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Stellaris Dev Diary #211: 3.0.3 Beta Updates

Hi everyone!

Thanks for the tremendous participation within the 3.0.3 beta branch and for all of the feedback that you've been providing.

For those that are interested in joining the beta, you have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.

This week we'll be talking about some more changes that we're planning on pushing in the near future to the 3.0.3 beta branch concerning further balance updates, AI, and more. These are highlights of some of the things that will be in the full patch notes and not intended to be a comprehensive list.

Bug Fixes and Further Balance Updates

From fixes to the end of the Cybrex precursor chain to correcting edict deactivation costs, we've fixed a number of issues that you've found and reported during the beta. Thank you for reporting things in the Bug Reports forum.

Regarding the economic changes, one of the common themes in the feedback has been that the sheer number of jobs in the game are too high, and we agree. Clerks are especially notorious for this, since in many cases you would rather actually see them unemployed and moving to a more valuable position elsewhere in the empire. We're taking some preliminary steps to reduce the number of jobs and changing things to focus on increasing productivity instead.

Here are some of the changes you'll be seeing soon:
  • [Balance] Reduced the number of Clerk jobs provided by buildings and districts by 40%.
  • [Balance] Clerk trade value has been increased to 4.
1620222575947.png

  • [Balance] Buildings that increased basic resource production and added jobs to basic resource producing buildings or districts (Energy Grids, Mineral Purification Plants, etc.) now increase the base production of the relevant jobs by 1 or 2 based on tier instead of their previous modifiers. Machine empires still gain the extra resource district slots as before.

1620221727568.png


Yes, "Livestock" counts as a "Food producing job". (Or minerals, for Lithoids.)
  • [Balance] Manufacturing focus buildings (factories and foundries) no longer prevent the other from being built on non-Ecumenopolis planets, and no longer add jobs to Industrial Districts. They instead increase the base production of alloy or consumer goods producing jobs by 1 or 2, with a corresponding increase in upkeep.
1620222368228.png

Secondary resources like Alloys do require more inputs to produce more, however.


Balancing the number of jobs and their output will be an ongoing task, expect future updates to have additional changes.

AI Updates

We're making some updates that will have significant changes to AI behavior that should improve the effectiveness of AI opponents, as well as some changes to reduce the impact to your empire if an AI were to take control of your empire for a short duration in multiplayer.

These changes give the AI a greater focus on economic stability and improves some research related behaviors, but are also a work in progress and will continue to be updated in future patches.

We'll put up a 3.0.3 AI Feedback thread once it's live so you can let us know how you feel about these changes.

Population Growth

We're continuing to make adjustments to the current population growth systems in the game, and are exploring additional changes. Some of these are longer term initiatives, however, so in the meantime we're currently adding a quality of life feature that many people have been asking for.

1620222442422.png

Logistic Growth and Growth Required Sliders in Galaxy Configuration

These sliders will allow you to adjust the variables related to the bonus a planet can provide through logistic growth and the amount that pop growth increases per empire pop using sliders in Galaxy Configuration instead of needing to edit defines or use a mod to do so. Please note that these sliders can have major impacts on both performance and balance. Existing saves will use the default values. (Which can themselves be overridden in defines.)

Non-English localization for these changes will not be available in the beta as soon as the changes are up, but will be added shortly afterward. Apologies for the delay!

That's all for this week. Since we're currently in a post-release cadence (as well as next Thursday being a holiday in Sweden), the next Dev Diary will be two weeks from now on the 20th of May.

See you then!
 
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Could we see improvements to fleet combat behavior? Usually players have to use mods to get anywhere near decent fleet behavior and I'm a little surprised this hasn't been fixed yet.

Case in point. No matter the combat computer my Titan and long range capital ships engage like it's a knife fight. In a long enough engagement my titan will be literally inside the space station....
 
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"We don't know how to make a balanced game, so we'll design by democracy" :rolleyes:

The devs have had enough attempts to mould Stellaris into a good game; they've failed.
I'm out.
 
