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[Dev Team] Astral Planes and Stellaris 3.10.0 "Pyxis" Preliminary Release Notes

Hello everyone!

Astral Planes and the Stellaris 3.10.0 "Pyxis" update are releasing this Thursday, November 16th. Today we've got the preliminary changelogs for your enjoyment.

The Astral Planes Narrative Expansion is available for pre-purchase now, with a 10% discount until November 27th.

Astral Planes Narrative Expansion Features

Our largest story based release yet, Astral Planes focuses on mid to late game exploration content with over 30 Astral Rifts with widely branching storylines. Unlike the relative safety of Archaeology sites, the Rifts you explore will lead to completely different realms of existence, where fundamentals that were certain at home may not always be true.
  • Added Astral Scars and Rifts
    • Added 30+ Rift Sites
      • Each site contains branching narratives, featuring multiple potential endings and a chance at powerful new rewards
    • Added Astral Thread Resource
    • Added Astral Harvesting and Rift Sphere Technologies
    • Added “Rift in Space” Situation and random Rift Situations.
  • Added 8 New Relics
  • Added 10 Astral Actions, plus 4 additional Astral Actions if you have the Overlord expansion
  • Added Riftworld Origin
  • Added 4 New Civics
    • Hyperspace Specialty
    • Dimensional Worship
    • Dark Consortium
    • Sovereign Guardianship
  • Added 3 New Music Tracks from Andreas Waldetoft
  • 70+ New Event Pictures
  • 80+ New Sound Effects
  • the formless...

3.10.0 “Pyxis” Update

Features

  • Leader Consolidation - see Dev Diary 322 for more details.
    • Admirals and Generals have been merged into the Commander, the Military leader class.
    • Governors and some Envoy functions have been merged into Officials, the Administrative leader class.
      • Officials are now assigned to represent your empire in each of the Galactic Community (or Imperium) and your Federation rather than assigning multiple Envoys.
      • Envoys still represent your Empire's overall diplomatic bandwidth, and handle First Contact, Improving and Harming Relations, and Espionage.
    • Scientists remain the third, Scientific leader class.
    • All leader classes can now govern planets and sectors.
      • Military governors apply Martial Law to a planet or sector, which increases worker and slave output at the cost of specialist and ruler output, adds soldiers to the planet or sector, and causes soldiers to increase stability.
      • Administrative governors increase general material resource extraction and industrial productivity.
      • Scientific governors increase research output on the planet or sector. This replaces the old Assist Research Scientist action, which has been removed.
      • Most governor traits now include apply to a lesser extent to the rest of the sector, unless a local planetary governor is overriding them.
    • Added the Minister of State for most non-gestalt empires. (Some civics, such as Fanatic Purifiers or Inwards Perfection, remove this position.)
    • The Minister of Defense, Research, and State council positions are no longer locked for players with Galactic Paragons, and can be replaced with other council positions when you reorganize your council, though at a cost.
      • No Minister of Defense: -25% Naval Capacity
      • No Minister of State: -25% Diplomatic Weight
      • No Head of Research: -25% Research Speed
    • A balance pass has been made on all leader traits and subclasses. Many have changed significantly, and the overall power level has generally been decreased.
      • Traits chosen when levelling up will now be biased towards the leader's current position, whether or not you have Galactic Paragons. (i.e., A Scientist that is governing a planet will be more likely to receive leader traits related to planet governance.)
    • The classes of all event leaders and paragons, as well as leader themed civics, technologies, and traditions, have been reviewed and adjusted.
  • Council Legitimacy now gives bonuses or penalties to council agenda speed.
  • Replaced the Recommended Content window with a more full-featured Additional Content Browser.
    • The Additional Content Browser increases the clarity and transparency of what various DLCs contain, by letting you preview things like Origins, Civics with full tooltips that include nested concepts, animated Portraits, and Shipsets. It is our hope that this will help you make more informed decisions about DLC purchases. (The Additional Content Browser will only be available on some storefronts, and will not update information without an active internet connection.)
  • Added Tabbed Outliner.
    • Information is now split across Government, Ships, Politics, and Structures tabs, which will appear as they become relevant to your empire.

Improvements
  • Many event chains now include event chain titles in the event window.
  • Added three new planet modifiers: Abundant Geothermal Activity, Subterranean Wildlife, Rich Microflora
  • Added four planetary decisions to be able to remove some negative modifiers without having to terraform the planet: Remove Bleak Planet, Add Dayside Farm, Remove Hazardous Weather, Remove Dangerous Wildlife
  • A toast message will now appear when a truce expires.
  • Clarified tooltips of modifiers that increased leader cap
  • Expanded on the Zroni dig site descriptions.
  • A notification will now be sent when yoour fleets are unexpectedly forced to decloak
  • You can now change the destination of a Leviathan Parade Situation at the cost of some unity.

