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Stellaris Dev Diary #375 - Notes on the Open Beta

Hi everyone!

We’ve entered our second week of the Stellaris 3.99 ‘Phoenix’ Open Beta, and if all goes according to plan are planning another update tomorrow morning with some major changes to the starting situation of your planets. (Goodbye, primitive factory debuffs. I'd say we'll miss you, but... we won't.)

What Have We Learned So Far?​

While we recognize that the early state of the Open Beta makes it difficult to provide balancing feedback, it’s proven itself invaluable already.

The Open Beta has found several issues with growth and decline - from robots causing the inevitable decline of your empire to Fallen Empires and Pre-FTL societies being doomed due to not using standard growth models. You’ve found economic death spirals and identified needs that will help our designers produce a better balanced and fun experience in the final release.

These were precisely some of the types of things I was looking for when we decided to push the Open Beta despite the early state that it was in, and I’m thankful that we did. Thank you for all of your help so far, and I hope you’ll continue to give us your feedback as we continue to update.

We will continue the twice-weekly update cadence until the end of the month, with dev livestreams every Thursday.

Mandarin “Venerable Scientist” Advisor Voice​

Back when we released The Grand Archive, we created a version of the trailer in Mandarin, and it was really, really good.


After such a positive reception from the Chinese Stellaris community, we decided to call the same voice actor back in to record a full Advisor set. The recordings are now complete, in time to be included as part of the Stellaris 4.0 update. It should show up in one of the next few Open Beta updates.


What’s Next?​

We’ll have two dev diaries next week that will be a bit meatier than this one, to flesh out some of the other things coming in the next Quarter.

See you then!
 
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Will you either resolve the crash in food production if you dare to replace the early industry zone, or:
  • build in something that makes it safe to do so provided you replace with factory or industry
  • set some pre-condition for doing so, like only possible once a certain tech has been researched or a development milestone achieved
  • auto re-designate the zone as industry if / when the early industry building is demolished

From what was shown on stream, the second starter zone was completely redone.

Instead of an Early Industrial zone with a single Primitive Factory, you will have an Urban Zone with a Basic Office, Basic Science Lab, and Basic Factory. None of the starter buildings have explicit debuffs attached to them, although they aren't as productive as the buildings you can immediately replace them with.

The Urban Zone is also notably not something limited to the early game. It will provide clerk jobs (and possibly civilian capacity, though this hasn't been implemented in the tomorrow's build) along with the government zone has the unique property of being able to accept any building.
 
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Just watched the stream from yesterday and something came to my mind: In Victoria 3, there is no real reliable way that unemployed pops settle to other regions, where low level jobs or peasent farms are available. The new system from Stellaris is now also going into this direction, where some kind underlying pop strata is soaking up unemployed pops until those spaces are all filled.

Will 4.0 have a mechanic that unemployed pops migrate to planets with better conditions, even if its just for the civilian strata? So once planets are filled, automatic mechanisms ensure that pops are spread around my worlds?
 
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Just watched the stream from yesterday and something came to my mind: In Victoria 3, there is no real reliable way that unemployed pops settle to other regions, where low level jobs or peasent farms are available. The new system from Stellaris is now also going into this direction, where some kind underlying pop strata is soaking up unemployed pops until those spaces are all filled.

Will 4.0 have a mechanic that unemployed pops migrate to planets with better conditions, even if its just for the civilian strata? So once planets are filled, automatic mechanisms ensure that pops are spread around my worlds?
yes. migration still exists and--assuming you allow for free movement--you are expecting civilians to move. this is how the beta currently works.
 
Will 4.0 have a mechanic that unemployed pops migrate to planets with better conditions, even if its just for the civilian strata? So once planets are filled, automatic mechanisms ensure that pops are spread around my worlds?
Automigration is already in Stellaris, and in 4.0 we've doubled down on it as the primary way pops move between planets (and even empires in 4.0 if you have migration pacts).

Unemployed and civilians move between planets looking for open jobs, it's marked by the yellow briefcase in the outlier.

The livestream that was running when I saw your post.

They often have one on the DD days.
We're planning on having one every Thursday until release, though some might be other team members. Except I like answering questions like that in an over caffeinated frenzy so you might have to put up with me being one of the two every week.

I noticed in the stream that the Planet Summary tab is being renamed "Surface".

Any chance it could be called "Subsurface" instead for subterranean empires? :p
We actually talked about that right after the stream ourselves. Maybe. (Might slip to 4.0.x or 4.1 since it's cosmetic.)

The new job priority system that was shown in the live stream is very much needed.

Tbh it was needed before 4.0, it's just that the changes made to the early game in 4.0 made it even more important. Hopefully no more economy instantly imploding because I built something.
There's still a bit of risk if you open up a lot of higher strata jobs at once that you lose too many workers, but it was one of those changes that caused a "how did we play without this" moment.
 
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After the livestream today, I found that a couple of them (unfortunately the Holotheater is one of them) is not quite correct, but we'll fix them in the update early next week. (It's too late for tomorrow's build.)

Looks like we'll get that fix into today's build thanks to an evening rebuild.
 
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“It appears that on the third planet of the sun we call ‘Small Yellow Dot’ there is a life form of sentient meat! Flesh….that thinks? Thinking meat???”

I know the meat jokes are so yesterday, but I wasn’t around yesterday.
 
We need a lot of fixes of fauna weapon stats, Giga Bombard L size 45-10 attack rang (yeah, minus) -100% hul damage of kinetic 5, Kinetic Artillery 2 having different attack range compared to Kinetic Artillery 1 and having 6% tracking on corvetes, etc
 
To be honest this may be the first time I think a major change to the game has me worried about the state of the game going forward. I am not impressed at all with workforce nor the new colony management paradigm. Doesn't mean I will stop playing the beta and offering feedback.
 
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To be honest this may be the first time I think a major change to the game has me worried about the state of the game going forward. I am not impressed at all with workforce nor the new colony management paradigm. Doesn't mean I will stop playing the beta and offering feedback.

I can understand concerns about the district > zone > building system. But what's wrong with workforce? It's functionally the same as what we have now. Our planets get stocked with jobs that must then be filled by pops. The only real difference is how we generate those jobs and the back-end calculations that have the potential to significantly improve performance.
 
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Our intention is for basic buildings for each resource to be able to be built in the government and urban zones and for those buildings to provide a flat number of jobs to cover incidental needs, while more specialized buildings will continue to require the specialized zones.

After the livestream today, I found that a couple of them (unfortunately the Holotheater is one of them) is not quite correct, but we'll fix them in the update early next week. (It's too late for tomorrow's build.)

Thanks! Just read them and going to test them.

What’s the intent behind scaling jobs from a district upgrade that contains multiple zones/buildings, when it creates extensive unwanted jobs if we only want to increase one specific job type on a planet?
 
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Obligatory comment about how Biologists should be called Sociologists.
 
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I think the logic of having buildings as job modifiers should stay to properly distinguish them from zones. But I also think that the amenities zone should be removed and that function incorporated into the basic city district. Zones are simply vastly too competitive to dedicate one solely to amenities production, and if not it just becomes a mandatory pick which is restrictive.
About linking entertainers to city districts:
Doing (only) that gets reaaaally close to eliminating amenities all together:
Asuming Job weight works correctly, and asuming city districts remain something any planets wants to have, you will never have to do anything about amenities.
If there's no cost/Player interaction to providing amenities - gameplay wise - it would be identical to a modifier like "every n'th Pop does not produce workforce"

I'm really not a fan of the amenities zone myself - the opp. cost is too high, and Like you said is either mandatory or useless - but *just* linking it to the city districts would decrease its cost so much, that it becomes meaningless.
 
That's also wrong though. Those are both present in the research tree, and neither fully includes the other.

There just isn't a clear terminology available.
Biology techs are a subset of the society research category, and we find society research deposits rather than biology research deposits. The in-game the terminology is very clear.

EDIT: I was wrong, I was incorrectly conflating the words society and sociology.
 
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Biology techs are a subset of the society research category, and we find society research deposits rather than biology research deposits. The in-game the terminology is very clear.
Biology techs are a subset of society techs, not sociology techs. Sociology has a meaning, and that meaning is not synonymous with society.

You cannot use Sociologist as a stand-in for anything in the society tree, because it does not include many categories with in it. Such as biology.
 
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Biology techs are a subset of the society research category, and we find society research deposits rather than biology research deposits. The in-game the terminology is very clear.
I could argue that sociology is a subset of biology. Society only exists because biological organisms are complex enough to have a society to begin with. It emerges from biology in much the same way biology emerges from chemistry and chemistry from physics. yet we don't split them like that because puny human brains really like our own categories even if they don't always reflect reality well.

Still, there is no good name here, because while it makes sense to mix the two--if only due to the numbers of relevant techs--so neither name really works.
 
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I note the appearance in the little box of icons bottom right of 'Databank' and wonder if the DEVs were tempted to call it 'The Hitchhikers Guide to the Galaxy' ?