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First: thank you a lot for the changes and your awesome game!

The only thing i think could be boosted is the output of Ringworld- and Ecumenopolis-jobs while decreasung their number... like research districts giving only 2 Science director/ researcher Jobs but each of them would produce 50 of every research. This would make them feel a lot more powerfull (as they should feel in my opinnion) and they could be up and running a lot quicker (and also decrease the lategame lag) since they also need a lot of time and resources to be build in the first place... Also this could be made adjustable at the start since i think not everyone would enjoy this buff and as i said customization is King...

That's it for now! Stay helathy and keep stellaris great
 
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"We don't know how to make a balanced game, so we'll design by democracy" :rolleyes:

The devs have had enough attempts to mould Stellaris into a good game; they've failed.
I'm out.
Pretty much where I am; the pop/economy system, plus the braindead AI is simply too much. Every major patch I come back, play to 2300, then quit for one reason or another, usually boredom. If the AI could do *anything* to be a challenge, if the pop/economy system wasn't so much damn work, then *maybe* I'd play long enough to see a crisis spawn. But the game just gets so damn boring as I spend a hundred years playing what is essentially a glorified population management simulator in space.
 
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"We don't know how to make a balanced game, so we'll design by democracy" :rolleyes:

The devs have had enough attempts to mould Stellaris into a good game; they've failed.
I'm out.

I actually think it's impressive and admirable to have a design by democracy, somewhat. Bad companies assume they know what consumers want or flat out ignore a clear consensus. It's fine, it's your company, you can do what you want. But, smart companies try to retain and build the largest audience. Balance doesn't happen overnight. Designing a challenging/balanced game and especially an AI is not easy.

Pretty much where I am; the pop/economy system, plus the braindead AI is simply too much. Every major patch I come back, play to 2300, then quit for one reason or another, usually boredom. If the AI could do *anything* to be a challenge, if the pop/economy system wasn't so much damn work, then *maybe* I'd play long enough to see a crisis spawn. But the game just gets so damn boring as I spend a hundred years playing what is essentially a glorified population management simulator in space.

Are you mix/maxing with OP builds? What difficulty are you playing on? I'd agree if you're doing tech rush cheese. Otherwise playing a normal empire on Captain up, with AI set to aggressive, if you focus on tech they will punish you. Do you not want an economy aspect? That's what makes great games like this different than say just Warhammer 40K where you just slam ships into each other (still fun).

You also said on Thursday

Now all that would to be done is make it so the maximum number of jobs/housing a planet can support for any planet size ends up being only slightly larger than planetary capacity. Jobs are a problem right now; as others have noted there are too many overall, especially with the reduced overall population growth.

And guess what? They made some changes with the latest update (while I don't agree it's in the right direction, at least they are taking action).

Kudos PDX! Enjoy your time off in Sweden.
 
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I actually think it's impressive and admirable to have a design by democracy, somewhat. Bad companies assume they know what consumers want or flat out ignore a clear consensus. It's fine, it's your company, you can do what you want. But, smart companies try to retain and build the largest audience. Balance doesn't happen overnight. Designing a challenging/balanced game and especially an AI is not easy.
It's a shame people are slinging so much crap at PDX over these changes. A good designer knows when to protect the player from themselves, but also when to recognize that their vision for the game is clashing a little with reality. I think the 2.8 system was untenable and I personally had to stop playing the game because it was too tedious, so I'm glad to see they are messing around with these changes and even put in sliders.

The shift from more jobs per district to more output is great, if the implementation (using job definitions rather than modifiers) is a little unfortunate. I think 3.03 has much better mechanics to work with than 2.8 had, in terms of looking for balance.
 
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Were any changes made to Rogue Servitor civic? On live bio-trophies make your drones build slower so it feels pretty bad.

Great changes so far, exited to try test realm out.
 
The shift from more jobs per district to more output is great, if the implementation (using job definitions rather than modifiers) is a little unfortunate.