Balance
  • Administrative Leaders can no longer serve as the Head of Research.
  • Archaeo-Engineers AP now gives +1 Scientist Capacity
  • Aristocratic Elite no longer has +20% Governor XP gain, but instead gives a 20% chance for leaders to have a bonus positive and a bonus negative trait.
  • Autonomous Drones and Sovereign Circuits now provide +1 Leader Trait Options
  • Belligerent Diplomatic Stance now grants -1 External Leader Pool Size in addition to existing effects
  • Blocked Inwards Perfectionists and Fanatic Purifiers from having a Minister of State.
  • Centralised Command society tech increased to Tier 3
  • Changed leader recruitment cost to be a quadratic equation instead of exponential
  • Cooperative Diplomatic Stance now grants +1 External Leader Pool Size in addition to existing effects
  • Corporate Authority and Corporate Dominion Civic now grant +1 External Leader Pool Size in addition to existing effects
  • Council Legitimacy now directly modifies base council agenda speed, at 0% Legitimacy base agenda speed is 50%, at 50% Legitimacy it is 100%, at 100% Legitimacy it is 125%. Empires without Council Legitimacy are treated as if they have 50% Legitimacy for this.
  • Decreased the leader XP gain from the Luminary Bloodline trait.
  • Democratic Authority now grants +1 Leader Pool Size in addition to existing effects
  • Dictatorial Authority now grants +25% Ruler XP and -1 Leader Pool Size in addition to existing effects
  • Empires can now support three leaders of each class without using leader capacity. Generic leader capacity has been removed.
  • Eternal Vigilance now gives +1 Commander Capacity
  • Factions are now more upset if their ethic is not represented on the council or by the empire ruler.
  • Galactic Force Projection now gives +1 Commander Capacity, +2 Max Influence from Power Projection, increases Naval Capacity by 100 and Fleet Command Limit by 50
  • Gestalt rulers no longer count towards leader capacity
  • Heroic Past, Precision Cogs, Pooled Knowledge and Factory Overclocking all now provide +1 Commander, +1 Official and +1 Scientist Capacity.
  • Imperial Authority now grants -1 Leader Pool Size in addition to existing effects
  • Imperial Cult now grants additional priest jobs to the ruler's homeworld scaling with their level.
  • Imperial Prerogative now gives +2 Official Capacity
  • Improvements to Mastery of Nature, planet modifier now gives +50% resource districts
  • Increased Leadership Conditioning reward to 3,000 XP
  • Isolationist Diplomatic Stance now grants -2 External Leader Pool Size in addition to existing effects
  • Leader Enhancement policies now increase the starting level of leaders instead of increasing Leader XP gain.
  • Leader starting age has once again been increased
  • Leaders now have a slightly higher chance to start at a higher level.
  • Learning campaign edicts leader xp gain have been reduced
  • Mercantile Diplomatic Stance now grants +1 External Leader Pool Size in addition to existing effects
  • Naval Tradition federation perk now gives +1 Initial Admiral Level instead of +10% Admiral XP gain.
  • Nerve Stapled now gives -100% leader XP gain, if you somehow generate leaders from species with this trait.
  • Not having a Head of Research (or gestalt equivalent) will impose a -25% penalty to research speed
  • Not having a Minister of Defense imposes a -25% penalty to Naval Capacity.
  • Not having a Minister of State (or gestalt equivalent) will impose a -25% penalty to diplomatic weight.
  • Opener effect for Synthetics now reduces robot upkeep and robot assembly cost
  • Philospher King now only provides +5 Effective Ruler Level
  • Players can now build multiple Quantum Catapults.
  • Pompous Purists Civic now grants -1 External Leader Pool Size in addition to existing effects
  • Pops now have ethics attraction towards the ethics of the local planetary governor
  • Rebalanced a number of species traits that affected leader XP gain.
  • Rebalanced Aptitude Traditions and Leadership Conditioning
  • Rebalanced Feudal Society and Franchising Civics and Shared Destiny AP
  • Rebalanced Statecraft traditions
  • Rebalanced the Auto-Curating Vault, Vault of Acquisitions, Alpha Hub and Citadel of Faith
  • Reduced XP gain from Transcendent Learning
  • Removed leader pool increase from Transcendent Learning
  • Removed Leader Pool size modifiers from ethics
  • Removed leader upkeep modifiers from Embodied Dynamism and Collective Self techs
  • Removed the -10% leader hire and upkeep cost from traditions that only applied to a single leader class.
  • Replaced the +1 Leader Capacity from Oppressive Autocracy with +1 Commander Capacity
  • Reworked the Research Institute, Planetary Supercomputer and Military Academy buildings
  • Slightly increased time needed to survey a system.
  • Specialist subjects now get +1 capacity of the relevant leader type instead of +20% XP gain for that subject type.
  • Species traits that give bonuses or maluses to leader xp gain are now multiples of 10% not 25%.
  • Technocracy now gives Expertise traits additional effects for scientists when governing planets/sectors.
  • The effects of the Ruthless Competition council position now matches Memory Vaults
  • The Khanate Successor origin now boosts military leaders
  • The Lord High Admiral council position now gives increased naval capacity instead of increased commander xp gain
  • The Minister of Defense and Head of Research are no longer mandatory council positions.
  • The Minister of State can be removed by Reorganise Council Agenda.
  • The Opinion lost with the Trader Enclaves for canceling a trade deal now scales with size of the deal.
  • The traditions that previously gave -10% leader hire and upkeep costs for a given class (e.g. Science Division) now also increases the leader capacity for leaders of that class
  • Aptitude Tradition adoption now gives Initial Leader Skill: +1 instead of +1 starting trait to leaders.
  • Discovery, Domination, and Supremacy Traditions now increase initial skill level for leaders instead of decreasing upkeep and hire cost.
  • Transcendent Learning leader XP gain modifier reduced to +25%
  • Transcendent Learning now gives +2 Scientist Capacity
  • Universal Transactions now gives +1 Official Capacity and +20% Commercial Pact Efficiency
  • Updated five existing planet modifiers: Weak Magnetic Field, Strong Magnetic Field, Asteroid Belt, Natural Beauty, Bleak Planet
  • You can only find one promising officer every two years.

Bugfixes
  • Blocked special event leaders from having backgrounds and homeworlds. Warform was not hanging around with the Romans.
  • Fix a case where the leader UI would remain on screen when exiting to main menu
  • Fix councilor position triggers related to authority not being evaluated correctly in galaxy creation
  • Fix diplo weight tooltip when affected by a resolution category weight modifier
  • Fix gestalt leader backgrounds not clearing other leaders' BGs
  • Fix scripted fleet order buttons having incomplete tooltips (e.g. Azaryn's terraforming special action)
  • Fixed Alien Box event changing getsalt councilor nodes portrait
  • Fixed bypasses mapicons always being placed in second position if there is an upgraded starbase in the system, hiding the icon below
  • Fixed crash when checking if an invalid system is in sensor range
  • Fixed Cultist event chain not having any target to pick planet from if the fleet that attacked was destroyed in the meantime
  • Fixed gestalt nodes not having a starting trait
  • Fixed leaders with a preset design using the wrong portrait when their species changes without its portrait changing.
  • Fixed misaligned buttons and inconsistent tooltips in the Planet View
  • Fixed num_owned_relics trigger not displaying its dynamic values in tooltip
  • Fixed num_researched_techs_of_tier tooltip not displaying the technology tier
  • Fixed random rulers never being generated with origin-locked traits.
  • Fixed situation target tooltip not being completely localized
  • Fixed Starbases receiving ship modifiers twice
  • Fixed the "pick trait" button for recruitable leaders
  • Fixed the Inevitable Assimilation tradition for DAs saying you need to adopt Cybernetic traditions twice.
  • Fixed UOR ruler not benefiting from other initial skill modifiers.
  • Fixed UOR setting ruler level to 4 instead of giving +3 initial levels.
  • Leaders excluded from the upkeep cost now correctly produce resources
  • Leader traits from ascension paths no longer provide research points scaling with leader level
  • Set the base value for percent_of_leader_lifespan to match the leader lifespan define value.
  • Subjects now support their Overlords resolutions in the Galactic Community correctly
  • The Escape key no longer closes any event windows.
  • The first event option for the event Dysfunctional Council now informs you that the leader will be dismissed.
  • The Xenophobic Fallen Empire will once again be able to get real mad at you if you border them.
  • Worker Coops can no longer be Xenophobic
  • You will no longer be able to avoid being synthetically ascended by being an assault army in space.

AI
  • The AI will no longer build habitats if they have an uncolonised habitat.
  • The AI will prefer building habitats in systems with upgraded starbases unless they have the Void Dweller origin or the Voidborn AP.

Performance
  • Added game rule for possible_precalc = can_fill_precursor_job
  • Added define TRIGGERED_MODIFIER_UPDATE_DELAY, which lets us spread out calculations of triggered modifiers
  • Fixed a case where country modifiers would continually recalculate every day

UI/UX
  • Added new backgrounds for assembly and organic assembly.
  • Added the ability to add an element to the event window specifying the event chain this event is part of
  • Archaeological Sites and Astral Rifts mapicons are now colored depending on their exploration state
  • Changed the leader cap indicator in the top bar to only display envoys.
  • Fixed fleet command limit multipliers not appearing in tooltip if they add up to +100%.
  • Improve and Harm Relations monthly values are now shown to two decimal places.
  • Improved the tooltips for Agenda Progress.
  • removed the notification for leader pool renova
  • The leader list now shows the cap for each class
  • The tooltip for Agenda Progress now shows modifiers to monthly agenda progress.
  • Update the Main Flag button to show the name of the empire (and debug info if you're using Debug view)
  • Added a subtitle to all longer event chains.
  • Added Event Chain Subtitles for the five original precursors.

Modding
  • `num_leader_traits` now has a new filter `is_subclass = yes/no/any`
  • Add `federation_modifier` and `triggered_federation_modifier` leader trait modifiers
  • Add `galcom_modifier` and `triggered_galcom_modifier` leader trait modifiers
  • Add `starbase_type` field for starbase components to show the correct text when a tech unlocks it and it's for orbital buildings
  • Add alternate_civic_version to swap locked civics w/ authorities
  • Add army_modifier and triggered_army_modifier to leader traits
  • Add background_planet_modifier and triggered_background_planet_modifier to leader traits
  • Add country_<type>_cap_add modifiers for specific leader class capacities
  • Add fleet_modifier and triggered_fleet_modifier to leader traits
  • Add new on_astral_rift_entered action
  • Add piracy_protection_mult modifier
  • Add set_completed_rifts command
  • Add skill_<classname>_<task> static modifiers for each class and the "navy", "army", "planet_governor", "sector_governor" and "background_planet_governor" cases
  • Add specialist_subject_conversion_time_mult modifier
  • Added a debug ImGui view to the console - So long, and thanks for all the fish <3 (Editor's Note: @MonzUn thank you for all your hard work and best of luck with your new endeavours!)
  • Added army_damage_empire_sprawl_penalty_mult modifier
  • Added army_damage_taken_mult and army_morale_damage_taken_mult modifiers
  • Added astral_rift_difficulty_add modifier
  • Added can_spawn_astral_rift trigger
  • Added council_legitimacy >= <value> country scope trigger to check an empire's council legitimacy.
  • Added council_legitimacy trigger to check council legitimacy in script
  • Added councilor_modifier, triggered_councilor_modifier and force_councilor_trait to leader traits and removed councilor_trait and is_councilor_trait_for_ruler.
  • Added create_astral_rift effect
  • Added distance_to_capital trigger
  • Added dump_astralrifts command
  • Added dynamic_capacity parameter to strategic resources
  • Added export_modifier_duration_to_variable effect
  • Added freeze_leader_age effect to allow leaders to stop aging
  • Added in_place_of parameter to spawn_astral_rift
  • Added in_place_of parameter to spawn_wormhole effect to use the coordinates of an existing spatial object
  • Added inline scripts support for triggers
  • Added is_assigned_to_galcom script trigger.
  • Added is_bypass_type trigger
  • Added leader_lifespan_mult modifier
  • Added leader_starting_age_add, leader_starting_age_mult, ruler_starting_age_add, ruler_starting_age_mult, heir_starting_age_add, heir_starting_age_mult, and <leader class>_starting_age_add and <leader class>_starting_age_mult (for example commander_starting_age_mult)
  • Added mod_<leader class>_lifespan_add and mod_<leader class>_lifespan_mult (ex: mod_scientist_lifespan_add)
  • Added new modifiers for leader initial level
  • Added on_build_queued and on_build_unqueued effects for mega structures
  • Added on_truce_end on_action
  • Added planet_max_branch_office_buildings_self_add empire modifier
  • Added planet_non_artificial_max_buildings_add modifier
  • Added refill_astral_rift_pool command
  • Added research_sharing_mult modifier that increases the effectiveness of a country's research agreements.
  • Added ruler_skill_add modifier to increase or decrease the effective level of an empire's ruler for the purposes of their council position modifiers.
  • Added scripted triggers prefers_scientist_governors and prefers_commander_governors which determine the class of your homeworld governor on game start.
  • Added sector_modifier and triggered_sector_modifier to leader traits.
  • Added spawn_astral_scar effect
  • Added spawn_beyond_gravity_well parameter to spawn_planet effect
  • Added split_astral_scar and copy_survey_data scripted effects
  • Added the is_site_locked = yes/no trigger for archaeology sites.
  • Added the set_council_position_to_council script effect to place a council position in the council.
  • Added trigger leader_lifespan to calculate leader lifespan depending on LEADER_LIFESPAN_DEATH_CHANCE_AGE, MOD_LEADER_LIFESPAN_ADD and MOD_LEADER_LIFESPAN_MULT. Updated script values referencing this define to use the trigger instead.
  • Added triggered_system_modifier to leader traits.
  • Added X_tech_cost_mult modifiers
  • Armies can now have an army_modifier
  • can_build_STATION_TYPE_around can now also have astral_rift as from scope
  • country_leader_cap_add now increases the capacity for all leader classes
  • create_message effect now has a recipient parameter to allow to have another recipient than the automatically resolved one
  • create_mining_station and create_research_station now support deposit holder scopes
  • create_pop effect now has a count parameter to spawn multiple pops at the same time
  • created `can_be_assigned_to_federation` and `can_be_assigned_to_galactic_community` abilities for leader
  • Created destroy_astral_rift effect
  • Created is_astral_scar trigger
  • Created on_astral_rift_exploration_complete on_action to count the number of explored astral rift
  • Created set_next_astral_rift_event debug description to more easily keep track of events branching
  • Events using the leader event window can now hide not allowed options using hide_option_if_not_allowed
  • Fixed fleet scope command limit modifiers not being applied if the fleet doesn't have a leader.
  • Fixed leader trait planet and system modifiers functioning identically to the regular modifiers.
  • Fleet and megastructure modifiers from governor skill are only applied from unoccupied planets owned by the same country as the fleet/megastructure.
  • Hiring / assigning councilors is now done based on a scripted value instead of hardcoded in the ai
  • is_surveyed can now be used on astral rifts
  • Leader trait planet_modifier and triggered_planet_modifier now support all leader types. Removed assist_research_planet_modifier.
  • Leaders class no longer rely on a hard coded type, and are fully dynamic and based on leaders abilities and defined entirely in the class file
  • Megastructures on_build_start/cancel/complete now use the constructing fleet as root if it's being built by a construction ship
  • MetaScripts (Effects,Triggers,Values) can now substitute an argument by the value of another with $ARG1|ARG2$
  • num_buildings effect now support's building category.
  • on_destroying_station is now also called when an orbital station around an Astral Rift is destroyed
  • Removed is_ruler and is_heir checks from leader potential add on traits, instead using the can_leader_get_normal_trait game rule.
  • Removed some unused trait parameters.
  • Removed the DLC lock on unlock_council_selection = yes
  • Replace diplo_weight_envoys_mult and envoy_cohesion_effect_mult modifiers with diplo_weight_delegate_mult and delegate_cohesion_effect_mult
  • Replaced LEADER_AGE_DEATH_CHANCE_AGE with LEADER_LIFESPAN_DEATH_CHANCE_AGE
  • Replaced LEADER_AGE_DEATH_CHANCE_INC with LEADER_LIFESPAN_DEATH_CHANCE_INC
  • Replaced LEADER_AGE_HIGH_DEATH_CHANCE_AGE with LEADER_LIFESPAN_HIGH_DEATH_CHANCE_AGE
  • Replaced LEADER_AGE_HIGH_DEATH_CHANCE_INC with LEADER_LIFESPAN_HIGH_DEATH_CHANCE_INC
  • Replaced subclass_background_icon and destiny_background_icon with background_icon.
  • Replaced tenth_of_leader_lifespan script value with the more generic percent_of_leader_lifespan.
  • Replaced the modifier leader_age with leader_lifespan_add.
  • Replaced the required = yes/no parameter for council positions with the optional trigger in the country scope.
  • Reworked has_envoy_task to work with any leader class
  • Separate Scientist `can_research` into more granular capability definitions
  • set_surveyed can now be used on astral rifts
  • Situations can now have multiple title selected from triggers.
  • SpawnWormhole effect now has a parameter graphics_entity_name to change graphics
  • Updated leader trait documentation.

In addition, due to the changes being made to leaders in this update, I highly recommend that if you wish to continue a game in progress that you remain on the 3.9.3 branch until you finish.

See you Thursday!
 
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The balance is fixed by setting the midgame/endgame/victory years much earlier. The defaults haven't been correct for game balance since 2.2, other than for completely new players on the lowest difficulties.

I fear a large percentage of players don't change the defaults and are stuck with horribly broken game balance, where entities like the Khan, Fallen Empires, Leviathans and the Crisis are pathetic because of player and AI snowballing. With midgame start at 2250, endgame start at 2325 and victory at 2400, all of these are a challenge(and so is the AI), you don't spend too long researching repeatables, and endgame lag/micromanagement doesn't get out of hand. The game is MUCH better like that, and I haven't played it any other way since 2.2. The devs really ought to change the defaults, but I think they're afraid of giving newcomers a challenging first experience.
Moving the date forward helps: I usually play with 2225 mid game (to give the Khan even a remote chance of being threatening), and a 2300-2350 end game (depending on how much I feel like messing around).

But that doesn't fix the tree, it just makes the crisis relevant. The last techs still fly by in an instant, the lower tier X slots don't exist (you'll have the upgraded version researched before you finish upgrading a single fleet to use the X slot), all the megastructures are unlocked before you have a single one built, the GC can't finish a line of resolutions before the game is over, etc.

Just moving the date forward doesn't fix all the problems.
 
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Absolutely should be a Galactic Domain where if half the empires are walking around with this thing (Enigmatic Engineers excluded), it's should be kind of an 'open secret' that it at least exists and has x,y,z to it foundationally with a,b,c being what pulls the technology together into usable form.
Yes, I'm in favour of all of these suggestions to make tech spread after it's already been researched once, with the stipulation that Enigmatic Engineering still prevents your tech knowledge from helping others at all so there is a specific, costly path to tech supremacy if that's more important to you than another Ascension Perk. Of course, that would need to be combined with increasing the scaling on required research as research increases in tiers / increasing the research penalties of Empire size / making the default research numbers higher (or nerfing some of researcher's base output). Otherwise it would just lead to zipping through the tech tree even faster than now.

About the Dev diary, this looks like a really cool update and DLC, I think it's great to add more mid and late game exploration stuff and the Astral actions seem cool, although the Gestalt equivalent civics being strictly worse than the indie civics seems really bad (particularly for the 'tall' one). I hope there's more collaboration with this studio in the future. Unfortunately I was hoping that after Galactic Paragons, Gestalts would not be quite so left out in the next DLC or free update, and it feels like that's not the case. I don't mean the mechanical strength, it seems like that is well balanced between indies and Gestalts or even favouring Gestalts early on (aside from Unity, Rogue Servitors are meant to be the Unity robots and can't achieve even 1/20th of the unity output that indie empires like trade or spiritualists can, it doesn't feel good that Rogue Servitors can barely ever Ascend planets), I mean that Gestalts miss out on a lot of flavour and actually feel worse now that certain concepts (like having a Destiny) are encoded by the game as actual traits Gestalt leaders are forbidden to have, where before leaders were much more equal and you could just roleplay a given Gestalt leader being someone like Kerrigan, Legion, T-800, Abathur, Dehaka, Stukov, Zagara, Locutus of Borg, etc. Now the game explicitly tells you that while you may think you're roleplaying the Geth and sending Legion out into the world, Legion is just a drone and has no Destiny. Ditto for Kerrigan, Locutus of Borg, T-800, Zagara, etc. Immortality being easily achievable for bio empires while machines still die at random makes it even worse for Machines. Plus, Gestalts miss out on a lot of actual content because they can't interact with many of the Paragons - if you're a Tree of Life Hive Mind or Rogue Servitors, Azaryn can't join up with you to protect the sanctity of life? The stuff with Gestalts and the Council is much better now than at Paragon's release, but there are still really big issues with how Gestalts are handled right now.

A suggestion I would put towards resolving this is to put in significantly more events/investment abilities/random chance that Gestalt leaders can gain a Destiny trait so that it will happen at least a few times on a playthrough, significantly relax restrictions on Gestalts who aren't genocidal interacting with Paragons, and add a repeatable tech that removes 5% of the chance for a leader to die every decade until the chance is completely gone, putting Gestalts on a level playing field in terms of being able to role play with leaders.

I know nothing can be done about this until at least the next Custodian patch, so I'll just do what I did when Paragons released and take a break then come back when there's a new DLC to wonder if there'll be anything for Gestalts this time. Appreciate all the work the devs do and best of luck for the launch of the new DLC.
 
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Moving the date forward helps: I usually pay with 2225 mid game (to give the Khan even a remote chance of being threatening), and a 2300-2350 end game (depending on how much I feel like messing around).

But that doesn't fix the tree, it just makes the crisis relevant. The last techs still fly by in an instant, the lower tier X slots don't exist (you'll have the upgraded version researched before you finish upgrading a single fleet to use the X slot), all the megastructures are unlocked before you have a single one built, the GC can't finish a line of resolutions before the game is over, etc.

Just moving the date forward doesn't fix all the problems.

Tell me if I'm completely off base, but doesn't this just kinda put you on a rail to 'Research or Die?' and lead to meta powergaming fixtures that have their own externalities on experience, like 'I have to have Ultimate Power or I'll lose' even if that's not at all true under anything but goosing the settings so events keep pace with the game state?

Also, doesn't this then tinge perceptions of the game system itself around the meta powergaming fixtures that are 'must dos' simply to overcome a contrivance laid out at the start? Like, what's the actual control sample here - I lean towards 'default settings with broken scripteds' more than 'goosed defaults for on time scripteds and goosed gameplay methods to subdue both'
 
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Moving the date forward helps: I usually pay with 2225 mid game (to give the Khan even a remote chance of being threatening), and a 2300-2350 end game (depending on how much I feel like messing around).

But that doesn't fix the tree, it just makes the crisis relevant. The last techs still fly by in an instant, the lower tier X slots don't exist (you'll have the upgraded version researched before you finish upgrading a single fleet to use the X slot), all the megastructures are unlocked before you have a single one built, the GC can't finish a line of resolutions before the game is over, etc.

Just moving the date forward doesn't fix all the problems.
I still think the proper solution is just removing all the +20%/10% income techs. If research no longer makes research dramatically faster, that might fix the problem right there - both of "focus tech 100% of the time regardless of any other factors" and of it getting relatively faster instead of slower or equivalent as the game goes on.

It's kind of a basic, "why isn't this already the case" thing to be honest. They removed 99% of the unity bonuses in traditions, why does tech have bonuses to tech? The rest just make it worse, because bonuses to any other resources increase the number of researchers you can support.
 
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i like making the tech/tradition cost at 2 maybe 2.5 ... and defo bring forward the mid game/crisis/late game forward.. honestly once youve beaten the crisis there isnt much left to do in the game of the factions who didnt get wiped out like.. and everyone ends up with titans etc.. i hate gettting to repeateable techs the game gets boring when their is nothing to reach for and research... so i always in favour of the devs adding techs to the game too delay the repeatables.. there is the problem of early game taking too long too research anything though... tech snowballs too much thats the biggest issue..
 
I still think the proper solution is just removing all the +20%/10% income techs. If research no longer makes research dramatically faster, that might fix the problem right there - both of "focus tech 100% of the time regardless of any other factors" and of it getting relatively faster instead of slower or equivalent as the game goes on.

It's kind of a basic, "why isn't this already the case" thing to be honest. They removed 99% of the unity bonuses in traditions, why does tech have bonuses to tech? The rest just make it worse, because bonuses to any other resources increase the number of researchers you can support.
I just think research cost per tech should go up. Research just comes waaaay too fast. Perhaps the empire sprawl penalty should grow faster, or there should be increasing penalties to research cost the more advanced the leaders are compared to the average. Call it the “cutting edge” penalty.
 
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I just think research cost per tech should go up. Research just comes waaaay too fast. Perhaps the empire sprawl penalty should grow faster, or there should be increasing penalties to research cost the more advanced the leaders are compared to the average. Call it the “cutting edge” penalty.

One of the funniest things about playing games at the slowest pace possible is that

1. Research begetting research still happens, but it is so much more muted at the start but does kind of pull away around midgame in a ~2500/3000 Mid/Late. It does the trick in slowing things down to a snails pace but the snowball emerges.

2. Unity is still a cakewalk you finish by midlate. I was kind of hoping that they'd be more spread, but Trade->Unity->CG->Trade is that freaking good at passively boosting your Unity at scale, and then specific Unity cows on specific planets, and then with all event gains, you're into ambitions without even having the ambitions tech on the horizon.

3. Everything is built up such that you can run into the 'pea shooter' situation where everyone's starbases are 30k monstrosities with all the defensive platforms but you only have cruisers with dink ass weapons and everything kinda bounces off the starbases unless you bring the whole freaking house upon them. Which is fine, but alludes to 'alloys have to go somewhere' when research and unity are generations behind their standard pace and there's not a better use for the glut - not fleets, not habs, not megastructures, all for various yokes and availability issues.

This is all to say, tech cost is part of the entire enchilada in pacing, but Unity has its own quirky behavior, and alloys will go somewhere so long as its produced, so one part of sorting out pacing is just research related with the other two biggies in the game system also needing a look.
 
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One of the funniest things about playing games at the slowest pace possible is that

1. Research begetting research still happens, but it is so much more muted at the start but does kind of pull away around midgame in a ~2500/3000 Mid/Late. It does the trick in slowing things down to a snails pace but the snowball emerges.

2. Unity is still a cakewalk you finish by midlate. I was kind of hoping that they'd be more spread, but Trade->Unity->CG->Trade is that freaking good at passively boosting your Unity at scale, and then specific Unity cows on specific planets, and then with all event gains, you're into ambitions without even having the ambitions tech on the horizon.

3. Everything is built up such that you can run into the 'pea shooter' situation where everyone's starbases are 30k monstrosities with all the defensive platforms but you only have cruisers with dink ass weapons and everything kinda bounces off the starbases unless you bring the whole freaking house upon them. Which is fine, but alludes to 'alloys have to go somewhere' when research and unity are generations behind their standard pace and there's not a better use for the glut - not fleets, not habs, not megastructures, all for various yokes and availability issues.

This is all to say, tech cost is part of the entire enchilada in pacing, but Unity has its own quirky behavior, and alloys will go somewhere so long as its produced, so one part of sorting out pacing is just research related with the other two biggies in the game system also needing a look.
Yeah that’s why I don’t think it should just be set to a higher amount from the outset. Tech comes fine the first few years, but the cost needs to rise much much faster mid game. But hard to say what that would look like without making tech even more vital than it already is. Which is why I’m thinking of increasing tech per tech researched, or relative to how much tech the highest has compared to the average, or increasing penalties to sprawl. Just has to go up toward mid/late game somehow.
 
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defo ramping up the cost of each tier by like double what they cost now would help.. maybe even add tier6 to game push some of the techs up a tier.. also techs we could add
- bombers for titans
- add carrier hull as a step-up from battleships without auras.. just uses fighter and bomber hangars for weapons and PD for weapons
- add more starbase modules too research and move us away from anchorages on everything.. repair yards trade mods/anti pirate etc..
- there is a great need to cut down naval capacity as a whole but maybe add some naval cap techs aswell we don't have that many
- spy techs when they do that rework
- power supply on ship techs.. maybe shield power cost reduction techs
- hardening base techs for defences
 
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Agreed, it’s just a difficult balancing act. If we soley make tech cost more, then we make picking any buildings other than tech have an even greater opportunity cost, and make tech buildings even more vital. Unless of course high end tech is pushed so high in cost that even attempting to research would be a risk. Ultimately the goal is to slow tech gain and space out the game more.
 
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Agreed, it’s just a difficult balancing act. If we soley make tech cost more, then we make picking any buildings other than tech have an even greater opportunity cost, and make tech buildings even more vital. Unless of course high end tech is pushed so high in cost that even attempting to research would be a risk. Ultimately the goal is to slow tech gain and space out the game more.
If you make tech costs, exclusively, higher, then it makes tech less rewarding for investment. That makes unity and everything-into-alloys-for-conquest much more attractive.

Long term, you always want tech. But just like tech can produce raw economic power, raw economic power can (eventually) produce tech. And if tech is less rewarding, the second option is more attractive.

Time for my "tall" soapbox: Those 3 options are the only 3 options, at the moment. Everything else (mainly pops) is either dispensed at a fixed rate that's difficult to invest in, or very shallow (like spending resources on domestic development).

AFAICT generally what people are asking for, when they say they want to play "tall", is a fourth option, which is "spend lots of resources on internal development in a way that is powerful but doesn't apply if I decide to conquer or colonize more stuff". Teching up and lots of unity are the two internal development paths, but tech applies just as well to conquered territories as unconquered ones (so it's more of a bloom/"tall.... for now" thing), and unity doesn't get its actually tall stuff (ascension) until after it's finished most of the unity-buffing-entire-empire tradition trees (which have the same problem as tech). Plus, if you go all in on unity and ascend your empire, ironically you can ascend conquests extremely cheaply and, in fact, must acquire more planets to ascend or else just waste all your unity.

So it has problems.
 
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Hello dear developers!
I would like to wish that changes to the modifiers of planets and any activities on them would not be a low priority for you. I really like it when, after terraforming, I receive a notification about some event on the planet, when some mini-events occur after removing negative modifiers such as “wild nature”. I would really like the planets to initially have a lot of different things to do - so that the player would not just colonize it and immediately start building sectors, but would have a choice - to receive reduced suitability due to disasters on the planet and build sectors, or first get rid of all these disasters so that the planet is more suitable. This is also a good way for the player to kill excess gold, which by the middle of the game there is simply nowhere to put it. And with the colonization of new planets, the player would spend it all on removing negative modifiers and bad areas.
And one more wish - after terraforming, the planet is always without a single cell in distress. Immediately cleared of all problem areas. Out of curiosity, I started terraforming on problem planets - and it was cleared of all problem sectors, which I would one by one “fix” manually. On the one hand, this is logical, on the other hand, I ask you to take some chance that the terraforming went wrong and new problem sectors would accidentally be added, which after terraforming would have to be “repaired” again for gold.
 
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And one more thing - during colonization - while the planet is being colonized and displayed with the progress of colonization - I can go into the properties of the sectors on the right and start “fixing” problem areas on the planet with my hands for gold. This is not to say that it is a strong bug, but simply by the time colonization ends at the beginning of the game, when it is slow, I can “cure” up to 4+ problem areas in this way and not feel any difficulties when colonization is completed.
I think this is still a bug. And it is better to remove the player’s ability to influence the planet and the ability to repair problem sectors for gold until colonization is completed.
 
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I would still very, very much like to know what "Astral rift fail probability" means.

But enough of that, onto the important stuff:
Improvements
  • Added three new planet modifiers: Abundant Geothermal Activity, Subterranean Wildlife, Rich Microflora
  • Added four planetary decisions to be able to remove some negative modifiers without having to terraform the planet: Remove Bleak Planet, Add Dayside Farm, Remove Hazardous Weather, Remove Dangerous Wildlife
Holy heck!!!
 
Does the Trade Capital habitat designation now swap a housing district's Clerk job for a Trader job?

Does the Tier 3 habitat building now have a Medical Worker job if you have the Pharma State civic?
 
So happy that we can choose which planet gets the leviathan parades. This is most appreciated.

Quietly hoping though that the looping orbital ring animation on the 2nd of every month along with its slots not working on that same day may be stealth fixed.
 
I still think the proper solution is just removing all the +20%/10% income techs. If research no longer makes research dramatically faster, that might fix the problem right there - both of "focus tech 100% of the time regardless of any other factors" and of it getting relatively faster instead of slower or equivalent as the game goes on.

It's kind of a basic, "why isn't this already the case" thing to be honest. They removed 99% of the unity bonuses in traditions, why does tech have bonuses to tech? The rest just make it worse, because bonuses to any other resources increase the number of researchers you can support.
Removing the science bonuses to output would neither resolve the issue of the tech rate gain speeding up as the game progressed nor change the idea that focusing on tech (and alloys) is all that matters, as some players aver.

Since the rate of tech gain is determined by the trinity of science output, tech speed, and empire size, and the first two naturally increase over time, while the second becomes easier to control over time, at least if the player knows what they are doing, all getting rid of the science increasing techs would do would be to make more players realize the importance of focusing on the tech-trinity rather than devoting most of their attention to the raw science output.

Still, removing the science output increasing techs would slow down the tech race slightly, but given that it doesn't resolve any of the underlying issues and creates new issues by their absence increasing the relative value of other sources of increased science output (from ascension paths, planetary ascension, etc), it would seem wiser, or at least easier, just to increase the costs of higher tier techs instead to achieve the same level of slowdown without having to rebalance all the sources of increased science output to reflect the new reality of not getting increases from tech.

More generally, removing all the output modifying techs would seem like a serious mistake from a conceptual point of view, since Stellaris is neither dystopian nor depicts a stagnant universe, but is about 4X and more optimistic by nature: Go forth and spread your colonies across the stars while making great advances.

The idea that progress and new technology allows people to do their job better is a strong one narratively as well as familiar from history to most people, and from a game design POV it provides players some nice milestones of progression to frequently make POPs perform their jobs better.

Getting rid of all that for the sake of balance is not something to do lightly, and arguably not at all unless PDS has an equally compelling story to tell with game mechanics to support it. Which is a lot of work compared to fiddling with the issue at the edges, which is what is being done.

So "why isn't this already the case?" you ask? The most likely reason is that the developers are well aware of the issues but are unwilling to throw the baby out with the bathwater.

So I wouldn't expect all the output modifying techs to disappear unless there's another overhaul of the economic system on the scale of the 2.0 change, where their absence would make sense in the new context.
 
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Removing the science bonuses to output would neither resolve the issue of the tech rate gain speeding up as the game progressed nor change the idea that focusing on tech (and alloys) is all that matters, as some players aver.

Since the rate of tech gain is determined by the trinity of science output, tech speed, and empire size, and the first two naturally increase over time, while the second becomes easier to control over time, at least if the player knows what they are doing, all getting rid of the science increasing techs would do would be to make more players realize the importance of focusing on the tech-trinity rather than devoting most of their attention to the raw science output.

Still, removing the science output increasing techs would slow down the tech race slightly, but given that it doesn't resolve any of the underlying issues and creates new issues by their absence increasing the relative value of other sources of increased science output (from ascension paths, planetary ascension, etc), it would seem wiser just to increase the costs of higher tier techs instead to achieve the same level of slowdown without having to rebalance all the sources of increased science output to reflect the new reality of not getting increases from tech.

More generally, removing all the output modifying techs would seem like a serious mistake from a conceptual point of view, since Stellaris is neither dystopian nor depicts a stagnant universe, but is about 4X and more optimistic by nature: Go forth and spread your colonies across the stars while making great advances.

The idea that progress and new technology allows people to do their job better is a strong one narratively as well as familiar from history to most people, and from a game design POV it provides players some nice milestones of progression to frequently make POPs perform their jobs better.

Getting rid of all that for the sake of balance is not something to do lightly, and arguably not at all unless PDS has an equally compelling story to tell with game mechanics to support it. Which is a lot of work compared to fiddling with the issue at the edges, which is what is being done.

So "why isn't this already the case?" you ask? The most likely reason is that the developers are well aware of the issues but are unwilling to throw the baby out with the bathwater.

So I wouldn't expect all the output modifying techs to disappear unless there's another overhaul of the economic system on the scale of the 2.0 change, where their absence would make sense in the new context.
The output-boosting buildings would fill the roll of "progress and new technology allows people to do their job better" - they could add another tier, or attach the % boosts to a second set of buildings. The % boost techs are instantaneous and free; There's no cost or opportunity cost other than spending the tech. Even just tying them to an upgradable building or making them increase upkeep or amenity usage or whatever would slow the snowball a bit.

And this is ignoring how the % boost techs devalue the other % boosts.
 
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