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Stellaris Dev Diary #328 - New Year, New Beta

Hello everyone!

I hope that you all had a pleasant holiday season, and want to start off by thanking everyone that submitted feedback regarding the Technology Open Beta. That data we gained from these experiments was invaluable, so let’s get right into it.

Summary of Results​

As expected, the players that responded to the survey were overwhelmingly passionate players that have a ton of experience with the game. Nearly 70% of responses come from players that have over 1,000 hours played in the game. This is somewhat natural for an opt-in beta over the holidays with an intimidating feedback form, so I wanted to thank you all again for filling it out.

There was a strong consensus around the military changes (ship cost and upkeep), so we’ll likely be keeping those mostly as-is.

The technology changes were naturally more controversial. Roughly 80% of responses believed that technology (especially at higher tiers) was overall too slow in the beta, but a majority still thought that the changes were beneficial to the game overall. Several of you pointed out that so many simultaneous changes compounded too strongly, and we agree. I was happy to see that your feedback matches our expectations - we expected that the Open Beta was tuned too harshly and that we would want to pull back from it before release.

The Open Beta also revealed several technical issues, including some major performance implications from how Breakthrough Technologies interacted with diplomacy.

Next Steps​

Overall, I view the Technology Open Beta as a great success, and as such am taking the opportunity to update it and let it run for another few weeks, after which we will decide whether or not we want to continue experimentation, integrate it into 3.11 (or 3.12), or discard the initiative.

We concur that the original Open Beta went too hard on technology. We liked some of the things we were seeing, such as tier 3 and 4 technologies becoming more valuable for an extended part of the game, but felt that it delayed other critical parts too long. Breakthrough Technologies were interesting as a slowdown mechanic, but if kept would likely need some sort of temporary (non-technology or unity related) bonuses as some form of reward for the frontrunners. The excessively high costs for late tier techs pushed some critical technologies such as Ascension Theory or Mega-Engineering too late in the game, and certain undesirable behaviors (like ignoring research entirely) were too effective.

The updated Technology Open Beta should be up on stellaris_test now, with the following changes:

[Feature]
  • Difficulty Adjusted Technology Costs slider added to galaxy generation. This slider adjusts technology costs based on tier and game difficulty.

[Beta]
  • Removed Breakthrough Technologies.
  • Reverted base technology costs to their 3.10.4 values - the increased cost between tiers is now handled by the Difficulty Adjusted Technology Costs slider.
  • Removed the majority of Researcher Upkeep Modifiers introduced into the Open Beta.
  • Reverted changes to Knights research output from the Open Beta.

[Balance]
  • Tweaked the tiers of technologies that increase naval cap and fleet command limit.
  • Reduced the amount of Naval Cap granted by technologies.
  • Significant changes to Bio-Reactors:
    • Bio-Reactors are now a tier 1 rare technology instead of a tier 0 technology, and are available to all empires.
    • Bio-Reactors now reduce the food output of farmer jobs and give them a small amount of energy output.
    • Added a tier 2 Advanced Bio-Reactor technology and building.
    • Advanced Bio-Reactors further reduce the food output of farmers in exchange for a small amount of exotic gas output.
  • Decreased the amount of research produced by unemployed pops with Utopian Abundance.
  • Event options in the Knights' quest that improve their capital have been buffed to be better balanced compared to the options that improve knight jobs.

At player request, we have kept the older version of the Technology Open Beta available on stellaris_test_old. It will remain there until the release of 3.11 “Eridanus”.

Difficulty Adjusted Technology Costs​

One of the frequent points of feedback was that there was concern that newer players would be hit especially hard by the technology cost changes. We also recognize that different players have different desires for the pacing of the game, so we’ve added another slider to galaxy generation.

The Difficulty Adjusted Technology Costs slider adjusts the base cost of technologies based on the difficulty of the game. Higher tiers of technology are affected to a greater degree than lower ones, so this slider essentially affects “tier width”. While this does overlap with the Technology Costs slider to a degree, it does so in a different way, so we consider each to have valid reasons to exist as separate sliders.

New Difficulty Adjusted Technology Costs setting

Disabling Difficulty Adjusted Technology Costs will cause them to follow the 3.10.4 / Civilian difficulty curve. As with many other galaxy generation sliders, the Stellaris team will be balancing the game around the Normal setting.

Normal scaling tech cost graph

Tech Curves of basic technologies on “Normal” scaling, at different difficulty levels.

The base cost of technologies is now based on 3.10.4’s formula, y=1000*2^x, multiplied by the difficulty modifier of 1 + (q*x*d), where x=technology tier, q=difficulty adjusted tech cost galaxy setting (0 - 0.10, default 0.05), and d=difficulty (Civilian = 0, Grand Admiral = 6).

Normal scaling tech cost spreadsheet

TierXCost1 technologies at different difficulties, on “Normal” scaling (q=0.05).

For the players that enjoyed the larger amount of distance between tech tiers, scaling can go up to a maximum of “Extreme”, which gives Grand Admiral a curve that is similar to, but not exactly, the Open Beta numbers. Note that technology acquisition will still be faster than the old Open Beta as we’ve removed Breakthrough Technologies.

Extreme scaling tech cost graph

Tech Curves of basic technologies on “Extreme” scaling, at different difficulty levels.

Extreme scaling tech cost spreadsheet

TierXCost1 technologies at different difficulties, on “Extreme” scaling (q=0.10).

Previous open beta tech costs for reference

Previous Open Beta values for reference.

We have a new feedback form for this version of the Open Beta, available here. As with the previous version, you can respond multiple times if you have different thoughts after different playthroughs. Please let us know what you think, and whether you think we’ve gone back too far in the other direction.

Currently we're planning on collecting feedback from this phase of the Technology Open Beta for two weeks, until the 1st of February, but will leave the branches available until the 3.11 "Eridanus" update releases later on in the quarter.

See you all next week!

Please note that the Technology Open Beta is an optional beta patch. You have to manually opt in to access it.
Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test - Technology Open Beta" branch.
Please disable mods for the Technology Open Beta, they are likely to break.
In-progress games should continue on the “stellaris_test_old” branch.


Leave your feedback!



Eladrin is talking about turning off your mods, and now the Community Team shows up, telling you to download more mods:

Want a sneak peek at the Legendary Leaders included in #MODJAM2024? Check out the feature video:


Voting will run until February 11th, so there's still plenty of time to play and vote for your favorite submission here!
 
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I think the most clear thing to do is to make two buildings, one with new bio reactor, and one (let's call it catylytic generator or something) for Synths/Robots/Lithoids that's a T0 tech that converts straight food into straight energy like the old building did.

That works for me.

Bio Fuel Plant or something.


i'm pretty happy the breakthru techs were nixed, but please don't comment out the loc for them so modders can natively use it

Yeah if someone else wants to put in the effort to make them feel as good as they should for all that research time, that would be an excellent mod.

Might even be usable for some kind of tier 6+ techs as "milestones" for advanced gigastructures or whatnot.
 
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That works for me.

Bio Fuel Plant or something.




Yeah if someone else wants to put in the effort to make them feel as good as they should for all that research time, that would be an excellent mod.

Might even be usable for some kind of tier 6+ techs as "milestones" for advanced gigastructures or whatnot.
fun thing about loc is u don't have to use it for it's original intent. I have some tech keys and desc as custom tooltips/components/buildings etc. it's fairly universal
 
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Does Difficulty Adjusted Technology Costs affect the technology costs of the AI as well or only the player?
 
Very happy to see Breakthrough technologies removed is the only feedback I will add.

Looking forward to see what the team has in store for us in 2024. Still praying for Dinosaur species DLC though ;)
Everything accomplishable by a dinosaur DLC would be accomplished by a DLC for the existing reptilians. Because, you know, dinosaurs are reptiles.
 
Thoughts after the first 50 years in the new beta: it's just live.

I'm not feeling any significant difference playing at the settings the devs have said they're balancing around. Without trying I'm flying through techs and the mid tier components are back to being boring stepping stones. The thought that the intended solution to this is "here's another slider figure it out yourself" is disheartening and making it hard to find the motivation to finish another test game.

Breakthroughs were too expensive but in combination with a steeper curve they provided a really solid feeling of distinct eras in the game. It's a shame that baby has been thrown out with the bathwater.
 
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Thoughts after the first 50 years in the new beta: it's just live.
My initial thoughts are tier 2 is really close to live. Tier 3 is a little slower than live, and tier 4 is where I'm noticing the difference. I'm actively passing on some tier 4 rolls for lower-tier stuff because it's a choice between spending 10 years (I'm at ~250 monthly science of each type) for a tier 4 tech or backfill on t2/t3 stuff I still need.

I do think the pre-cruisers game (first 60 years) got smushed too much without breakthrough techs, but cruisers to battleships was a healthy gap in my game (bit over 50 years). Compared to last beta, the tier 2 techs cost about 1K less base, but with lower research output it's paced around five years a tech at most. So I'm actually not sure it's the cost that's the problem so much as the lack of a divider between tier 1 and tier 2 that allow you to go directly from level 2 to level 3 ship components on consecutive rolls.
 
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My personal feedback as an experienced player who mostly plays for fun (therefore no 25x Crisis on GA) about this specific beta (skipped the first):

General gameplay changes regarding technology are welcome. Needs some finetuning here and there. I skip the details as others already mentioned things in detail and described them probably better then I could do it.

However as others already noted, the added technology cost slider makes things worse.

In comparison to similar or same genre games (Endless Space 2, Civilization 4/5) Stellaris biggest flaw is the galaxy generation menu for two things:

1. Convoluted game settings doing similar things, preventing me to simply setup a difficulty setting to my liking. If I over- or undertune some of the corresponding settings, I lost several precious hours of time I could have had fun. This isn't Brotato where loosing in wave 5 because of inexperience I simply reduce difficulty by 1 and try it again. There are so many sliders I could tune regarding to difficulty alone where I don't know if i should make it harder or easier because those settings not only affect me, but things like AI vs Crisis/FE which then affect the gameplay experience formyself too. With the recent changes to research, therefore the game speed itself, all gathered experience is reset to zero again. Adding another slider falling into the same category therefore doesn't help and make things worse. For example I don't want a crisis the AI defeats by default and i don't want a 5M crisis when the AI has 20k fleet power. Additionally I want a crisis setting which is on par with my skill. Therefore i can't simply tune the crisis setting, let alone i need to finish multiple games first to then tune it. It adds to frustration if the settings made 5-10h ago at gamestart were simply wrong. Therefore I want less sliders which are easier to understand and work better together. For example a Crisis slider as a multiplier to the current AI difficulty. The benefits are if i go up/down with AI difficulty, i don't have to adjust the crisis itself as it would simply be a multiplicative force of the AI. And i don't have to complete 10 games before I become an expert.

2. In addition to the convoluted and contradicting game settings above, there are

a) default game settings which often don't work. If i play tiny galaxy with 6 AI, 1 FE and 1 Marauder, i want 6 AI, 1 FE and 1 Marauder in my galaxy. However in like 20% of cases the FE simply isn't generated. Please make sure those settings work as expected. Same goes for habitable planets. If i set it to 0.25x, i want it to be roughly 0.25x and not become flooded by DLC generated additional planets ending up with double the amount of planets i expect.

b) missing gameplay options for basic things. Often a simple checkbox for them would be enough. Options I miss:
[x] Disable habitats (obviously also disable void dweller player or AI too)
[---] Guarantee X guardians (based on galaxy size, slider)

One of my favourites games for having a galaxy/world generation which is as basic as someone needs but as complex as anotherone wants, just have a look at Civilization 4 Beyond the Sword. Has a lot of options but difficulty slider is simply your own difficulty and all what you ever need for other options is there.
 
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M

However as others already noted, the added technology cost slider makes things worse.

In comparison to similar or same genre games (Endless Space 2, Civilization 4/5) Stellaris biggest flaw is the galaxy generation menu for two things:

1. Convoluted game settings doing similar things, preventing me to simply setup a difficulty setting to my liking.

Hence I keep beating my drum. Sliders must be distinct in what game play mechanic they adjust. I am still of the opinion Empire Size effect now is justified in being changed to have an overall cost of maintenance effect on the empire rather than a technology and tradition cost because we can adjust those to are liking but a hidden mechanism as the current Empire Size corrupts the intent. Game Difficulty should not affect technology costs. Now it could offer the AI or player depending on difficulty a slight boost to research speed and that would be a better solution.

napkin numbers, so Captain would be the zero value and Commodore would give the AI five percent bonus, Admiral ten percent, and Grand Admiral twenty percent, bonus to research speed. The fly over text could do better in spelling out what each level truly means.

While current difficulty settings state AI receive research bonuses it must be somewhere other than 00_static_modifiers as I cannot find them. Example

We are so close to finally have good control over the game difficulty and a big step is to insure sliders do not pull double duty and there are no hidden mechanics which invalidate what the slider states.
 
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I'm looking at ways to improve the settings panel. We'll most likely end up moving some of the setting behind an Advanced Settings toggle, and look for ways to streamline what remains to be more useful.
I think what I'd like is a split into thematic tabs.

So e.g. one for "galaxy generation" (star count, geometry, number of guaranteed habitables, hyperlane density, that sort of thing), one for "civ generation" (number of empires, number of advanced starts, number of FEs, number of marauders, frequency of preFTLs, etc), and one for "game rules" (tech cost, tradition cost, mid/end/victory dates, crisis type/scaling, etc)
 
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Dinosaurs are avians, though.
Avians are dinosaurs which are reptiles. But phenotypically, most dinosaurs would be more reptilian than avian.
 
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The excessively high costs for late tier techs pushed some critical technologies such as Ascension Theory or Mega-Engineering too late in the game

That's true in even the current build though. It genuinely frustrates me that several of the end-game unity mechanics are locked behind end-game tech. Needing Ascension theory to get your last AP (and hence half the planetary ascension levels) is really frustrating when I'm building strong unity.

Honestly I feel like the maximum number of tradition picks should be increased to 8 and Unity Ambitions should be unlocked once you've completed a certain number of tradition trees.

Mega-Engineering should probably just require more APs and hence require *both* end-game tech and traditions.
 
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I think empires with technology ethics should get debuffs/ethics shifts on failing to research breakthrough technologies and vice versa.
Ie it's a burden of a tech-focused empire to be among the first, who develop a breakthrough technology.
I don't think we should encourage such empires to actively favour taking Engimatic Engineering.
 
I don't think we should encourage such empires to actively favour taking Engimatic Engineering.
It can be that breakthrough technologies are not affected by enigmatic engineering + enigmatic engineering can be coupled with some ethics like you need to be isolationist and if you are not isolationist its effects halved
 
Avians are dinosaurs which are reptiles. But phenotypically, most dinosaurs would be more reptilian than avian.

Since your both talking about dinosaurs. Maybe such a dlc could give a new trait for both avian and also new phenotypes that compliment another when together forming a Jurassic pact. Maybe elite armies, that cost lots and lots of food with no basic alternatives to them. Ship types with the head of each ship adorned with the represented pheno type, a bird, a reptile and several dinosaur types . A couple of unique policies and a civic that locks you into a unique hegemony type for other empires with a compatible type and even, blocking some diplomacy with others and you spawn with one other similar empire in that hegemony.

more I think about it, more it would be cool.
 
if you are not isolationist its effects halved
EE's effect is boolean: your technology cannot be understood by others.

You can't halve that. It's not worth taking for just "people get less tech progress from salvaging your debris".