I've been playing with all district capacity halved and clerk jobs deleted, and from that experience it seems pretty clear that there are just way too many jobs. Even with planets that have probably about 33% fewer jobs overall I'm only seeing unemployment issues crop up at around 2300, right around the time you can get ringworlds / ecumenopolis.
 
Were any changes made to Rogue Servitor civic? On live bio-trophies make your drones build slower so it feels pretty bad.

Great changes so far, exited to try test realm out.
Yes, bio trophy now give 1 unity instead of 2, but increase the complex drone output by 1% each from .25%. Also,what you are experiencing with slow pop growth has to do with the new pop system, where robots got the worst end of the stick. They need more progress towards a newer pop for every other pop in empire, same as the regular pops, but while regular pops have the logistics boost to grow faster, robots have got nothing. Hence, it's actively punishing you for having non-robot pops when you play as a ME. Only good thing is, while you need to keep your planets small with some 20-30 free housing to keep the growth, robots can easily ignore the planet capacity and are only limited by housing.
 
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Is it intentional that Ringworlds get the same productivity upgrades via forges and fabricators as other planets?

Because in 3.0.2 those buildings give +5 jobs instead of +1, making industrial ringworlds quite productive. Whereas in the bea it's just the normal +33%/+16% increase insteaf of +100%.
 
I do feel like the sliders will confuse some. its nice to change the values, but i think a more permanent default setting should be decided.
I personally have no idea what those sliders do. :D
 
The new basic resource/forge/factory buildings seem too powerful (and the effects should be implemented through economic category, not through jobs!). Maybe halve the bonuses they offer? Getting effectively 33% more metallurgists from an early tech is a bit much, and it's multiplicative with everything else. The idea of throughput buildings is nice, but they shouldn't be so strong.
 
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Are you mix/maxing with OP builds? What difficulty are you playing on? I'd agree if you're doing tech rush cheese. Otherwise playing a normal empire on Captain up, with AI set to aggressive, if you focus on tech they will punish you. Do you not want an economy aspect? That's what makes great games like this different than say just Warhammer 40K where you just slam ships into each other (still fun).
The funny part is I don't min/max whatsoever; I fall behind in tech a bit due to not being able to manage Alloy/CG/Research buildings versus open building slots well. But it really doesn't matter; I just go super wide, keep up fleet strength just enough to discourage the AI from attacking (even when set to aggressive) and simply outscale starting around 2280. The only time the AI punished me for this was the time the Determined Exterminators somehow got the Grand Hearld event. :/

I see it time and again: The AI can keep up, but simply stops building ships much past the time they can field Destroyers, and every time I take a planet off them I see what can at best be described as a godly mess. The game simply stops being a challenge. Even when I'm the focus of the Great Khan I generally have enough fleet strength by the time the event triggers (again, without min/maxing) to deal with him at relative ease solo (which is good, because the AI sure as hell won't help).

And this is on Commodore. Again, WITHOUT min/maxing.

Then I get to the "wait around until Crisis since there's not much to do" part of the game, pausing every few months to figure out what to do on one of my several dozen planets due to a pop growing (because as bad as I am, I'm not trusting AI automation to do it after what I see it do to the AI). Then get bored after 20 years and quit.
 
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The new basic resource/forge/factory buildings seem too powerful (and the effects should be implemented through economic category, not through jobs!). Maybe halve the bonuses they offer? Getting effectively 33% more metallurgists from an early tech is a bit much, and it's multiplicative with everything else. The idea of throughput buildings is nice, but they shouldn't be so strong.
You do pay extra upkeep though. A generic Metallurgist with a megaforge is identical to a basic machine Fabricator Drone. It's a great tech though, and a must have on industrial worlds. I wouldn't be upset if they bump up the cost/tier because it does seem like you get it too soon.

Speaking on which, can we finally allow all gestalts to get the Global Production Strategy tech? regular machines have never been able to get it without rogue servitor, afaik, because it requires consumer goods techs they cannot even research.
 
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You do pay extra upkeep though. A generic Metallurgist with a megaforge is identical to a basic machine Fabricator Drone. It's a great tech though, and a must have on industrial worlds. I wouldn't be upset if they bump up the cost/tier because it does seem like you get it too soon.
I get that you pay extra upkeep, but the building essentially multiplies your metallurgists by 1.33 (or 1.66 for tier 2), likewise with CGs. That's a humongous powerspike, and makes the economy way too strong, especially with how strong pop growth is early game. Comparatively, the food and energy basic resource buildings are only 33% at tier 2. The mining one is 25/50%, but that's just because base miners suck compared to the other two and should be fixed by making them not suck. It'd be best to have them all be 16/33%. Still extremely strong, but not "get this first, win the game."
Speaking on which, can we finally allow all gestalts to get the Global Production Strategy tech? regular machines have never been able to get it without rogue servitor, afaik, because it requires consumer goods techs they cannot even research.
This actually got fixed in 3.0. This is what the tech looks like now:
Code:
#Global Manufacturing
tech_global_production_strategy = {
    cost = @tier3cost1
    area = society
    tier = 3
    category = { statecraft }
    prerequisites = { "tech_alloys_1" "tech_colonial_centralization" }
    weight = @tier3weight1

    # unlocks Ministry of Production

    weight_modifier = {
        factor = 1.5
        modifier = {
            factor = 0
            NOR = {
                has_technology = "tech_luxuries_1"
                country_uses_consumer_goods = no
            }
        }
        modifier = {
            factor = 1.25
            research_leader = {
                area = society
                has_trait = "leader_trait_expertise_statecraft"
            }
        }
    }

    ai_weight = {
        factor = 1.5
        modifier = {
            factor = 1.25
            research_leader = {
                area = society
                has_trait = "leader_trait_expertise_statecraft"
            }
        }
    }
}
 
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Problem with too many jobs per planet: Solved. I actually get to see the automatic resettlement in action now, and even deal with some unemployment occasionally.

However, pops are far too productive - I was making thousands per month of every resource by the end of the game, without resource Megastructures, Habitats or special Ascension Perk planets. Even constantly putting out Battleships from two Mega Shipyards didn't drain my resource stockpiles, and I had 20+ levels of repeatable techs by 2400. This wasn't from a galaxy-spanning empire - I only had 25 or so planets.

I think a generalized reduction in resources is in order. We're getting flooded with them right now. The Hydroponics Bay that gives 10 food per month for just 1 energy credit upkeep for example is obviously overpowered. Minerals are a bit too plentiful in space. Districts produce a bit too much. And most importantly, Tech still snowballs exponentially, so either weaken research income or make late-game techs more expensive to compensate. Unity also has the issue where you finish all the Traditions by the start of endgame even if you don't focus on it at all, and after that you soon have enough of it to keep all the Unity Ambitions running at the same time, after which Unity is useless.

Easy economy aside, I have plenty of fun with this version of the game and I think it only needs balance tweaks and bugfixes rather than huge changes.
I disagrre on this point. I think it would be better to increase the output at least of the colonizable megastructures (Ringworlds, Ecumenopoli and maybe also Habitats) so if the Pop growth will decline you can still keep growing your Empire without conquest (this would also make tall builds more viable).

I think this could be also made as a slide/ adjustable so every player could just adjust the megastructure pop output according to his needs from maybe 0.1 to 10 or 0.1 to 15 with a standard setting of 1.
 
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The new basic resource/forge/factory buildings seem too powerful (and the effects should be implemented through economic category, not through jobs!). Maybe halve the bonuses they offer? Getting effectively 33% more metallurgists from an early tech is a bit much, and it's multiplicative with everything else. The idea of throughput buildings is nice, but they shouldn't be so strong.

You do need the strategics for upkeep.
Also if 33% is too powerful, how can we have any significant techs in this game? It already has too many piddling, tiny modifiers that don't matter unless you aggressively minmax them.
 
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