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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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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.

Here's an example of what I'd like from the Settings screen:

BASIC (this is the default settings view)

- Pace (single slider, changes tech & unity costs AND midgame / endgame dates)
- Size (single slider, changes number of stars & number of AI empires)
- Shape (show me visually what the shapes are)
- Difficulty

ADVANCED
(hidden initially)

- Tech scale factor
- Unity scale factor
- Midgame date
- Endgame date
- Victory date
- Peer AI difficulty bonus
- Advanced AI difficulty bonus
- Midgame Crisis difficulty bonus
- FE difficulty bonus
- Endgame Crisis difficulty bonus
- Difficulty scaling options

DLC (hidden initially)

- L-Gates allowed
- Xenocompatibility allowed
- (hooks to allow new DLC to populate with options that are not relevant to vanilla)

MODS (hidden initially)

- (hooks to allow user mods to populate with options that are not relevant to vanilla, using the same mechanism as the DLC tab)


These options should be saved together with your current custom empires, and the data should live in the current active modset as provided by the Launcher. When you export a modset, this should also export your settings (including DLC and MODS) and your custom empires.
 
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- Size (single slider, changes number of stars & number of AI empires)
Errr, you have not provided advanced settings overriding the size category; As proposed, it would appear that everybody would be be forced to play with default 1x habitable planets, and default number of AI empires, advanced empires, and fallen empires.

I must assume this is an oversight, since there seems little reason to remove that functionality. It would provoke a major backlash, and deservedly so.
 
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Errr, you have not provided advanced settings overriding the size category; As proposed, it would appear that everybody would be be forced to play with default 1x habitable planets, and default number of AI empires, advanced empires, and fallen empires.

I must assume this is an oversight, since there seems little reason to remove that functionality. It would provoke a major backlash, and deservedly so.

You're right, my examples were lacking a lot of Advanced settings.

IMHO it's not particularly an oversight, since I wasn't aiming at a rigorous & complete coverage of settings, it's just an example meant to show the TYPES of things which will go on each of the four tabs.

But you're right, that's an example of something which wasn't in the example.
 
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DLC (hidden initially)

- L-Gates allowed
- Xenocompatibility allowed
- (hooks to allow new DLC to populate with options that are not relevant to vanilla)
I would add a toggle for habitats here, lest the mob get their pitchforks out again and complain until the devs beat the corpse about some more.
 
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anybody else had most of their systems randomly turn into systems with pulsar like effects and even nebula graphic effects?? on the open beta... shield nullification and sublight speed reduction effects ?? seems like a nasty bug ??

Is there an active space storm across the galaxy?

It should go away in 5-10 years automatically.
 
no space storm in situation log or in modifiers and i don't remember getting the pop up.. plus it seems to be in some systems randomly but not others .. there is no pattern too it.. and its not just my space its everywhere.. one minute my neighbour had no nebula effects and then they did concealing their ship strength and adding the nullification and speed effects i have had games with space storms i don't remember them having that much of an impact on my game .. its kinda game destroying really the sheer speed disruption alone if i get attacked somewhere away from my fleets how are they meant to move across empire and defend????
 
ok it turns out it was a space storm.. maybe during the spam of notifications i clicked on it and not seen it.. but why was there no way for me too find that out? .. and are they normally that severe??... usual UI sucking it seems
Good point. File a suggestion in the suggestions forum than an ongoing space storm should have an entry in the situation log. That is, if it doesn't already. (I don't remember if it does, but if it doesn't, that would be the obvious place to mention it.)
 
Situation would be solid.

Some kind of badge on the galaxy map -- like a war -- would be even better.

The badge would open a window on click, and the window would have a list of affected systems with owners and you could sort by border proximity & starbase type -- to find "bastion" chokepoints with newly null shields, both friendly and otherwise.
 
ok it turns out it was a space storm.. maybe during the spam of notifications i clicked on it and not seen it.. but why was there no way for me too find that out? .. and are they normally that severe??... usual UI sucking it seems

I've long wished storms were shown on the galaxy map. It would be far more immersive and would make it easier for us to plan and see the consequences of a storm. As it stands you might as well ignore them than manage the tedium of clicking through each system to see if a better route is needed.
 
