• 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:
I'm looking at ways to improve the settings panel. We'll most likely end up moving some of the setting behind an Advanced Settings toggle, and look for ways to streamline what remains to be more useful.
if I may suggest, quite a few of the settings options could be put into a "galaxy preview" page of game creation. This would need to make it clear that it's showing you a hypothetical, not the actual galaxy that would be generated.

It could then have, on this page, most of the settings that I imagine are not changed often, plus a few others:
Galaxy size
Galaxy shape
Hyperlane density
Gateway density
Wormhole density
Planet density
Pre-ftl/primitive density
Maybe a preview of where stuff like distributed/clustered players will generally put them relative to each other

A lot of these settings aren't totally clear in what they mean at first glance, so being able to visually preview them would help a lot. New players that don't know the base number of any of those sliders don't really know what settings they want, for example, but I'm over 2,000 hours in and I'd still like to be able to see roughly what my settings will create without having to start a game and explore to find out if I like those settings.
 
  • 7
  • 1Like
Reactions:
Personally, I believe the breakthrough technologies were a lot more interesting than the previous "Snowball Technologies" (as my friends call them). I'd rather make them have a lowered cost more than anything. Get through them faster so that its not as much of an investment, more tantalizing for the tech empire.

At the very least, make the research not give you an extra +20% to research output as those can snowball quite fast. Make them do something different, like make higher tiers of tech more likely to show up on the list. Gives some level of control over what you want to see on the tech lists, and removes the capability that it will just kind of snowball.
 
  • 7Like
  • 6
Reactions:
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.
I think, then, that repeating technologies should improve only a specific gun. Imagine if lasers from the first to the 4th lvl had different characteristics. I.e., some shoot further, others are closer but more powerful. And repeatable technologies interacted with only one level. Let's say it would improve the rate of fire of the second level lasers, the damage of the third, the fourth, say, the range of fire, the fifth level would reduce energy consumption. Such a solution would be really interesting.
 
  • 1
Reactions:
I'm happy because the developers have been more responsive to users than ever before.
I agree with this update, even though I hate sliders this is really the best way.
Finally, now that I know there is a tempo gap between players, I hope other things start offering sliders as well, such as the speed of the Galactic community that is absolutely impatient to wait, and the speed of Megastructures.
 
  • 1Like
Reactions:
Personally, I believe the breakthrough technologies were a lot more interesting than the previous "Snowball Technologies" (as my friends call them). I'd rather make them have a lowered cost more than anything. Get through them faster so that its not as much of an investment, more tantalizing for the tech empire.

At the very least, make the research not give you an extra +20% to research output as those can snowball quite fast. Make them do something different, like make higher tiers of tech more likely to show up on the list. Gives some level of control over what you want to see on the tech lists, and removes the capability that it will just kind of snowball.
The +20% research output techs remain banished to the void in the new tech beta.
 
Last edited:
  • 5
  • 2Like
Reactions:
If you're proposing to have bioreactors only change technician output (and revert the presented change to farmers): this is fixing the fact that it doesn't work for lithoids/robots by making it not work again for Agrarian Idyll/Anglers.

No, it should work great for Anglers / Idyll, too.

If they have food excess, they can turn it into energy. They can control exactly how much by putting their Bio-Reactors on colonies with the appropriate number of Technicians. If they want lots of Farmers -- which is quite appropriate for Idyll -- they can use their excess food to meet their energy requirement with fewer Technician jobs.

The converse is the problem: the current proposed solution leaves lithoids / robots / overlords out in the cold when they get too much food income.

My solution should apply to BOTH scenarios.

However, if the conversion is less efficient for technicians (2 food upkeep or -2 food output, but only +1 energy output), then you can preserve that use case of turning food into energy for non-food empires. It's optional (you can just not build a bioreactor), so the fact that it's inefficient is not a major concern.

Pretty sure I said -1 food upkeep -> +1 energy output.

-2 food -> +2 energy might be fine, perhaps as a building upgrade.

It still leaves a small niche uncovered (synth/lithoid trade empires who don't use technicians), but that's a much smaller segment than "everyone who doesn't use food".

Anglers Trade Build is a valid concern but I would argue that Bio-Reactor -- which has always turned food into energy -- is the wrong tree to bark up about that issue.

