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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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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.

Interesting stuff here. IMO, individual planets should be much more interesting (and they’re getting more interesting), and pop growth on newly settled planets should be much slower. I know they boost the pop growth on newly colonized planets to help get them into the game, but with Interesting Planets (TM) you could have a colony that contributed enormously to you economy or research with relatively few pops because it had some special features. Less basing colonial development on precedence from earth, more The Expanse.
 
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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, 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.
I didn't say all output modifying techs, I said all the +20%/10% ones. You can still have your mining hub and energy nexus, you just won't get quite as much, nor as quickly, nor for free. The increase in output is, in fact, what makes tech focus so important and dominant; being ahead in tech makes you more ahead in tech because it increases your actual tech rate and all of the resources you need to turn into more research. Take that away, and being ahead in tech no longer reinforces you being ahead in tech in a way that is functionally impossible to catch up to or exceed. Once being ahead stops keeping you ahead in tech, it is no longer required to focus tech all the time every game, it has value for what it actually does.

It's also just generally bad to have them, because it's pretty transparent that nobody including the devs understands what they do in terms of magnitude. That's why there's a council trait for +2.5% minerals. That would be reasonable if it actually gave that percentage, which it does not because of all the other modifiers. There are a whole host of modifiers that are worthless because they're balanced for what they say, which is not what they do due to the aforementioned +20%/10% modifiers.
 
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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.
That's kind of how things work in real life though. Humans have always done scientific research, but when we invented (researched) the first mechanical computers we were able to solve more complex math problems and make new discoveries much more quickly than we could before. Then we invented digital computing, vacuum tubes, transistors, circuit boards, and eventually everything modern computers use today. With each new discovery in the computing field, our ability as a society to solve new problems and research new technologies more quickly increases.
 
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That's kind of how things work in real life though. Humans have always done scientific research, but when we invented (researched) the first mechanical computers we were able to solve more complex math problems and make new discoveries much more quickly than we could before. Then we invented digital computing, vacuum tubes, transistors, circuit boards, and eventually everything modern computers use today. With each new discovery in the computing field, our ability as a society to solve new problems and research new technologies more quickly increases.
What represents reality is NOT always best for gameplay. In real life, yes, being ahead reinforces your lead... that's awful gameplay though, it's boring and reduces the ability of the game to be challenging for the period of time it is clearly intended to be.

Also, if we actually copied real life, the tech tree would be 90% stuff that has absolutely no impact on your economic or military power due to being... not actually useful. Stagnation exists in real life.
 
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What represents reality is NOT always best for gameplay. In real life, yes, being ahead reinforces your lead... that's awful gameplay though, it's boring and reduces the ability of the game to be challenging for the period of time it is clearly intended to be.

Also, if we actually copied real life, the tech tree would be 90% stuff that has absolutely no impact on your economic or military power due to being... not actually useful. Stagnation exists in real life.

Yeah, one of the things some game players claim they want is very strict 'winning begets winning, losing begets losing' but its like, this makes for short and sweet games around seeking the early win that determines ultimate victory, or if the designers are sadists, the losers are trapped in the experience and opt to concede outright because they're bystanders with nothing to actually do, not even mess around for a laugh.

I have a lot of uncouth opinions around this but to keep it short and sweet myself, hardass games that purport to be about smarts and decision making often attract plyers who get real irate when the game system allows them to lose the whole game on a 5% chance when theyve been winning for 59 minutes out of an hour, and backed their opponent into taking the incredible desperate chance that worked. Not fair, bad game design...but...a helluva better story to tell about it.
 
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Yeah, one of the things some game players claim they want is very strict 'winning begets winning, losing begets losing' but its like, this makes for short and sweet games around seeking the early win that determines ultimate victory, or if the designers are sadists, the losers are trapped in the experience and opt to concede outright because they're bystanders with nothing to actually do, not even mess around for a laugh.
Most video games I've played are honestly like this, especially competitive games. Whoever gets an early lead can usually snowball it into a bigger and bigger lead and is almost guaranteed to win unless they make a catastrophic mistake. That's just how most competitive games work, no matter the genre. Strategy games(RTS or turn-based), MOBAs, shooters, battle royales, pick your game and it's probably like that. Probably the only competitive games I can think of that aren't designed to be snowbally are fighting games.

Rubber band mechanics are good to keep things from getting too far out of control, but add too many of them and the player just becomes disincentivized to try and get ahead. I personally don't want a game where I'm punished for making good decisions.

With regard to people who don't like that tech rushing is a good strategy and want it nerfed, I would guess that tech rushing is probably a solid strategy in almost every game that has a technology system, and expecting otherwise from Stellaris is a mistake. Tech rushing should be powerful and one of the best strategies. Furthermore, tech rushing is far from the only strategy in Stellaris. It's not even the best strategy. You can go for other strategies and come out just fine or even better - a tech rushing player in 2210 with no fleet is going to be in for a rude awakening if his first contact is with a fanatic purifier with a massive fleet.

I have a lot of uncouth opinions around this but to keep it short and sweet myself, hardass games that purport to be about smarts and decision making often attract plyers who get real irate when the game system allows them to lose the whole game on a 5% chance when theyve been winning for 59 minutes out of an hour, and backed their opponent into taking the incredible desperate chance that worked. Not fair, bad game design...but...a helluva better story to tell about it.
I have no idea what this has to do with Stellaris, but I'm not going to make assumptions about people just based on the games that they play.
 
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Most video games I've played are honestly like this, especially competitive games. Whoever gets an early lead can usually snowball it into a bigger and bigger lead and is almost guaranteed to win unless they make a catastrophic mistake. That's just how most competitive games work, no matter the genre. Strategy games(RTS or turn-based), MOBAs, shooters, battle royales, pick your game and it's probably like that. Probably the only competitive games I can think of that aren't designed to be snowbally are fighting games.

Rubber band mechanics are good to keep things from getting too far out of control, but add too many of them and the player just becomes disincentivized to try and get ahead. I personally don't want a game where I'm punished for making good decisions.

With regard to people who don't like that tech rushing is a good strategy and want it nerfed, I would guess that tech rushing is probably a solid strategy in almost every game that has a technology system, and expecting otherwise from Stellaris is a mistake. Tech rushing should be powerful and one of the best strategies. Furthermore, tech rushing is far from the only strategy in Stellaris. It's not even the best strategy. You can go for other strategies and come out just fine or even better - a tech rushing player in 2210 with no fleet is going to be in for a rude awakening if his first contact is with a fanatic purifier with a massive fleet.


I have no idea what this has to do with Stellaris, but I'm not going to make assumptions about people just based on the games that they play.
Well most games that seek to have a single winner need a mechanism to sort them out but...most the games you mentioned have rounds and arent a contiguous single rounds where a 60-40 advantage in the first 20% of the round is all she wrote about that round. I played a ton of TF2 cart push and even if the cart pushes did have snowball action for blue where two crucial ubers could get two points, Red was generally not completely screwed if they lost the first two cart points. On the better cart push maps. On Capture point maps, there was way less of that and I loved being the back line pyro that kept our points clean but again theres a simple symmetry in action.

Poker is a great multiplayer game because of its simplicity and risk management but also because the structure of the game kind of prevents snowballs from forming early and washing players out to select for a winner.

Tennis is another awesome game because if its an even match itll go the distance and if it isnt or one opponent is off, it can be short and sweet.

To your point though - good games know how to not let early losers be out for good and early winners never be too comfy and at least with SP stellaris, and with Civ and SMAC and any 4x game really...you play enough to know the tipping point where its just time and clicks to get the victory screen. Part of that in stellaris at least is that early wins are unimpeachable.
 
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honestly you guys are just too good

casual players (like me :p) are only barely able to handle fallen empires by 2400 and increasing the crisis strength even slightly is pretty damn dangerous (especially with "All") while repeatables won't come up until the endgame comes near

also the strength of the AI seems to fluctuate a lot, sometimes a hivemind has better science than me (even reverse engineered titans once after being declared war on by a hivemind XD) and when I'm actively supporting the AI with "Development Aides" and "Champions of the Community" they do way better than when I never join the community because I'm roleplaying Romulans and self-isolating or when I'm actively sabotaging them by playing some genocider

so imo the current default settings are fine - especially since when the devs were to set the default appropriate for the best players rather than the average players then newbies and players who aren't min/maxing the hell outta the game would struggle immensely
 
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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:

Holy heck!!!

Going by the dev diaries and YouTube videos it seems like when you’re done exploring an astral rift you’re guaranteed to unlock the next action. It doesn’t matter which rift you explore as the order of actions is the same each game.

In addition to this you can get different rewards depending on your choices. We’ve seen in some of the teasers different choices have different difficulties. I’m guessing that’s what the fail chance refers to.
 
Going by the dev diaries and YouTube videos it seems like when you’re done exploring an astral rift you’re guaranteed to unlock the next action. It doesn’t matter which rift you explore as the order of actions is the same each game.

In addition to this you can get different rewards depending on your choices. We’ve seen in some of the teasers different choices have different difficulties. I’m guessing that’s what the fail chance refers to.
But does the difficulty just impact how Iong it takes or can you actually "fail" a rift?
 
A year ago, I posted a thread that did some math on tech costs. The main takeaway was that the first three tech tiers added about 40% research per pop employed in a simple miner->artisan->researcher chain, with tier 4 adding another 25%

So without any other modifiers to research output or tech speed, technologies alone take care of about half the increased tech costs per tier.

Post 3.8, with +200% tech speed being the new +100%, I'm pretty sure you could play a game where 30 late game pops could research a tier 5 tech faster than 30 year 2200 pops could research a tier 1 tech.

So yeah, right now I'm pretty certain that instead of doubling tech costs between tiers 1 and 4, you could easily go to a factor of about 2.5 without risk of overshooting.
TierTech Cost NowTech cost 2.5
125002500
250006000
31000015000
42000035000
54000090000


And yeah, just moving the mid-/endgame years doesn't really solve the problem, since there's still some things with more or less hard-coded dates, like some military technologies, but most of all Federation levels. A federation takes 70 years to reach level 4 and 150 years to reach level 5. Even the new Delegate/Ambassador traits likely won't be enough to get a level 5 Federation before you're knee-deep in repeatable technologies.
 
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A year ago, I posted a thread that did some math on tech costs. The main takeaway was that the first three tech tiers added about 40% research per pop employed in a simple miner->artisan->researcher chain, with tier 4 adding another 25%

So without any other modifiers to research output or tech speed, technologies alone take care of about half the increased tech costs per tier.

Post 3.8, with +200% tech speed being the new +100%, I'm pretty sure you could play a game where 30 late game pops could research a tier 5 tech faster than 30 year 2200 pops could research a tier 1 tech.

So yeah, right now I'm pretty certain that instead of doubling tech costs between tiers 1 and 4, you could easily go to a factor of about 2.5 without risk of overshooting.
TierTech Cost NowTech cost 2.5
125002500
250006000
31000015000
42000035000
54000090000


And yeah, just moving the mid-/endgame years doesn't really solve the problem, since there's still some things with more or less hard-coded dates, like some military technologies, but most of all Federation levels. A federation takes 70 years to reach level 4 and 150 years to reach level 5. Even the new Delegate/Ambassador traits likely won't be enough to get a level 5 Federation before you're knee-deep in repeatable technologies.
You can increase tech costs
That way you will snowball later and less
 
It would be nice if Tech Costs could be decoupled from Tradition costs.

Also: A while ago, I noticed that Technology could 'only' be paid for with the Research unity (be that Physics, Society and Engineering). I then requested a modability feature, in which this was made no longer strictly the case.

If Technologies were decoupled from being charged only in Research, then this would have at least two effects:
  • It would be possible to have 'Technologies' costing only Unity, which would be a good way of supplementing Traditions (you could have 'Traditions' which were researchable)
  • It would be possible to add new costs into certain technologies. This would help with technology scaling; rather than simply making something cheaper or more expensive in terms of Research points, you could link it in to limited quantities of other resources. Weapons components and certain buildings, for example, already have this. Why not technologies?
@Ajacoba , where's the beef, man?
 
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You can increase tech costs
That way you will snowball later and less
You missed the point I made.

The problem isn't tech costs being too low. The problem is tech costs scaling WAY slower than research output.
The first couple of Tier 1 techs take several years to complete. After a couple of decades, you end up researching new techs if a few months. That's the problem.

Scaling tech (and tradition) costs enough for repeatables not to be researched in 3-4 months mean the first techs will take 5-10 years to research. That's 1. not fun and 2. still completely out of whack.
 
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Scaling tech (and tradition) costs enough for repeatables not to be researched in 3-4 months mean the first techs will take 5-10 years to research. That's 1. not fun and 2. still completely out of whack.
I play with 2,5 tech cost, I don't mind spending the first 5-10 years getting the 20% bonus and nothing else, but I completely agree that higher tier tech cost should be increased.
Actually with the powercreep we have all around I'd increase the cost of many other things. Buildings, ships etc.
 
May I ask what the thought process was behind the change? It seems like a very harsh nerf, one you probably wouldn't introduce just like that without a good reason.
Obviously the exploit where people were printing resources by vassalizing everything they could get their hands on

You still should easily be able to have like half a dozen vassals without them being too sad
You just will no longer be able to ignore the penalty for a dozen or more vassals
 
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Obviously the exploit where people were printing resources by vassalizing everything they could get their hands on

Wait, vassalizing is considered an exploit now? What's next, the 'exploit' of taking someone's planets to generate resources for yourself?

Hard to believe this is the reason. Isn't that kind of the entire point of having vassals, to collect resources through vassal terms? That's the entire major selling point of the Overlord DLC.

If the change was to reduce vassal taxes, it doesn't even address the issue. Vassals will still pay the full amount, regardless of any loyalty penalty or their opinion of their overlord. They just won't be loyal, that's all. But they still pay up.

The only thing that changes is that you're shut out of any of the limited benefits of having vassals, like borrowing a fleet, a leader etc., as that requires loyalty as a currency. I haven't heard of that ever being a problem, so I'd really love to know why the devs feel that vassal loyalty requires such a hard nerf.

If anything, making all your subjects disloyal all the time will only serve to impose much harder terms. I mean, if loyalty is at -100 anyway, why even pretend to have fair terms?
 
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