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TL;DR I like the fleet changes for manufacture and maintenance but think more needs to be done. More control over scaling is nice but its need to be simpler with only base cost and scaling as options with difficulty settings having no effect. I do not think either tech beta solved the real problem which is the economy.

After far too many games under this beta and the previous beta I am starting to coalesce my feeling towards this endeavor.

I do like the changes to ship construction by alloy discounting but I would like to see a cap on building speed increases as well. The increased cost of fielding an a far flung naval fleet have felt good and caught me off guard more than once where leaving dock has actually swung my energy income to negative.

I do like the reduction in researcher output which I feel brings them in line with other specialist production.

I do not however find that any increase in technology is solving anything. The first beta just went so far as if it were designed to fail. The fault of the breakthrough technologies is that they were not a throttle on tech rushing by one empire but by all empires. The simple explanation is all those catch up bonuses do not come into existence until one empire performs the breakthrough and the time it actually takes them to do so means most other empires will have been deep into this research as well. Throw in that there are qualifications to obtain the discount that are not guaranteed to happen.

The second beta brought us better control over the technology costs in the game but left us with the issue that were now four modifiers to technology cost and while the player had direct control at the start of the game over three they needed a spreadsheet to sort out exactly the effect they were choosing. The fourth effect is empire size modifiers which hits every empire in game but at different rates. There should be at most two modifiers, base cost for technology at each tier and one that increases the scaling between each tier. However this should have some display of the numbers changing to make it clear to the player. We know how many empires and stars we have at start so we need to know the costs of traditions and technology too.
 
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Game summary with notes on what year.month significant techs became available or were completed, and when some pacing-related events happened:

Settings
  • Large Spiral (4 Arms) Galaxy
  • Grand Admiral, Mid Game Scaling
  • All other settings default
Empire
  • Machine Intelligence, Admiral ruler w/ Hostility
  • Civics: Warbots, Hyperspace Synchronicity
  • Origin: Slingshot to the Stars
  • Traits: Efficient Processors, Mass Produced, Bulky, High Bandwidth
  • 2200-2210
    • 2200.01: Day 0 tech choices
      • PHYSICS - Global Energy Management (186 months) for Energy Grid & Capacity Subsidies is a no-brainer.
      • SOCIETY - Bio-Reactors are available as one of my first research options (178 months, techweight 15.6%) but obviously I don't want them since I'm not building Agri-Drones. If I had to research one of the three t1 food techs I'd choose Hydroponics Farming (techweight 0.0%) since I'd at least build those for some food to sell to my drones on the internal market. I have no reason to ever build the new Bio-Reactor - even if I end up needing some food for amalgamated slaves, I'll be fine feeding them off Hydroponics Bays and food bought from the market with my base 8 energy tech drones
      • ENGINEERING
        • Improved Servomotors (122mo) - Generally useful.
        • Space Torpedoes (153 months) is kind of interesting - I could skip Corvettes and go straight to Frigates - but I don't think they'd fare that well against early-game corvette fleets so I won't do that.
        • Improved Corvette Hulls (183mo) - Meh. This bonus retroactively applies to ships I've already built for free, so I don't really need to bother with it until I've actually found something to fight.
    • 2206.10: ENG - 1st engineering tech (Improved Servomotors) researched
    • 2208.02: Establish communications with the Shroudwalkers. Buy lvl 5 governor to replace my lvl 2 starting governor.
    • 2209.08: SOC - 1st society research (Ground Defense Planning) completed. This is a mistake - I had intended to take Planetary Unification but I guess I left the wrong tech selected after checking completion times.
  • 2210-2220
    • 2210.12: 1st tradition tree complete
    • 2211.03: PHY - 1st physics tech (Global Energy Management) researched
    • 2216.10: 1st veteran trait for my admiral ruler and I don't like any of the choices.
      • Threat Indicator (+0.35 max influence from power projection) is worse than the trait that just gives +0.5 with no requirements, and I only have 5% power projection atm
      • Guardian (defense platform stats) is useless in the first century or two unless you're turtling hard instead of building fleets for some reason, which I am not.
      • Modular Ship Schematics (+5% ship build speed, -5% starbase upgrade cost) feels bad now.
    • 2219.10: SOC - Positronic CPUs is actually relevant in t1 since I'm actually already (slightly) over edict fund with both Fleet Supremacy and Capacity Subsidies active.
  • 2220-2230
    • 2220.07: Cognitive Node reaches lvl 4, has Terraforming Focus as a trait option despite me still being in t1 society and not being capable of terraforming. I think it should be merged with the blocker clearing councilor trait.
    • 2224.06: SOC - All society research options provide no benefit - Bio-Reactor, 2x blocker clearing, Frequency Tuning
    • 2229.08: Declare war to vassalize the weakest nearby AI and claim two systems with astral scars. I have ~4.7k fleet power in a single 60 corvette fleet.
  • 2230-2240
    • 2230.01: PHY - Volatile Material Plants and Astral Harvesting both available. Choose astral threads.
    • 2230.05: SOC - Colonial Centralization available/started (99mo)
      • ENG - Destroyers available with 25% progress from Ancient Battlefield anomaly, which was a fun find.
    • 2230.06: ENG - Destroyers started (61mo)
    • 2231.01: AI empire proposes research agreement where I can learn 3/1/2 (6) and share 2/3/1 (6). All 3 AI empires I'm not at war with are rated as equivalent in economy and tech, so they're more or less keeping up so far. (victory score tech level puts me at 182 and the AIs I've met at 166, 194, 142, and 92. Accepting the Veterisian research agreement reveals they already have Astral Harvesting, but Colonial Centralization, Destroyers, or any rare resource manufacturing.
    • 2231.02: Complete 1st digsite (Logs from the Quantum Architect).
    • 2233.07: ENG - Destroyers researched. Starhold available/started (52mo)
    • 2234.06: PHY - Astral Harvesting researched.
    • 2235.05: Win vassalization war against the Rethellian Corporation. They become my Protectorate. Given their country id is 62, however, I suspect they're an ex-FTL or something. They also spend a while being trapped with one planet and two systems behind a bottleneck filled with mining drones.
    • 2236.11: Launch 1st Steal Technology operation.
    • 2236.11: Run out of systems to survey. 4 more will become available when I clear out the space critters or unlock cloaking. Noting that I only found 3 precursor anomalies. Sending two Explorer scientists to survey distant, hopefully unsurveyed systems I'll never own in hopes of finding more anomalies, enclaves, & first contact sites and also because I don't want to feel like their veteran classes are wasted.
    • 2238.02: SOC - Colonial Centralization researched. Colonial Bureaucracy available/started (66mo).
    • 2238.03: Agree to join friendly AI in conquest war; they're claiming one system and I'm claiming 3->6. I had hoped to subjugate the target empire but I don't have the casus belli yet.
    • 2239.07: Destroy the Ubogleelt Locust Swarm.
  • 2240-2250
    • 2240.05: A Rift in Space situation starts. Choose Send Probes approach.
    • 2240.08: Commander ruler reaches lvl 5, and I'm remembering that there are barely any veteran commander council traits that feel worth taking. Threat Indicator II, Fortifier, Combat Knowledge, and War Assembly all seem lackluster. I want naval capacity or ship stats and those aren't being offered (and for the most part don't exist).
    • 2240.08: ENG - Starhold researched.
    • 2240.11: Establish comms with Curators. Buy research aid.
    • 2241.01: Win conquest war. +6 systems, +1 digsite (partially completed). Empire size passes 300.
    • 2241.02: One of the Honorable Warrior AIs I have a defensive pact asks to become my vassal. They have never been at war and don't border any other empires. Their military is Pathetic to me, but their Tech and Economy are still Equivalent. Since we already have a Defensive Pact, they're inflicting Expansion Regulated and Restricted Voting on themselves for no gain. As a Fanatic Xenophile Militarist, they should want to form a Martial Alliance, but they didn't take Diplomacy as one of the first two tradition trees so they can't ask (they went Discovery -> Mercantile). They're also notably asking to be a regular vassal rather than a Bulwark, despite being Militarist. Their proposed terms start them with -45 loyalty.
    • 2241.09: Activate the Gain Physics Insight astral action for the first time. Start repairing the ruined quantum catapult from my origin; this will give me a way to hop the marauders I now border to reach the size 20 planet on the other side, though it'll likely come online too late to get any of the black hole systems I can see on the other side of the Xenophobe FE
    • 2242.08: PHY - Analyzing the only debris drop from last year's war gives me Gravitic Sensors (10%) as a research option, which I hadn't seen yet.
    • 2243.11: Notice that I'm now the default empire with the highest victory score (4). The nearby FE is 3, and the only other empire I've met in the top 10 is #9 (who has a defensive pact with me).
    • 2244.03: 12th colony established. This is the last one I expect until I collect the 1500 minor artifacts I need to for enough precursor anomalies to locate the first league's home system, baring quantum catapult shenanigans.
    • 2244.09: My protectorate has caught up far enough on tech to flip into a vassal! I spend 138 influence to negotiate a 15% basic tax (26 energy, 14 minerals, 7 food atm) and 2 holdings.
    • 2245.01: Establish comms w/ Artisan Troupe. Buy 4 art monuments. I am now running a single Maintenance Drone amongst my 12 Colonies and 168 pops while keeping amenities positive, though I do have the Infinite Opportunities agenda launched atm (since it's better than Correctional Bisection before your nodes gain negative traits and I have nothing else to do with my agenda slot)
    • 2245.09: Hydroponics Bays come online. Set up monthly trade selling 40 food on the internal market (I'm not sure what my machine drones are using it for, though).
    • 2246.03: Yet again, find Unexpected Mineral Seams on the tiny size 6 planet in Ubogleelt, giving it far more mining districts than it has district slots :(
    • 2246.05: ENG - Exotic Gas Extraction researched, granting access to first rare resource (once I build some mining stations)
    • 2246.08: PHY - Gravitic Sensors researched, giving me my first sensor range extension that wasn't the Explorer subclass. Tech delay makes the +1 sensor range the subclass gives now more valuable, which is nice. Curator Exploration Lab seen for first time, long after it could've been useful racing to survey systems I could've expanded to. I do have two Explorers wandering around surveying random distant systems just to fish for anomalies, but that's no longer something where speed particularly matters. Cloud Study and Crystalline Study are now only 8 months, so I'm going to research those and then move on to Planetary Power Grid.
    • 2246.10: Exotic Gas resource now available.
    • 2247.05: A Rift in Space situation completes, unlocking the Rift Sphere tech.
    • 2247.08: Bunker-Bot anomaly. The 100 alloys from scrapping the computer is significantly less than my +173 monthly income (and won't even build me a Corvette), but this is notably my first opportunity to own Rare Crystals and Volatile Motes (I've had the opportunity to research motes but haven't picked it yet). I still don't think it's worth it, though - even the +10% engineering research for 10 years (+37% -> +47%) option doesn't feel like it competes with the 6,730 unity lump.
    • 2247.09: Buy a Shroud Beacon from the Shroudwalkers. Discover I can't actually build it afterwards, since I don't have access to Rare Crystals yet.
    • 2248.05: ENG - Rare Crystal Mining started (31mo)
    • 2248.11: Astral Threads capped (at 500) for first time. Monthly gain is +9.00, and I've used Gain Physics Insight twice.
    • 2249.02: 1st relic - Blade of the Huntress. Spend 500 minor artifacts to discover a precursor insight.
  • 2250-2260
    • 2250.01: Because my monthly trade selling food from my Hydroponics Bays on the market counts as food upkeep, my refreshed leader pool is now polluted with the dead Agrarian Upbringing trait (since I have no food producing jobs, it does absolutely nothing). I will now be running the following console command every 5 years for the remainder of the game: effect every_pool_leader = { limit = { has_trait = leader_trait_agrarian_upbringing } remove_trait = leader_trait_agrarian_upbringing add_trait = random_common }. Probably leaders should only get the trait if any same-species pop has a farmer category job. Or maybe if their species has food upkeep, I think there's already a scripted trigger for that. Also it feels particularly weird on Machine drones, which don't really have an 'Upbringing' in the first place.
    • 2250.11: Reach 50 opinion with the Curators and buy the Curator Principles trait for my Cognitive Node.
    • 2251.01: Vote YES for founding the Galactic Community.
    • 2251.09: Quantum Catapult restored, giving me access to ~10 unspoiled systems currently blocked by marauders. My weaker subject reverts back to a protectorate. They were a vassal for 7 years.
    • 2251.10: ENG - Rare Crystal Mining researched
    • 2251.11: Declare a vassalization war (& claim on ruined science nexus system) on Hierarchy of Tir Batna. They've got a defensive pact with another empire now (the Kingdom of Yondarim, fanatic spiritualists who are the only contacted AI with more than half my diplo weight at this point (though I don't have enough intel more info) + their 2 subjects, but I don't think they can actually reach me through other empires with closed borders.
    • 2252.01: Galactic Community formed.
      • I have highest diplo weight at 1.6k; the two runner-up AIs have 1.1k. 4th precursor anomaly discovered.
    • 2252.02: Rare Crystal resource now available.
    • 2253.04: ENG - Cruisers (65mo) & Orbital Habitats (81mo) available. Start researching Cruisers.
    • 2253.06: PHY - Basic Cloaking Fields (29mo) available/started. 2/4 of my observation posts have already been exposed to pre-FTLs, though.
    • 2254.07: Blocker clearing techs are now relevant - 1 of my 12 planets is out of districts and has two blockers I could research clearing. Note that this is only because I'm playing Machines and just finished an Energy Nexus which adds +2 max generator districts; without that there wouldn't be any districts I wanted to build.
    • 2255.09: PHY - Basic Cloaking Fields researched. Mote Stabilization started.
    • 2256.07: 3rd tradition tree (Prosperity) completed.
    • 2257.02: PHY - Mote Stabilization researched. Notice I already have some Volatile Motes income/access from occupied stations.
    • 2257.12: Hierarchy of Tir Batnan fully occupied in vassalization war. Due to allies, Occupation = 34% & Achieve War Goals = -86 Acceptance; I could Settle Status Quo to delete them and spawn a new empire replacing them, but the new empire would suffer from lost techs, leaders, survey data, empire modifiers, flags, etc. (though I would benefit from lost opinion modifiers).
      • EDIT: After trying this out, it seems they keep their capital system instead of being deleted.
      • EDIT2: For reference it takes me another 5.5 years to win the war in 2263.05, and that's with using my Quantum Catapult to launch fleets into their allied systems to gain more occupation%. I don't remember exactly at what point they reached 100% war exhaustion, but it was definitely at least few years before the war ended.
    • 2258.01: 1st galcomm resolution passed (Form Galactic Market)
    • 2258.02: ENG - Ion Thrusters researched 100% from debris. Shroud Beacon built - system on the other end turns out to already be owned.
    • 2258.08: Derelict Cruiser restored from anomaly. I'll finish researched cruisers and be able to build my own in 6 months, but all its components except the Hyper Drive are still better than what I have access to. It'll take more than 2 years to get back to my territory.
      • Buy 5th reliquary with CaravanCoinz, unlocking ability to buy them with energy.
    • 2258.10: PHY - Exotic Materials Labs available/started (10mo @ +57%). They'll be available in a similar timeframe that research districts could've been if I had started researched habitats when I first saw that option in 2253.04 w/ 81mo to research.
    • 2258.12: ENG - Cruisers researched. I've saved up 19k alloys to start building them with, though I've only got 28 unused naval cap for them. Star Fortress (106mo @ +47%) started.
    • 2259.08: PHY - Exotic Materials Labs researched, unlocking t2 labs. Multi-Dimensional Studies immediately available (39mo @ +57%). Self-Evolving Logic (21mo @ +57%) available/started - I still don't have the tech for Mineral Purification Plants or mining subsidies, and I'd like more research options to look for it.
  • 2260-2268-
    • 2260.01: 1st leader killed by random malfunction.
    • 2260.02: SOC - Terrestrial Sculpting (32mo @ +67%) available. It's been decades since I've had an uncolonized planet to terraform, but I'm going start researching it anyway since it only has 1.7% techweight and if I miss this chance it could be ages before I see it again, and I need Climate Restoration for Machine Worlds.
    • 2260.07: Fire lvl 5 (4.4k/5k til lvl 6) Explorer in order to hire lvl 3 scientist w/ Efficient Builder II to be a governor while staying under scientist cap.
    • 2260.08: Pay 500 minor artifacts to discover final precursor artifact site.
    • 2260.09: Note that only one default AI empire is still Equivalent. 5 are inferior, and the remaining 10 are Pathetic.
    • 2260.12: Buy Waste Reprocessing Center from the Rackets in exchange for 3 pops. Start building one all all my planets without building-based designations.
    • 2261.04: First League home system located.
    • 2261.07: Adopt Synthetics tradition tree.
    • 2262.02: PHY - Self-Evolving Logic researched.
    • 2262.09: Nominate capital as galactic market hub to avoid capping influence. Haven't seen orbital ring or hyper-relay techs yet. Have seen but not researched Orbital Habitats, since I haven't particularly felt like I needed more planets (I still have 76 free unblocked district slots remaining between all my colonies, 85 if you count Fen Habbanis III which still has the colony ship en-route). I've also been using influence up with occasional Steal Tech operations, envoy cap allowing.
    • 2262.10: SOC - Terrestrial Sculpting researched. Planetary Communications (14mo @ +42%) available/started.
    • 2263.01: Galactic Market established.
    • 2263.05: FINALLY win vassalization war.
    • 2264.01: Planetary Communications researched, immediately start upgrading 8 Simulation Sites to Simulation Centers. Galactic Administration (96mo @ +42%) available/started.
    • 2264.05: Specialized Combat Computers & Coilguns both researched 100% from debris.
    • 2266.10: ENG - Star Fortress researched. Holographic Casts (16mo @ +62%) available/started.
    • 2267.12: PHY - Hyper Relays (32mo @ +52%) available/started. I'm almost out of digsites, so I probably would've started Rift Sphere (40mo @ +62%) instead if it didn't have a longer completion time.
    • 2268.02: ENG - Holographic Casts researched. Ceramo-Metal Alloys (28mo @ +37%) available. Starting Geothermal Fracking (11mo @ +62%).

At this point ~70 years in, I'm starting to lose interest in this run. Partially this is due to wanting to play a different game for a bit to scratch my jrpg itch, but also I've gotten used to playing on scaling GA with a 2250 midgame. Bumping the midgame back up to 2300 on the beta gives a (mostly) better experience with tech, but I've still outstripped the AI too much too quickly so there's no challenge left unless I want to sit around waiting to see what a crisis looks like. The galcomm hasn't existed long enough for me to be invested in the galactic political landscape yet, and there isn't much variety in AI personalities (6 Honorbound Warriors, 4 Evangelizing Zealots, 3 Ruthless Capitalists, 2 Hegemonic Imperialists, 1 Spiritual Seekers) and there are no other gestalts.

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i do wish the AI factions/leader personalities were more distinct and immersive and meaningful from a playpoint prospective .. bot sure how that would work

- wording / phrases
- maybe they could offer you certain treaties and trade offers and stuff
- maybe they cold give u mini quests or something inline with what they are.. build more temples if both religious etc..
- maybe rewards for doing certain things that match their style... like make wars/ build strong navy too show strength to warrior factions
- maybe acquiring certain items/relics could relevant to some like holy relics or a item that has bonuses to a certain faction type.
- relics from astral planes
- items from dig sites .. give us a new type of dig site that is long term but gives small historical items and random stuff over a long time of studying and digging there .. gives scientists more too do later on in game these would be sites on certain planets that pop up like finding old civilizations tombs etc.. maybe from a colony u have settled as that would make sense u would find caves and tombs etc there.. maybe tombworlds could be treasure troves??
 
Bumping the midgame back up to 2300 on the beta gives a (mostly) better experience with tech, but I've still outstripped the AI too much too quickly so there's no challenge left unless I want to sit around waiting to see what a crisis looks like.
On the OG beta it made sense to bump back the settings. For this beta I actually ran with my live years (2275 midgame for me), so I think you could've gone with 2250 or 2275. The endgame date is the one you may want to push back 25-50 years depending if you want the extra challenge vs the crisis as the scaling really kicks in during the midgame.

Interesting that you got Cruisers in 2263. I assume that's later than you'd see it on live? That roughly tracks with my timeline (~30 years for destroyers to be on top, then ~70ish years for cruisers), but I don't play on GA.
 
On the OG beta it made sense to bump back the settings. For this beta I actually ran with my live years (2275 midgame for me), so I think you could've gone with 2250 or 2275. The endgame date is the one you may want to push back 25-50 years depending if you want the extra challenge vs the crisis as the scaling really kicks in during the midgame.
I did consider sticking with an earlier midgame/endgame, but I figured that since this is a beta I'd try to keep almost all settings on default. I'll likely need to experiment with the settings again for a couple games once the tech slowdown stabilizes. Probably I should try out the new Difficulty Adjusted AI Modifiers setting.

Interesting that you got Cruisers in 2263. I assume that's later than you'd see it on live? That roughly tracks with my timeline (~30 years for destroyers to be on top, then ~70ish years for cruisers), but I don't play on GA.
*In 2258 (after ~5.5 years researching them)
I think in live I generally get them sometime between 2240-2260, depending on tech investment and how much I care about military techs? This does fall within that range, but I was playing Warbots this game and took them ASAP in what I think was my first t3 tech choice so it could be considered a 10-15 year delay. Flipping through the save files around these dates for recent games, I've got one from a couple months ago where I'm already in the middle of researching them in 2238 for example.

In my game on the first open beta I got them much later, in 2284. And that was with a kinda cheesy research build with 0 empire size from pops.
 
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Wouldnt the best solution to all these issues just to make it so that technologies say "output from farmers" rather than "food from farmers".
That would make things like bio reactors stronger and farming builds viable into the late game. Simple tweak, not sure how it would effect game balence, but id imagine it wouldnt be a huge deal, just enough to make things like bio reactors and Anglers scale better into the late game.
 
Wouldnt the best solution to all these issues just to make it so that technologies say "output from farmers" rather than "food from farmers".
That would make things like bio reactors stronger and farming builds viable into the late game. Simple tweak, not sure how it would effect game balence, but id imagine it wouldnt be a huge deal, just enough to make things like bio reactors and Anglers scale better into the late game.

There are mechanics which give farmers CG and Unity production, so that would have to be balanced in.

It's much easier mechanically to just replace the current Bio Reactor with a Technician benefit (add food upkeep / +energy output), since all the +% energy from technicians mechanics will function on that already.
 
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tbf with the new catalytic processing changes as well, farmers are pretty damn viable late. You get solid conversion rates for things almost 1 to 1 throw in archologies and youre doing pretty dandy.
I quite like the state of balence in the game atm, other than maybe the huge differences in pop growth speed and early / mid strength of robots. Sure robots dont get archologies but theyre so super strong early that they can easily dominate the galaxy before anyone else gets the chance to build them. Most of that probably just comes down to the fact they have no habitability debuffs and their ability to turn minerals straight into research is also very strong, meaning they use less workers to produce research by quite a long way. but thats an entirely seperate issue lol.

Yeah ur probably right about the farmer thing, Dont think it would matter too intensely if they cg and unity got a buff up from it being general output, ofc have it only apply to farmers and anglers not pearl divers as that would be an awful lot of cg. Im sure problems would come about when you hit repeatables but they break the game anyway so who cares.

The main feature i want to see is a way to remove a uncolonised habitat entirely. deconstruct it to get given a small amount of alloys or something.