In other words, no version has catered to that niche, so leaving that niche uncovered is reasonable.

And this is all presupposing that "farmers are bad at turning food into energy" is really an issue in the first place. Hence the (?). Narrative wise, either way makes sense ("farmers can grow crops specifically for energy conversion, like starch heavy staple crops" or "of course technicians run the energy infrastructure more efficiently than farmers who are outside their area of expertise"). So it's mostly a question of what the intended gameplay effect is.

Not really sure what your concern is here. Bio-Reactors always worked the same on food from purged pops as they did on food from farm-grown ultra-corn.

Yet another alternative would be to keep the -25 food, +20 energy building output, in addition to the farmer effects. Farming empires can modify their farmers, while non-food empires can keep just using them as stat sticks. Though you'd have to spread them around, since the job output modifier would necessitate making them planet-unique.

That's not really an alternative, but it's a fine addition and I wouldn't mind if the building also did that.

And yeah, it would be planet-unique in my suggestion, just like it appears to be in the beta patch notes.
 
Oh dang, well, that's certainly some nice news. I'd never thought they'd outright remove them. Though still, my idea for the techs would likely be pretty interesting regardless.
The breakthrough version from the first tech beta still exist as legacy code in 00_phys_tech.txt, 00_soc_tech.txt, and 00_eng_tech.txt, commented out so the techs are ignored by the game, and with an added comment "Removed after having their function made redundant, flavor text exists if we ever find a spot for them."

In other words, standard procedure for getting rid of something, where you might need part of it again sometime
 
A lot of the devs have been back from vacation for almost two weeks. No dev diary doesn't mean there isn't anyone working.
I would give the whole team an extra week of vacation just to spite this person lol, but for real, I’m sure y’all are working hard and will look forward to trying out the new beta. I’m interested in playing around with the difficulty adjusted modifier, with the tech cost slider it makes the early game a little slower, but ultimately just delays the snow ball, I usually play on one of the mid-difficulty levels and at least looking at the graphs, I think that’ll be an ideal pacing for tech, but I will make sure to submit feedback on the form after playing it.
 
  • 6
Reactions:
The technologies have been removed entirely. They did not bring back the old research boost techs.
So the end result of the beta so far is just removed content. Core flavor content that has been in the game since the vanilla release (but had much more interesting effects back then - those techs unlocked specialized Research Labs). 9 whole techs removed in fact, or 12 compared to the beta.

This combined with the bad solution to the tech curve situation makes the new beta straight up worse than the live version.

The first beta was a big step in the right direction, and it wasn't even actually overtuned if you're a skilled player. With tech being buffed again and the expensive Breakthrough Techs removed and no option to keep the steepness of the first beta's tech curve, we're back to tech being too fast for the default game length, but now we also have fewer options for how we progress the tech tree, with neither the buffs to individual tech categories or the ability to choose between advancing to the next tier or staying on the current one to grab more cheap techs.

I'm going to keep playing on the previous beta, and I hope the devs quickly realize the new one is a step down.
 
  • 18
  • 1
Reactions:
BTW, what is the upshot for the Research Institute being empire-unique?
I don't know if it was answered somewhere else for you, but this has been a thing since 3.10, the same is true for citadel of faith, Auto curating Vault, and Military Academy (They all give +1 to the leader of said category), so yeah, I think this is the best actually. I like it more, it is more unique :)
 
Last edited:
  • 2
  • 1
Reactions:
I believe the galaxy generation UI is getting a bit cluttered. Maybe the team could take a look at the UI to simplify/streamline it ? I imagine as a new player it might be overwhelming, and it doesn't seem very scalable.

They could break it down into a simplified 'front' page that would give you quick start options (IE: Choose Size, Choose Difficulty, Start) vs an 'Advanced Options' tab that would allow you to tweak every setting that you want to.

I honestly think that would be best. Newer players, or players that simply want to click start and play could avoid most of the settings and never have to open the advanced settings. Folks like me that that love to change settings would have our own tab to do just that.
 
  • 4Like
Reactions:
They could break it down into a simplified 'front' page that would give you quick start options (IE: Choose Size, Choose Difficulty, Start) vs an 'Advanced Options' tab that would allow you to tweak every setting that you want to.

