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Stellaris Dev Diary #329 - Technology Beta Wrapup

Hello everyone!

It’s been two weeks, so let’s get straight into the good stuff.

Summary of Results​

Much like the first Technology Open Beta, very experienced players formed the bulk of respondents. This time it was closer to 72% of responses coming from players with over 1,000 hours in game. (Only 1.4% said they had less than 300 hours in Stellaris, so the survey skewed very much towards our most passionate players.) Thank you all for your feedback and help.

This time, a majority of players rated technology progress as “just right”, with the remainder almost perfectly evenly split between it being too fast or too slow, with a majority consensus that the changes were beneficial overall.

Many players missed the breakthrough technologies and the general opinion tended to lean towards us pulling back a little too far. Many players commented that they liked how technology tiers 3 and higher felt more impactful, but lamented that with the removal of breakthroughs, tier 2 sort of melded into tier 1 technologies.

There was also quite a spirited discussion on the Stellaris forums regarding the pros and cons of galaxy generation sliders and their effects on new players.

Our general philosophy is that it is better to permit more customization of your play experience than less, but that the default settings should be a positive play experience for inexperienced players. New players tend not to adjust the sliders much, while veterans tend to have more understanding of the exact effects of the various settings and can customize their game to satisfy their needs - but the default settings, except for difficulty, should be sufficient for an enjoyable game. We do agree that the galaxy settings screen has grown a significant amount over the years and could benefit from some reworking, and will be placing that task on the Custodian “to-do” list for sometime in the future.

Next Steps​

Overall, I consider the Technology Open Betas a significant success. We gathered a lot of useful information and feedback, and it gave us the chance to experiment with some systems that may or may not have panned out. We will be going forward with including the changes from the second Technology Open Beta in the 3.11 “Eridanus” update.

Breakthrough Technologies will not be coming at this time, but we may experiment with technology spread and similar effects sometime in the future.

One new change we’ll be making based on some of the data we’ve collected is that we’re moving Ascension Theory to Tier 4 from Tier 5, but it will only be available to empires that have completed at least six tradition trees. As Unity and Research are intended to be “opposing” resources to a degree, we did not want the capstone of Ascension based gameplay to be so strongly tied to the later game tech tree.

Now let’s hear about one of the other changes coming in the update.

Resort Worlds​

Hello, Stellaris community. I'm Gatekeeper, a long-time modder who's ascended into being part of the Stellaris Content team. And if you know anything about what I've done in the past, I like planets.

One thing I've done recently is to imagine a galaxy where Resort Worlds aren't just post-apocalyptic fortress worlds. Instead, these are vibrant, dedicated havens of rest, starkly contrasting the often harsh realities of interstellar life.

Resort Worlds Technology

The Resort Worlds technology which permits the Create Resort World planetary decision is no longer rare, and we've lowered it to tier 2. We've updated the decision’s restrictions; it no longer has a minimum planet size but can be used on planets that have upgraded capital buildings. As funny as it was (and we did it all the time), you can no longer declare a tomb or relic world a vacation paradise.

A pass has also been done on what buildings are allowed on Resort Worlds.

Create Resort World Planetary Decision
Planetary Decision Tooltip

Instead of providing perfect habitability, Clerks, and Entertainers, Resort Worlds now provide Resort Districts that give Housing, Building Slots, and Resort Worker jobs that provide Trade, and increase Amenities and Trade Value from Living Standards across all planets of your empire. This replaces the empire-wide Amenities reduction of the old version.

Resort District Tooltip
Resort Worker tooltip

On behalf of the United Caphevan Commonwealth, we would like to wish you a pleasant stay on Evaggimar II.

Next Week​

Next week we’ll be looking at some of the fixes and changes going into the 3.11 “Eridanus” update. See you then!
 
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Hello, Stellaris community. I'm Gatekeeper, a long-time modder who's ascended into being part of the Stellaris Content team. And if you know anything about what I've done in the past, I like planets.

Great to see such a talented modder in the team. I hope your passion for planetary bodies creates some new additions and more diversity to the game. ;)
 
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Very cool to see the resort world rework, though I'm not sure why no tomb and relic worlds.

People visit chernobyl and the pyramids in egypt! People like history and immersing themselves in sad stuff of the past.

Sure it recontextualises resort worlds a bit but I always thought it was really cool!
 
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Hope you're feeling better Eladrin, thanks for the great update.

My cough is still lingering a little bit, but mostly there, thanks.

I was thinking about making it into Tier 3, but it might be too much. Let's see how T4 will play out.

We'll keep an eye on how it feels during the 3.11 cycle, and if necessary adjust it some more in 3.12.

A major issue was the impact on performance in checking which empires completed the breakthrough, right? You could get rid of that and just make Breakthrough Techs have a static (but lower) tech cost, same as all the other techs.

Theoretically we could have stacking research speed bonuses for them like mini-research pacts for each empire that you have sufficient intel on.
 
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One new change we’ll be making based on some of the data we’ve collected is that we’re moving Ascension Theory to Tier 4 from Tier 5, but it will only be available to empires that have completed at least six tradition trees. As Unity and Research are intended to be “opposing” resources to a degree, we did not want the capstone of Ascension based gameplay to be so strongly tied to the later game tech tree.

I hope your are better! ♥

I'm wondering if Unitys higher goal is the Ascension Theory and Research an overall improvement, unlocks and repeatables.
Why is unity based Ascension locked behind research anyways? Wouldn't be the correct opposing situation that each has a clear standalone goal/benefit?

What i want to say, to reach an end goal of a Unity playstyle you need research.
To reach the Research end goal you need Research.

I would be interested to see a new playstyle enabled that allows the players the idea "you can focus on Unity to reach the Ascension without building up research in tandem".

This comes from my personal experience from 800h playtime as i normally ignore Unity as a whole as i generate it passively "somewhere" in my empire and when i reach the Ascension i don't have any issues with it as i have enough research to reach this goal rather fast.
i think Ascension are not directly noticed as the "Unity-thing" but more of a unlock that needs Research in the end. Making it a "Research-thing".
 
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Theoretically we could have stacking research speed bonuses for them like mini-research pacts for each empire that you have sufficient intel on.
Please go ahead, as soon as possible. Such a waste of a great idea to remove the breakthrough techs. Now it's back to zero rubberbanding and back to always speeding past tech tiers as quickly as possible to get to the next one.
 
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Damn is the beta branch gone? I had 2 interesting games on the go that I was hoping to finish. Not really interested playing live version now I think the nerfs to research are needed and the game is just more enjoyable on beta.
 
Very cool to see the resort world rework, though I'm not sure why no tomb and relic worlds.

People visit chernobyl and the pyramids in egypt! People like history and immersing themselves in sad stuff of the past.

Sure it recontextualises resort worlds a bit but I always thought it was really cool!
Not all tourist destinations are really resorts. Having variants for tourism/pilgrimmage/casino/etc worlds/habs could be fun though.

Pleasure Seekers would probably like to have a Resort Capital!
 
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Please, Please @Eladrin take Star Trek: Infinite under your wings and continue to develop it! Game have potential if you team need help maybe you can see with your superiors if ST New Horizions team can help if you can reach to acceptable agreement to all sides.

I please you due this news:

Kotaku report on 2024 industry layoffs
GameDeveloper article on the layoffs

It appears that Embracer has pushed a third round of layoffs, 30 people at the Argentinian studio Nimble Giant, responsible for Star Trek: Infinite. Does anyone have any info on how large they were before? This certainly seems like a critical blow.

ST:I don't deserve death!
 
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Please keep the last beta2 up, the live version is unplayable now that I have tasted the sweet fruit that is rebalanced tech beta.
 
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If we talk about Ascension Theory, is it a good idea to add an alternative way of obtaining Ascension Theory through agenda after finishing all traditions? The reason is making full-unity builds more viable by allowing them to bypass tech-gate like it is done with ascension paths.
And in general I think that the main focus of patch about technology must be re-thinking of some tech-gates, which are too common in Stellaris.
 
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- I am very glad to see Ascension Theory's new prerequisites. It is not how I would have solved it exactly (I would remove tech requirements entirely for most ascension tiers) but it needed to stop being so tech-dependant, so I am glad about these changes.

- I love what Gatekeeper is doing to Resort worlds! I hope to see Prison and Thrall Worlds get the same treatment someday too!

- I am also quite curious about other possible changes to the new Eridanus update. While the latest tech beta seems to be mostly fine, I do hope that there are further adjustments before it goes live. Special projects were too costly in the original beta, and things like Megastructures arrived way too late already in the current live version, imho.
 
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I am really frustrated if this means the Difficulty Adjusted Technology slider remains tied to difficulty. It should simply be Technology Tier Cost Scaling. It is a mistake to have one slider intrinsically tied to another, when there is no reason they should be, especially when it is possible to multiply by zero the effects of one slider by the setting of another. (Civilian difficulty means that whatever you set Difficulty Adjusted Tech to is entirely moot). This setup means that we cannot achieve high technology cost scaling without setting high difficulty too. I realize you said that the whole game setup screen needs a custodian pass, and I am looking forward to that- but simply removing the difficulty term in the tech cost slider is an easy fix now that has a huge impact, and loses no functionality.
 
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If we talk about Ascension Theory, is it a good idea to add an alternative way of obtaining Ascension Theory through agenda after finishing all traditions? The reason is making full-unity builds more viable by allowing them to bypass tech-gate like it is done with ascension paths.
And in general I think that the main focus of patch about technology must be re-thinking of some tech-gates, which are too common in Stellaris.
"Full unity builds" should not be viable. Your suggestion, and also the direction the game has been going with separating tech and unity, makes the game worse.

The interplay between different systems and complex requirement gateways for features is one of the most interesting and well-designed parts of the game. It rewards players who play the game holistically - which is much more challenging - rather than those who minmax a laser focus on just one area and simplify the game for themselves, something which tends to kill RTS games (everyone doing the same beelined build orders).

Moreover, this is a SCIENCE fiction game. Technology should always be at the core of the game. Unity didn't even exist when the game released.
 
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Extensively played the second tech beta. In general it felt good. Sadly i missed filling out the feedback report.

So let me point out the special project research cost issue introduced in both betas and not spoken about in any of the dev diaries so far. To put it simple, please consider adjusting their cost in a way they don't feel too expensive. Noteworthy mention are both genetic and synthetic special projects taking way too much time now. Also previously fine projects like those for space fauna (5k research) are not really worth their time now.

Additionally a short note about the new bio reactors. I can't really say anything about I didn't really make use of the new ones, only in a niche case like Anglers/A.Idyll builds. Maybe needs further adjustments?
 
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Very cool to see the resort world rework, though I'm not sure why no tomb and relic worlds.

People visit chernobyl and the pyramids in egypt! People like history and immersing themselves in sad stuff of the past.

Sure it recontextualises resort worlds a bit but I always thought it was really cool!

Since the habitability of the planet in question is no longer affected, I do think that making resort worlds out of all planet types could work fine.

As a bonus, it looks like Resort World will just be a planetary modifier, so the the planetary designation of the location can still be adjusted as desired. Might be useful even if it no longer has any other districts available.
 
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