2 is for things like Synth Ascension with no immigration and you have a big food stock left.

The old Bio-Reactor was useful for case 2; the new one appears to only work for case 1.

Also, this new Bio-Reactor is not great for cases where food is coming from non-Farmers (e.g. from Vassals) -- if I have food income without Farmers, what does this new design do to help me spend that food?


Suggestions:

- Switch Bio-Reactor to modify Technicians instead of Farmers. Give the Technicians on a planet +1 Food upkeep in trade for +1 base Energy. Perhaps also unlock +5 generator districts on this colony. That gives me something to do with a controlled value of food income, and I can just delete the building if I'm burning down a backlog.

- Keep the gas-fermentation building as its own thing (not an upgrade to the Bio-Reactor), or make Exotic Gas Refinery have food upkeep. That's a cool change.
 
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I liked Breakthrough Techs, and I think most people also did, in concept. We just didn't like that they didn't give any rewards. You've already acknowledged the solution to this (giving for example Influence and Diplomatic Weight), so I think they should be reinstated like that.

In addition to the rubber banding effect, they also have this cool effect of creating bespoke tech tiers that give players who haven't studied a tech tree on some wiki an idea of their progression.

Also, if the Breakthrough Techs are removed, do we get the previous version of those techs back(the researcher output ones)? If those techs, flavor wise, are completely removed, I see that as a loss.
 
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Thank you for these changes to the beta. As someone who really hated the last patch and was tempted to quit the game, I am very happy. The tech takes longer to complete without feeling like I am just sitting and doing nothing. The reversing of the knights change is also a godsend, but also a nice change, making me think about whether I want to make my world better or the habitat, giving me a real trade-off instead of just thinking the habitat is the only way to go. Sincerely, I am quite happy with where it is at the moment.

Some of the new things added are also really nice, such as the change to the bioreactor, although it would be nice if it got buffs from food output modifications. You know, if you make more food, you can put more in the reactor, where at the moment in my game, 1 technician makes 27 energy while bio reactor pop makes 5 energy. its not anything to scoff at if you have no energy districts, but I feel it could be a little stronger since a -2 base food has a lot of knock-on effects with how the modifiers stack. maybe make it only gain 50% of the buffs to food output if u think its to strong to give it 20%.
 
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Bio-reactors can make wet worlds more useful. Food still the least useful resource just for pops and edict upkeep. Some general planet decision or buildings cost it for anything buff without focus "make food useful civics" are nice.

Breakthrough tech make T2 block everything. Rush it and just spam everything on military after that and wait discount later. It's like the "Become crisis" ability chain with discount (probably true as player). Some anomaly give tech option also become overwhelming powerful. Some how make breakthrough tech worth it still a good way to define how each tech eras should work.
 
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The Open Beta also revealed several technical issues, including some major performance implications from how Breakthrough Technologies interacted with diplomacy.
I liked Breakthrough Techs, and I think most people also did, in concept. We just didn't like that they didn't give any rewards. You've already acknowledged the solution to this (giving for example Influence and Diplomatic Weight), so I think they should be reinstated like that.

In addition to the rubber banding effect, they also have this cool effect of creating bespoke tech tiers that give players who haven't studied a tech tree on some wiki an idea of their progression.
My interpretation was not that Eladrin and team were unhappy with the concept itself (beyond caving to the player wish for some type of reward), but that performance implications couldn’t be solved in a reasonable way.
 
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I really wish the repeatable techs themselves would get a balance pass. On longplay they will boost your empire stats to crazy values and are just boring by themselves. I would gladly get an equivalent to Civilization's "Future Technology", a repeatable tech that does nothing.
 
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Hmm, the Bio-Reactor changes...

Bio-Reactors are useful for two different scenarios:
1 - I need food but I have too much; and
2 - I don't need food and I have any.

Case 2 is for things like Synth Ascension with no immigration and you have a big food stock left.

The old Bio-Reactor was useful for case 2; the new one appears to only work for case 1.

Also, this new Bio-Reactor is not great for cases where food is coming from non-Farmers (e.g. from Vassals) -- if I have food income without Farmers, what does this new design do to help me spend that food?


Suggestions:

- Switch Bio-Reactor to modify Technicians instead of Farmers. Give the Technicians on a planet +1 Food upkeep in trade for +1 base Energy. Perhaps also unlock +5 generator districts on this colony. That gives me something to do with a controlled value of food income, and I can just delete the building if I'm burning down a backlog.

- Keep the gas-fermentation building as its own thing (not an upgrade to the Bio-Reactor), or make Exotic Gas Refinery have food upkeep. That's a cool change.
This iteration of bioreactors seems nice for agrarian Ideal or eventually catalytic processing (even though for this one maybe numbers should be looked in). So I don't think that this should be dumped for everyone
 
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Yes, research output remains reduced so there is less disparity between unity producing and research producing jobs.
What about increased empire size penalties? Under the current low researcher output, if vassals or fanatic pacifist aren't used to improve empire size/research ratio, Research speed will eventually stagnate, Especially with increased tech cost enabled.
If researches in late game are stagnated, Abandon research and produce military resource would be more efficient and is something the dev diary discourages.
 
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This iteration of bioreactors seems nice for agrarian Ideal or eventually catalytic processing (even though for this one maybe numbers should be looked in). So I don't think that this should be dumped for everyone

My proposed revision would be useful for them, too -- they need energy, and have too much food. So spend the food to create energy as a throughput element.

This beta-test version is okay for them, but not great, since it can't reduce food below an arbitrary threshold, and many energy scaling buffs don't apply to farmers (while all of them do apply to the +1 energy in my proposal).

And it's basically worthless if those empires get a couple of Tributaries or other resource-taxed Vassals, while mine would be beneficial in those cases, too.
 
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The Breakthrough Techs previously replaced the techs that increased Research output from Jobs.

With their removal are the techs that increased Research output from Jobs returning?

Or are those techs just completely removed from the game?
 
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BTW, what is the upshot for the Research Institute being empire-unique?

That wasn't a Beta change in specific, but it's definitely a research nerf -- and a nerf in general as I can't put a Science Director on every colony anymore unless I get the Vultaum Precursor.
 
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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.
But they said it's based on difficulty. And difficulty only gives bonusses to the AI. So if the tech slider is affected by difficulty, then it stands to reason it only affects the player. At least that's how I interpret it.
 
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My proposed revision would be useful for them, too -- they need energy, and have too much food. So spend the food to create energy as a throughput element.

This beta-test version is okay for them, but not great, since it can't reduce food below an arbitrary threshold, and many energy scaling buffs don't apply to farmers (while all of them do apply to the +1 energy in my proposal).

And it's basically worthless if those empires get a couple of Tributaries or other resource-taxed Vassals, while mine would be beneficial in those cases, too.
I agree with the fact that farmers need to get buffed by energy bonuses if we want reactors to be viable, specially late game, however when you play as agrarian ideal, you want to have as many farmers as possible, and making them able to produce your energy would help with that. IMO the building should work as you said in most cases, but should be modified for this type of empires to something close to what it is in this beta
 
That's my plan once I have a chance. However, if I'm making adjustments to the settings screen, I'd like to improve some other things about how the existing sliders work.

With regards to some sliders perhaps flyover text indicating what the multiplier actually would mean in game, examples are pre-FTL and habital worlds. Say I choose a medium size galaxy, 600 stars, habitable would state at 1x in flyover "approximately 50 planets" and similar for pre-FTL ... 3x = up to 18 pre-FTL... note I am just randomly choosing numbers on some made up multiplier in my head.

As for ordering, the tech and tradition cost sliders should have been adjacent to the new Difficulty Adjusted Tech Cost and also Game Difficulty. It is a bit of annoying scrolling to set these. I really wish there were some indication of what tech cost per tier are based on all sliders... so an advanced screen with some under the covers numbers is very desirable. I really don't want to tab back to this page just to figure out what I actually set


Given these are balance oriented I still suggest just having a tab for balance features which we can lump in both pop scaling affects. Then we could perhaps add in a fleet scaling slider so people who want to huge navies can have them and empire size rules affects so people who want to have anywhere from no effect to "extreme" effect can do this.
 
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