I honestly think that would be best. Newer players, or players that simply want to click start and play could avoid most of the settings and never have to open the advanced settings. Folks like me that that love to change settings would have our own tab to do just that.

That'd be great.

Also a general easy "game duration" slider which affects midgame / lategame, tech speed, tradition speed, and everything else to extend or compress the game ROUGHLY in harmony.
 
  • 4
  • 3Like
Reactions:
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)
Yeah, tech was so slow that you could conquer a lot of the galaxy with an alloy rush using basic corvettes and no research before anyone researched destroyers or better than blue lasers (which you could steal from debris).
 
The bio reactor would give generator districts for Agriculture features, so you cut the farmers out from the equation because you don't want to invest in Agriculture.

It's a useful idea, but it's not a replacement for what I'm talking about, because it doesn't help in most of the cases we're talking about:
- Agrarian Idyll which wants a lot of Farmers for non-food reasons
- Machine / Lithoid / etc. which has a Tributary or other taxed Vassal giving you food income you can't use
- Synth ascension with a huge pile of food warehoused that you can't use and a sudden need for energy

Trading Districts could be a useful mechanic in general, but it doesn't solve any of the specific problems that the Bio Reactor could address.
 
  • 2
Reactions:
I understand there is a huge focus on the tech changes in 3.11 but i have also heard that 3.11 will focus heavily on bug fixes and thats something i would like to address.

I have been reporting bugs on the forums for more than 4 years and a recurring problem i have noticed is that a lot of bugs slip through the cracks. One example of this is how Crisis factions can disengage/emergency FTL even though they are not supposed to and this breaks several key crisis events as they are all written with the assumption that crisis ships cannot disengage/emergency FTL. I reported this more than 2 years ago and it is still not fixed, and it does not appear to have been logged internally by PDX either : https://forum.paradoxplaza.com/foru...-not-supposed-to-especially-the-khan.1470895/

I understand that bug reports fall through the cracks sometimes, but as it stands, we have no way of bringing them to PDX's attention when it happens and it is problematic when there are serious bugs that break a lot of things in the game years after they were reported.

I would like to ask if there is any way we can get some kind of system that will allow us to better bring outstanding issues to the QA team's attention, or whoever is in charge of stuff like this. Less falling through the cracks, more bugs logged and fixed. I think this would greatly improve things.
Couldn't agree more on the necessity of this. In fact a few days ago I made this suggestion in line with what you're proposing: https://forum.paradoxplaza.com/forum/threads/clean-up-bug-reports-subforum.1621001/
 
Glad see you guys finally ceased the endless vacation and had some jobs done.
The breakthrough technology is removed now. It might be a good idea if you only concern the negative reaction from last open beta, but it looks more like a great nerf if you check with the live version. It looks like a great conspiracy that the removal of 9 20% tech bonus is already planned.
Speaking of the curve, it's pretty nice that the difference in difficulty has results other than the boring AI extreme bonus. The number of the curve also needs more tests to result in a fair judgement. I'm excited to start a few new games to see the changes in tech cost. At the first glance, the new curve means that we will have a much harder early game even comparing with the old open beta, yet things getting better as tier getting higher. I currently doubt that the early game will probably be a hell when playing with low pop setting/game style.
In addition, the overpowering mechanics are still outside that escaped the changes in today's patch. As I mentioned in the last questionnaire, the crisis ascension is still an essential method bypassing the tech nerf. Players still get free tier 5 technologies with the same requirement: gaining enough menace. As the main point in the beta which is slowing down the game, this system should be seriously considered in the following patch. On the other hand, the subject gameplay is another way to against the slow rule. As long as you release a scholar subject with one system, one planet, and one pop, you gain the research bonus with an affordable hyper relay. Either nerf it on the numbers or change the requirement would help slowdown the game as expected in the 3.11 theme.
Finally, I am a little bit disappointed that the new game doesn't fix any bugs. There are some obvious annoying bugs such as T2/3 scientist society focus not working. There are a few typos in the beta files that could easily be fixed. I'm really looking forward to hearing those bugs got fixed, and probably some more flexible API for modders.
I hope you get a job without any vacation...
 
  • 9Haha
  • 1Like
Reactions: