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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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A little late to the party here, but I'm so excited for your resort world rework, Gatekeeper! I've always had a fascination with the conservation / nature preservation aspects available in the game... are there any plans to add some sort of building/district functionality to them that plays off natural blockers and/or conserved fauna? Turning a whole planet into Sin City is all well and good but I also feel like time spent in untouched nature is one of the big pulls of an interstellar vacation, and the flavour of having white sand beaches, safaris, and guided mountain climbing tours fits the mental image of an entire planet dedicated to leisure.
 
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Orbital rings are military installations with armor and shield generators. They're just starbases. You don't destroy them because (presumably) you want them, or have diplomacy concerns. Instead you disable and capture them like every other starbase. Crisis factions (including aspirants with Existential Expulsion) destroy orbital rings just like they destroy starbases.

For habitats... In my opinion they should have some absurd damage multiplier if they don't have a shield generator and break at 100% devastation like they were hit by a Colossus. The result would be that they almost immediately surrender if the aggressor allows it, or very quickly die if they don't, unless the owner has invested a precious building slot in shields.

I love it.
When can you actually build shield generators though? Not even remotely familiar with them given I do the attacking round the galaxy.
 
The AI doesn't specialize its planets, at least not nearly to the degree as a player can. If you give the AI and a player five identical planets, the player is much more capable of optimizing those planets and getting much more out of them than the AI can. Take a look at how many times the AI builds a mix of the rural districts on some colony designated for another purpose, or a smattering of buildings at cross-purpose.

The AI difficulty is built around providing production bonuses to the AI's income. This partially helps counteract their inability to specialize, but still requires the AI to have the opportunity to build a sufficient amount of resources for the difficulty bonus to translate into something meaningful. The more you restrict the AI, the more it's unable to squeeze in every resource it needs on the available planets. There's some minimum level (I haven't done the math in a long while) of colonies before the AI can begin to be reasonably competitive. For example, going from 15 -> 20 planets is far less as big of a deal as going from 5 -> 10.

So when you turn down habitable planets and turn off guaranteed worlds (which gives the AI a chance to begin to build competitively early on), the player is able to adapt, but the AI is still trying to meet all the same targets for monthly income, it just has fewer opportunities to do so and isn't able to compensate as well.

Turning off the guaranteed planets also makes it more of a luck-of-the-draw. If you happen to find a planet near you with no guaranteeds on, you get a huge head start over every AI empire that doesn't, because those first few extra colonies especially are essential to empire growth. Your first colony doubles your population growth, and there's a huge compound difference over being able to do that on year two versus year twelve. One AI might also be able to get lucky, but as a whole, the average AI will be less powerful when you encounter them because most of them won't be so fortunate.

TLDR: turning down habitable planets makes the playing field uneven and the player is far better able to adapt than the AI to limited resources.
Habitats (or rings) should come much, much earlier. Or some kind of proto habitat which is crappy, but still sorta keeps you on track. If they did, planets would still be a boon, but it would come in the form of extra systems claimed/ships built (because you don't need the alloys/influence to make habitats) instead of just "your empire can keep growing and you don't fade into irrelevance".

Currently, if you turn off the guaranteed habitables and turn down habitables in general, then an empire that finds a matching planet early will be literally twice the (economic) size of an empire that doesn't. But if (crappy) habitats were available near the start, then the difference would instead be multiple systems, better chokepoints, a navy instead of defense platforms, etc., which is a more surmountable difference for both the player and the AI.
 
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Habitats (or rings) should come much, much earlier. Or some kind of proto habitat which is crappy, but still sorta keeps you on track. If they did, planets would still be a boon, but it would come in the form of extra systems claimed/ships built (because you don't need the alloys/influence to make habitats) instead of just "your empire can keep growing and you don't fade into irrelevance".

Currently, if you turn off the guaranteed habitables and turn down habitables in general, then an empire that finds a matching planet early will be literally twice the (economic) size of an empire that doesn't. But if (crappy) habitats were available near the start, then the difference would instead be multiple systems, better chokepoints, a navy instead of defense platforms, etc., which is a more surmountable difference for both the player and the AI.

*cough* starbases with housing districts and slot specifics to boost mining stations and research stations within stellar systems *cough*