• 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 have yet to play the new beta (played ye old one), but let's analyze those changes:

- Adjusted tech curve. That was necessary, indeed. Tech's cost was too much, especially once you reached T4-5. I just hope that the nice "extended mid-game" has been kept
- I also agree with keeping the reduced tech output from scientists. That was probably key to slowing down the overall pace of the game.
- I don't think that removing most researcher upkeep modifiers was warranted. Just keeping them away from leader traits, which was the most "volatile" part of that system, would have been enough, I think.
- Yet another slider. Ugh. Not a fan, and I have yet to make sense of the whole contraption between "regular tech costs" VS "difficulty-related tech costs>"
- I am thorn regarding empire size affecting technologies. On one hand, that helps to keep tech and unity advancement roughly equal, and it forces you to be very choosy in your expansion, rather than colonizing everything on sight (at least initially). But on the other hand, vassal meta has increased its strength yet again
- It is a pity to see breakthrough techs removed. They could have worked with a bit more love, and although they felt quite bad in their previous state due to their lack of rewards, they offered a really good rubberband mechanic that nerfed the supremacy of tech-focused empires and helped you to give more attention to all ship classes contained between corvettes and battleships. but I understand that resources are limited. I just hope that their good effects can be replicated somehow by other means.
- Also, super disappointed to see that so few techs have changed tiers. One would have thought that this would be a central part of any tech rebalance, but alas, that is not the case. Seeing most ascension tiers locked by endgame tech, and megastructures being almost useless by the time you build them will never cease to depress me.
 
Last edited:
  • 3
  • 3
Reactions:
- I don't think that removing most researcher upkeep modifiers was warranted. Just keeping them away from leader traits, which was the most "volatile" part of that system, would have been enough, I think.
Having played the beta, many of the removals are from the leader traits. The two Physics tech speed techs and Curator agreement still come with increased upkeep cost.

They did remove the upkeep from the Discovery finisher and Technological Ascendancy but I think that's okay. Last beta you had a Discovery tradition (Faith in Science) that gave you -20% upkeep only for the finisher to give you +10% upkeep.

I took a picture from a random researcher mid-game on the last beta. I'm not quite far enough into the current beta for a fair comparison (haven't seen the two +output/upkeep% capital building techs yet).
 
  • 1Like
Reactions:
Avians are dinosaurs which are reptiles. But phenotypically, most dinosaurs would be more reptilian than avian.

Correct. And to add to the discussion, I'd like to point out that humans are mammals, but we still got humanoids as a distinct species class separate from mammalians. Dinosaurs as a new species class, separate from bot avians and reptilians, has a precedent.
 
  • 2
Reactions:
But what is the problem with enigmatic engineering? Some very simple problem? It can be solved as simply as simple as this problem is.
You say "I don't want tech empires who compete for breakthrough tech to always pick enigmatic engineering" do you think it is so hopeless to solve it?
Why is it even mandatory? If taking it gives you and edge (as long as you get tech among the first) it's not mandatory
 
Bio reactors are now de facto a starting research option. And once researched, advanced bio reactors show up way too often too. Together with other food related tech, they’re clogging up the search alternatives for a machine empire. :(
 
  • 3
Reactions:
I just wanted to give my positive feedback about the current beta. What an amazing change to this game! Completely opened up strategies and mechanics to usefulness and the game feels longer but with more stuff happening during the game.

Even espionage is now a lot better than it was thanks to this change.

Some brilliant thinking and the game will be in an incredible spot when the current beta is moved to Live.

Definitely would think a bit carefully about tech requirements scaling with difficulty... I'm not totally against it but it changes the game quite significantly so that's the only thing I would look more carefully at. Playing on Admiral / Commodore difficulty the tech speed feels very good same with difficulty in general.
 
  • 3
  • 1Like
Reactions:
If my understanding is correct, there would be three sliders can affect tech cost?
I would say the change can make things confusing, and might against many player's intuition and simplicity, considering they are not going to visit the forum, peruse the post and math nerd's graphs and tables.
 
Last edited:
  • 2
Reactions:
Is that the opinion of devouer?
Based on anatomical and genetic evidence, dinosaurs are classified as reptiles. However, birds descended from one lineage of small, feathered dinosaurs, making birds the modern relatives of dinosaurs. So, technically, birds are considered to be a type of dinosaur.

Of course, Nature doesn't care whether something is this or that, we just use species, etc. as a way to understand them. Mammals were once reptiles also.
 
For me removing of the breakthrough really removes 80% of the potential of this patch.
Removing something as badly implemented as they were is not a loss.

The problem now is the the three slider method for determining technology costs. Players should not need to cross reference a spreadsheet to tune the game to their liking.
 
  • 7
  • 3Like
  • 3
Reactions:
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).
Cool!
 
  • 2Haha
Reactions:
Played a game through the first crisis running egalitarian materialist up through the first Crisis (3x)

Pacing felt a lot better! Agree with the take above that low impact technologies that happen to have a high tier do stick out a lot more now.
It's nice not just snowballing past the 3rd or so tier of tech.
 
While another slider is good for controllability to customize the type of "setting" we want a particular game to have, I must object to a few aspects of this walkback:
  1. Breakthrough techs were a significant way to "rubberband", and nothing is replacing that. We really could do with a general mechanic where having intel on other empires with a tech makes that tech easier to research, and the effect is intensified if they are multiple tech tiers ahead (simulating how in real life as we get more tech, the older stuff becomes just common knowledge or household instead of industrial-only etc.).
  2. A slider having its effect modified by another slider that also changes other things is really bad for predictability. Please do not have this new tech slider be affected by difficulty in its effect.
  3. Higher levels of the slider will for sure just be nigh-unplayable due to absolutely NEEDING certain techs by certain development periods, especially the lategame with crises. The old beta was crushingly boring in large part because tech taking longer meant things like ascensions were way too distant from the time an empire tends to run out of exploration content and just go into a dormant tech-up phase or need to expand militarily; if the slider's top-end is still like this, while its low-end is not, then it's a no-brainer for almost everyone what to set it to. Something needs to be done so that things are not so narrowly gated by just tech on developing an empire.
 
  • 3
  • 2Like
Reactions:
Having played the beta, many of the removals are from the leader traits. The two Physics tech speed techs and Curator agreement still come with increased upkeep cost.

They did remove the upkeep from the Discovery finisher and Technological Ascendancy but I think that's okay. Last beta you had a Discovery tradition (Faith in Science) that gave you -20% upkeep only for the finisher to give you +10% upkeep.

I took a picture from a random researcher mid-game on the last beta. I'm not quite far enough into the current beta for a fair comparison (haven't seen the two +output/upkeep% capital building techs yet).
Ooohh that makes a ton of sense! Glad to see that they took a prudent route with this. Increasing researcher maintenance throughout the game helped a lot to keep consumer goods relevant and making investment in scientists less of a "no-brainer" decision. Also, thank you for this info, my parenting duties are going to keep me away from the game, so now I can only "play" Stellaris vicariously through reading posts like yours ^^U

Removing something as badly implemented as they were is not a loss.

The problem now is the the three slider method for determining technology costs. Players should not need to cross reference a spreadsheet to tune the game to their liking.
Super-agreed on the slider part. But regarding breakthrough technologies, I think that most of us who mourn its elimination wanted to see that concept further explored instead of directly implemented as it was in the beta (which felt terrible, yes).
 
Removing something as badly implemented as they were is not a loss.

The problem now is the the three slider method for determining technology costs. Players should not need to cross reference a spreadsheet to tune the game to their liking.
Depends on what they are trying to accomplish with it, and how well what it does is documented.

I honestly would like the slider to simply affect the leap between tech levels so that I can make later techs much costlier to research, thus keeping the mid-tier techs relevant a bit longer.

Base level techs should always be relatively easy, with the following levels become more costly each time you tier up.
 
  • 5Like
Reactions: