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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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Breakthrough Technologies will not be coming at this time, but we may experiment with technology spread and similar effects sometime in the future.
And with this I'm happy, we might see Breakthrough Techs back in the future, or we might not, but still, I like this statement a lot, and it has made my terrible day a little brighter. Let's go forth then! Let's advance to a great 2024, Stellaris team! Friendly hugs for everyone over there!
Theoretically we could have stacking research speed bonuses for them like mini-research pacts for each empire that you have sufficient intel on.
This would be good too in addition to the coming back in some shape or form of B. Techs, I like when spying is another strategy that one can take and take advantage of, along with counter-espionage, researching techs that help encryption so it is difficult for other empires to take the tech out of you.
 
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veterans tend to have more understanding of the exact effects of the various settings and can customize their game to satisfy their needs
Veterans have no needs, only desires.
Veteranhood is a pathway to many desires some consider to be unnatural.

Resort Worlds​

Hoping that penal colonies are similarly being considered for a rework. They look and feel just like normal colonies, rather than the penal colonies of sci-fi infamy, and the prisoners with jobs are indistinguishable from regular free workers ("they are not slaves, they are repaying their debts to society").

Edit: one suggestion from the past could also be to make penal colonies a feature that is unlocked by the Domination tradition tree.
 
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I may finally use resort worlds! Maybe; in the UNE, every planet is a resort world (by law)(includes those outside of UNE jurisdiction). That said, tomb worlds should probably be updated. Now that they can't become result worlds, they are:
  • Functionally useless for early-game organics w/o lithoids to colonize with;
  • Perfectly usable for literally everyone else.
This is despite the fact that they are supposed to be radioactive hellscapes. They should have negative habitability to make actually colonizing them much harder (around -100% for non-tomb world-preference pops to counteract lithoids), a unique terraforming path (into either a relic world or a new world type (something like "ruin world")), and a special "resort world" type that's different depending on your ethics (I.E. for pacifists, a "memorial world" to remind citizens why avoiding war is good; for authoritarians, an "admonition world" to show citizens the need for totalitarianism; etc.).

(As an addendum, @oreopirate's post gave me the idea that certain civics like memorialists should also have their own types. Warrior Cultures would have "arena worlds," places where the greatest warriors go to battle; Death Cults would have "martyred worlds," places considered sacred because the local populace willingly accepted the ultimate sacrifice; etc.)
 
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Is the "Trade Value from Living Standards: +1%" global? Meaning that it will affect all other pops in the empire?
Yes, this is explained in the DD but probably should be clarified in the in-game tooltips:
Resort Worker jobs that provide Trade, and increase Amenities and Trade Value from Living Standards across all planets of your empire.
 
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Okay, first of all thats great new. I really like how you implement out feedback into the game.

With this said lets get to the biggie, Resort Worlds. I am in general agreement here, BUT, why no ressort world on tomb worlds? Not everybodies dream vacation is resting ones tentacles on the beach or break ones roots trying to ski down the alpine hill. Some of us love the adventure and thrill a tomb world offers.
Please reconsider the ban on tomb worlds.
The resort district is an amazing idea, finally my resort worlds feel like the are actually making an impact on the galaxy
 
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Will the beta remain up until the patch goes live? Also I know nothing is guaranteed but ballpark should a beta save be compatible with the 3.11 release version?
 
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like the changes to ascension paths.
The changes to ascension paths are great!

In particular, psi ascension being locked behind Psionic Theory was not the fun kind of frustrating. It was just annoying.
 
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The changes to ascension paths are great!

In particular, psi ascension being locked behind Psionic Theory was not the fun kind of frustrating. It was just annoying.
A digression, but everything about how Psionic Ascension worked before was fantastic. It was SUPPOSED to feel occult and forbidden, like you discovered some dark secret. It wasn't supposed to be a "build" that you went for, but one you MIGHT be gifted. Likewise, the chaos, danger and unpredictability of the Shroud felt like how tampering with cosmic horrors should feel.

But like I said, immersion, mystery, discovery and chance now seem to make way for predictable, boring strategy in the design. And while this is a strategy game, it has a different appeal to most strategy games, and it's sad whenever it loses some of that. Unfortunately, the majority of voices on the forum tend to be people who have played the game for so many hours that all mystery is lost, and they don't care about it being in the game anymore for newer players.

Another, more minor example I lament is that the Defender of the Galaxy AP now names every Crisis faction it gives you bonuses against. To most people here, that probably doesn't register at all as something that is wrong. But it really hurts the mystery for newer players - I would have been miffed about it when I was new myself.
 
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Interlocking requirements that force you to make use of all the game's systems rather than completely ignoring some of them are, like I said, one of the best aspects of Stellaris
That is the reason why I wish some tech-gates become re-imagined. I want alternative ways of some unlocking game mechanics, involving other resources instead of just using science for everything and other actions instead of spamming labs.

New ascension system is awesome, it gives more than one path to acquire it. With the old system you had no other good option instead of having the bulk of your pops working in labs. Now you still can spam labs as before, but also you can focus on science not so hard, giving more attention to unity. And it can further alter your playstyle because unity is produced not only from pop jobs, but also from trade and factions.

You are against "boring and streamlined gameplay", but these words are quite accurate description of old ascension system. Just build labs everywhere, one monument on each planet, somehow manage to maintain upkeeps - and you will get the tech required for ascension and the second AP slot unlocked by ~2230. Now you have the second option of maxing unity and getting the tech through agenda while the default path of science maxing is not forbidden.
 
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A digression, but everything about how Psionic Ascension worked before was fantastic. It was SUPPOSED to feel occult and forbidden, like you discovered some dark secret.
It was always visible right there in the AP list. There was never any inherent mystery about it. The mystery was something you, personally, made up for yourself. Smells like copium.
 
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"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.
I agree that the more different systems interact with each other, the better, but giving more weight to unity and moving away from tech supremacy like the beta intends to do, does not make technology useless or unnecessary. You would be hard-pressed to play the game without science jobs at all, even if several tech-locked elements would be locked by unity instead of science (say, ascensions or things like Thrall worlds).

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).
I am far from a minmaxer (in fact, reading these forum's min-maxing calculus spreadsheets has convinced me that I must be a quite sucky roleplaying player). My desire for making Unity builds competitive has nothing to do with min-maxing, but rather with gameplay variety. It would be nice to have a relevant resource other than alloys and science, really.

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.
This is an extremely narrow, reductionistic view of science fiction. Sci-fi was always social and philosophical commentary wrapped inside a high-tech parable. The game contained very rudimentary systems simulating different alien cultures since its inception, starting with the ethics axis, and the addition of Unity (aka some resource resembling culture) has improved the game tenfold.
 
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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.
I think you should still be allowed to, if you have one citizen/resident species with tombworld habitability OR sapient robots / synthetic ascension.
Should also be possible with habitats (as previously stated in comments).
 
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Bad pitch, Memorialists should be able to make tombs worlds and relic worlds resort worlds.

I dunno... I agreed with a lot of people about this at first but isn't that also suggesting a memorialist would treat the equivalent of a cemetery as a paradise? I guess a world devoted to a ruler / king or diety could be a paradise but maybe not in the way that it would be a perfect place to live. Or would it? The whole spiritual connection is there for sure in that argument.

Guess it can go either way but it would be nice to see differences & exceptions to the rule so that certain ethics or civics can get around it, as long as it roughly fit in the narrative.
 
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I dunno... I agreed with a lot of people about this at first but isn't that also suggesting a memorialist would treat the equivalent of a cemetery as a paradise? I guess a world devoted to a ruler / king or diety could be a paradise but maybe not in the way that it would be a perfect place to live. Or would it? The whole spiritual connection is there for sure in that argument.

Guess it can go either way but it would be nice to see differences & exceptions to the rule so that certain ethics or civics can get around it, as long as it roughly fit in the narrative.
I think you don't need to see "resort world" in such a limited capacity.
In my opinion a major pilgrimage site is not much different from a huge tourist location from a socio-economic perspective.

Having a place of culture, spirituality and remembrance is really not all that far from what the resort world does economically.
 
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I think you don't need to see "resort world" in such a limited capacity.
In my opinion a major pilgrimage site is not much different from a huge tourist location from a socio-economic perspective.

Having a place of culture, spirituality and remembrance is really not all that far from what the resort world does economically.
Well, maybe the world type can have different names depending on the empire type. 'Retreat World?'
 
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That Consumer Goods usage per job looks a bit much.