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Stellaris Dev Diary #325 - 3.10.3 "Pyxis" Released [d2aa] + Further Beta Plans

Hi everyone,

The 3.10.3 "Pyxis" update has been released. This release focused primarily on stability, and the contents are identical to the Open Beta that was released on Tuesday.

Improvements
  • Now ‘New Entries’ notification on the outliner tabs is cleared, even when switching between tabs using keyboard shortcuts.
  • Ulastar is now an advisor
  • Vas the Gilded is now an ambassador
Balance
  • Pre-FTLs in Federation's End now have their technological progress frozen
Bugfixes
  • Fixed a number of event or paragon leaders not being generated with the correct traits
  • Fixed envoys passively gaining XP
  • Fixed missing subtitle for Scout trait
  • Pre-FTL Empires will now have a fully functional council when they ascend to the stars.
  • Released Vassals will now have a fully functional council when released.
Stability
  • Fix crash on startup for Linux (including steam deck).
  • Fix crash related to modifiers of recently destroyed empires updating
  • Fixed crash when surveying a planet that was just removed from the map
UI
  • Removed some empty space in the topbar
Modding
  • Added moddable_conditions_custom_tooltip parameter to civics modification statement to allow displaying a custom requirement key when no condition has been specified
  • Fixed civics modifications statements not always (not) allowing the correct civic changes
  • Improved error logging to know which federation perk is invalid

We currently have plans for another update this cycle with some more fixes, including an AI fix to encourage them to recruit an appropriate number of scientists, and a change to the Micromanager negative trait. As with the last few, we plan on putting it on the stellaris_test branch on Tuesday, for release later on in the week.

What’s After 3.10.4?​

Tentatively scheduled for next Friday, we plan on putting up a longer open beta over the holidays that seeks to collect feedback regarding some potential balance changes to ship production, upkeep, and research in general.

Stellaris has undergone a significant amount of power creep over the years, and the speed at which we're able to burn through the entire technology tree is much higher than is healthy for the game. Due to the large number of stacking research speed modifiers, repeatable technologies are reached far too early in the game. Another power creep issue mentioned by many players, it's also become trivial to stack large numbers of ship build cost and ship upkeep reduction modifiers.

The Holiday Open Beta will be a feature branch that contains the following changes, which may or may not go into 3.11 (or 3.12, or any release at all for that matter). Similar to how we handled Industrial Districts several years ago, we're intentionally keeping these separated from core 3.11 development, isolating this in a parallel track.

We’ll have a feedback form set up to collect your thoughts, and the Open Beta will run until the middle of January.

  • Research Speed Bonuses now usually come with increased Researcher Upkeep.
    • By changing these to throughput bonuses (cost + production), a technology focused empire will require more Consumer Goods or other resources depending on who they use to research. This puts a partial economic break on runaway technology.
  • Reduction in most Research Speed bonus modifiers.
  • The +20% Research Field technologies have been removed. In their place we have introduced new "Breakthrough Technologies". These technologies are required to reach the next tier of research.
    • Whether it be the transistor, the theory of relativity, or faster-than-light travel, occasionally there are technologies that redefine a field of science.
      • The intent of these breakthrough technologies is to slow down the front-runners a little bit, while still letting the slower empires get pulled along.
    • Breakthrough technologies start off more difficult than regular technologies but have a variant of tech spread - the more nations you have at least low Technological intel on who have already discovered them, the cheaper they are to research (even down to instant research once the theory is commonplace). This tech spread varies based on galaxy size.
      • Enigmatic Engineering prevents this tech spread.
    • Breakthrough technologies have animated borders to stand out.
  • Reduced Output of Researcher Jobs:
    • Researchers and their gestalt equivalents now produce 3 of each research instead of 4
    • Head Researchers now produce 4 of each research instead of 6
    • The effectiveness of Ministry of Science has been halved
    • Astral Researchers now produce 5 physics and 1 of each other research instead of 5 physics and 2 of the other researches.
    • All other researchers, such as Necromancers, have been left alone for now
  • The Technology curve has been changed from 1000 × 2^n to 500 × (2^n + 3^n), making the difference between an early and late-game tech more distinct.
  • Replaced or removed most sources of Ship Cost and Upkeep reductions from the game.
    • Military Buildup Agenda now improves ship build speed and reduces claim costs. (It still reduces War Exhaustion on completion.)
    • Naval Procurement Officer councilor now improves ship build speed.
    • Crusader Spirit civic now improves ship build speed.
    • Psionic Supremacy (Eater of Worlds) finisher no longer reduces ship build costs.
    • Vyctor's Improved Fleet Logistics trait now reduces ship build costs by 10% instead of 20%.
    • Progress Oriented modifier no longer reduces ship build costs.
    • Match tradition in the Enmity tree bonus to ship build costs reduced to 5% instead of 10%.
    • Master Shipwrights tradition in the Supremacy tree no longer reduces ship build costs.
    • Chosen of the Eater of Worlds ship build cost reduction reduced to 5% from 15%, and no longer modifies ship upkeep.
    • Military Pioneer trait now reduces starbase upgrade costs instead of ship build costs.
    • Shipwright trait no longer reduces ship build costs.
    • Reduced penalty the Irenic trait applies to ship build costs.
    • Sanctum of the Eater ship upkeep reduction reduced from 10% to 5%.
    • Mark of the Instrument ship component no longer reduces ship upkeep.
    • Grand Fleet ambition now increases power projection instead of reducing ship upkeep.
    • Fleet Supremacy edict no longer reduces ship upkeep.
    • Corporate Crusader Spirit Letters of Marque now reduces ship upkeep by 5% instead of 10%.
    • Bulwark ship upkeep reductions reduced by 50%.
    • Logistic Understanding, Armada Logistician, and Gunboat Diplomat traits now reduces ship upkeep while docked

We'll have more information in next week's dev diary.

#MODJAM2024 Signups are open!​

Over the holiday period, we will be running another Mod Jam. This year’s theme will be revealed on December 12th, and sign ups will close on December 14th. The Community team will be posting weekly Mod Jam updates in place of our weekly Dev Diaries, so you can still get your weekly Stellaris fix.

We’ve currently scheduled the Mod Jam mod to release on January 11th! If you’re interested in participating, you can get more details and sign up here. You can also subscribe to the Mod Jam mod here, and get it as soon as it releases.

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See you next week!
 
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  • Research Speed Bonuses now usually come with increased Researcher Upkeep.

I like this, but maybe the science planet designation needs to be changed, as reaching -90% job upkeep is pretty easy when focusing planetary ascension.

  • The +20% Research Field technologies have been removed. In their place we have introduced new "Breakthrough Technologies". These technologies are required to reach the next tier of research.

Do these start appearing when you have researched 6 different technologies or are they available once you have reached the next tier?
Edit: This already got answered while writing this :)

  • Replaced or removed most sources of Ship Cost and Upkeep reductions from the game.

As the game felt better when these modifiers didn't work correctly definitely a good idea.

  • Naval Procurement Officer councilor now improves ship build speed.

Ship build speed is pretty weak as you are usually limited by alloys or amount of shipyards, not by individual ship build time. Maybe add some ship xp in. (The other council position that does this is for regular empires, so probably fine)

  • Master Shipwrights tradition in the Supremacy tree no longer reduces ship build costs.

I think this is one of the places where this modifier feels most fitting, so I'd leave it in (although reduction to 5% is appropriate).

  • Shipwright trait no longer reduces ship build costs.

Maybe add 5% hull hp or something, only 10% build speed is too weak.

  • Fleet Supremacy edict no longer reduces ship upkeep.

This is probably a typo, right?

  • Logistic Understanding, Armada Logistician, and Gunboat Diplomat traits now reduces ship upkeep while docked

Does docking need the starbase building or just being in orbit around a starbase? Also feels pretty weak, but can't tell without testing.
 
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Will there be any direct benefit from researching breakthrough techs? Maybe a temporary research boost now that you’ve suddenly gained access to technologies previously thought impossible?
 
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I'm glad about the researcher upkeep being proportionate to speed bonuses, I think regardless of anything else, this is a positive change for my single player games. I hope the AI will be penalised the same way though (if they even get such bonuses).
 
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Removing most of them, nerfing the rest, and reworking to ship speed is more balanced and still fun.
I'm not against them being nerfed, but it looks like there are almost no sources of it left, even on things that had ship build cost long before it became problematic.
 
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It's definitely a big enough change that I want to get some feedback on it, and risky enough that it stays isolated in its own feature branch.



If you've researched all the techs you currently have available to you, eventually the breakthrough tech will be your only choice in that field.
Is there some weight increase if you have a high number of tier x-1 techs or just the natural increase because there are fewer and fewer techs?
 
Interesting ideas!
I expected the second part of the diary to be a nerf to alloy production, but it turned out to be to ship cost reduction. Out of curiosity, was this done to reduce fleet sizes specifically, rather than the economic "output"?
 
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Interesting idea, although I wonder about Eater of Worlds nerfs. If I recall correctly (might be mistaken), it was already a less than popular Covenant due to its costs being quite high. Maybe try giving him some buffs to compensate for this performance loss, so that it still stands as equal with other Covenants? Maybe Stability from military buildings, as Eater's influence drives your population to exalt in army and aggressiveness?
 
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So if everything from "tier 1" gets researched and you have been holding off from getting a Breakthrough Technology to unlock more techs, what choices will show up on research window other then the said Breakthrough Tech?
Probably nothing because you’ve hit the tech glass ceiling until you break through it
 
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If you happen to get Gateways tech early with Galactic Doorstep, will the research cost be even more prohibitive?
If you do sacrifice your research to get such high tier tech early, will the resulting tech spread catapult the galaxy into the next era?
Will Dark Consortium be buffed because of their method of acquiring dark matter tech early with that gimmick?
 
Is there only one "global" breakthrough technology per tech tree at each tech level? Or will there be different breakthroughs for different types of technologies? IMHO it doesn't feel immersive when your military, food, terraforming and administrative techs all require a single one technology to progress further.

Will some technologies be unaffected by breakthrough restrictions if they already have their own? Like psionic techs.
 
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Yeah, upkeep cost reductions really made the game go brrr easily, will these upkeep increases be % or base increase? A tech world with ancession and 90% upkeep reduction will feel the same as before, or they would only give ~ halve the cost since there are already a high +% upkeep ?

+Any plans to make some reasearch options to not appear/ dont get picked by auto research? Like an edict that gives -1 research alternative, but makes kinectic/missile/etc weapons and their repeatables unobtainable while the edict is active?
 
Due to the large number of stacking research speed modifiers, repeatable technologies are reached far too early in the game.
I'm curious what the goal is. My own experience is that I'll usually hit my first repeatable by ~2300, and the be researching repeatables only by around 2350. This feels about right to me, and pushing this back by more than a couple of decades would feel less fun.

  • The Technology curve has been changed from 1000 × 2^n to 500 × (2^n + 3^n), making the difference between an early and late-game tech more distinct.
This is a really interesting; can I suggest something like 200*(2^n+3^n)? The early game tech feels pretty slow to me; making this go faster while the end-game goes slower would be a useful balance change. As it exists, the current changes leave early game tech costs unchanged, while reducing researcher output by 25%, so those first techs will be really slow! The formula I'm proposing, with the researcher nerf, would be about a 33% reduction in research time for T1, and a 16% reduction for T2, with T3 and up becoming progressively slower (up to 3.3x for T6.)

In general, I'll put in a friendly request to shift some attention from balance issues to UI improvements. Despite some very nice additions like the recent changes to the outliner, it's still quite a chore managing even a moderately-sized empire, and we'd really benefit from some basic features like the ability to search for planets by name or filter based on unemployment/empty jobs. (Especially on the resettlement page.) And then there's species management...
 
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I'm curious what the goal is. My own experience is that I'll usually hit my first repeatable by ~2300, and the be researching repeatables only by around 2350. This feels about right to me, and pushing this back by more than a couple of decades would feel less fun.


This is a really interesting; can I suggest something like 200*(2^n+3^n)? The early game tech feels pretty slow to me; making this go faster while the end-game goes slower would be a useful balance change. As it exists, the current changes leave early game tech costs unchanged, while reducing researcher output by 25%, so those first techs will be really slow! The formula I'm proposing, with the researcher nerf, would be about a 33% reduction in research time for T1, and a 16% reduction for T2, with T3 and up becoming progressively slower (up to 3.3x for T6.)

In general, I'll put in a friendly request to shift some attention from balance issues to UI improvements. Despite some very nice additions like the recent changes to the outliner, it's still quite a chore managing even a moderately-sized empire, and we'd really benefit from some basic features like the ability to search for planets by name or filter based on unemployment/empty jobs. (Especially on the resettlement page.) And then there's species management...

While I agree, that early game tech could progress a little faster (a space travel tech boom for example), I disagree hard with your opinion that reaching repeatables barely a hundred years into the game is fine. A good tech tree should last as long as a standard game. Meaning midgame start 2300/endgame start 2400.

For those who like faster games, just fiddle with the tech slider. Apparently that will be a separate slider from now on.
 
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