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Stellaris Dev Diary #11 - Research & Technology

Hi folks!

It’s Monday and you all know what that means! Today I am going to talk about the technology system in Stellaris. If you have stayed up-to-date with the information flow, you probably know the basics already: there are three types of technology: Physics, Society and Engineering. Each one has its own research track, and each department is headed by a scientist character. You thus normally research three technologies in parallel.

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Now, I want each new game of Stellaris to be a new and different journey. That is why the game does not have a “tech tree” in the classical sense. Instead, each time you start up a new research project, you are presented with three semi-random choices. This is a bit like drawing three cards from a deck of cards, picking one and returning the other two to the deck. However, to continue with this metaphor, the trick is in the shuffling... The deck is very much stacked, so to speak. Especially in the early game, some cards are extremely likely to end up in the top, so that all players get a fair start. What happens in the background is a complex weighting of various factors, like the ethics of the empire, the traits of the scientist character in charge of the department, the techs you already have, etc. I guess you could say the result is something like a fuzzy, hidden tech tree.

Certain technologies are considered rare or very rare, and these are clearly marked so that you know you should probably pick them lest you never see them again... There are also “tech cards” outside the deck (this card metaphor is really useful!), that can only be drawn in special circumstances, like when researching certain Anomalies, investigating debris, etc.

Of course, there are only so many normal technologies to research, so you will eventually have most of them. To keep things interesting even in a very long game though, there are also many procedurally generated “improvement technologies”. For example, techs that improve all types of laser weapons by a small degree. These technologies are a bit like the “Future Technologies” in Civilization except that you can start getting them long before you’ve actually run out of scripted technologies.

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As with any game like this, techs get progressively more expensive, meaning you cannot neglect building research labs and stations lest you fall behind the other empires of the galaxy (however tempting it might be to use your precious real estate to produce more Minerals and Energy Credits…)

Stellaris Dev Diary #12 - Policies and Edicts
 
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I'm a little worried. If there are so many techs and there's no linear tree how can we evaluate other factions tech level? Especially with autogenerated techs. How do I know they have great lasers or industrial output?

You fight them.
 
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I think you nailed this. This seems to avoid the problem with everyone having the same technologies, which is illogical in a game with different species and ethos. Good job, as always.
 
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... So I can't get tech B unless I have tech A, or it's more likely for me to get a proposal for tech Y if I already have tech X?

Both. Sometimes there is a prerequisite, sometimes you need to already have unlocked a certain amount of techs and sometimes a tech is extremely unlikely of appearing unless some condition is met.
 
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Wouldn't it be more strategical to have the weight for each technology (instead of the lone rareful ones), with a convenient tooltip explinaing the weight for each one?
I'm thinking to something like:

Chance of appearance:
Xenophobia: +10%
At war: -10%
Only 3 technologies in this field of reseach: -20%
Disgruntled Pops: -20%

This way, it could help to decide if such or such technology may be worth to be returned to the deck, at the risk it won't appear at all, or much later.

In theory, good idea, in practice, not so much. We've decided that how the techs are generated, as one of three options, is not something we want to make transparent in the game.
 
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People will want to know and will find out somehow (probably game files). I think this will just end up being frustrating. I'd strongly advocate for displaying information like this to the player. Hidden systems, especially of that magnitude, are bound to cause annoyance.

Well, exploring how the tech system works behind the scenes is probably a part of what a lot of our player base would see as fun. Exposing it would be very difficult, and not be worth the effort.
 
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Will there be techs that would be mutually exclusive to each other
like going biological path of a tech or a electronic path of a tech
that would give more unique to races
like one race would go down the biological path have these half tentacle looking ships
while others would go like a more standard futuristic ships
and etc

Somewhat. But the exclusivity comes more from ethics than from other tech choices. Collectivists and Individualists will have different approaches to colonization.
 
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Hiding mechanics doesn't stop people from being min-maxers. Making the game interesting if you dont min-max stops people from being min-maxers. Or sometimes they do min-max and that is fine too, just so long as you dont need to.

I just dont get EUIV players...

I will never put in the effort to find out how the techs are weighted. However, if the information was easily available, I would agonize over it constantly and be annoyed at non-efficient outcomes. You may think I'm silly, but that's how I'm wired, and I expect that this isn't unique to me.
 
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I really love the (metaphorical) "card" idea. It gives players meaningful choices, keeps the game fresh and gives the dev team a lot of levers behind the scenes to balance things invisibly.

I'm not a huge fan of "build more research labs" as a way to model investment in technology, though. The trope of "devote real estate to building labs" for technology is kind of silly and not engaging. It would be way more interesting if the way to advance your research was by doing interesting things, like "building a lab around a black hole gives you a much high chance of getting rare gravitonics tech", "implementing a very free market economy randomly grants you minor tech improvements and innovations", "ship designs more specialized than the basic types are only gettable if you do a lot of the thing the ship is specialized for" (like combat, exploration, etc.)".
 
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Certain technologies are considered rare or very rare, and these are clearly marked so that you know you should probably pick them lest you never see them again...

Wouldn't it be more strategical to have the weight for each technology (instead of the lone rareful ones), with a convenient tooltip explinaing the weight for each one?
I'm thinking to something like:

Chance of appearance:
Xenophobia: +10%
At war: -10%
Only 3 technologies in this field of reseach: -20%
Disgruntled Pops: -20%

This way, it could help to decide if such or such technology may be worth to be returned to the deck, at the risk it won't appear at all, or much later.
 
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IDK, I cant think of any games where I liked deliberately un-transparent mechanics.

If you knew the mechanics, you'd just be optimizing every annoying little thing to get that specific tech. It's like trying to force events in EU4. Not exactly the most fun part of the game.
 
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I am curious how do your scientist gain xp and does their level affect the techs you get to choice from?

Most activities that a scientist can take will grant them various amounts of experience. Leading a research-department within a field grants a small but steady amount while exploring the wonders of the galaxy grants a higher but more unpredictable chunk on each amazing discovery/catastrophic failure/horrible mutation.

Can you have scientists with special abilities that let you choose from 4 different techs? (or 2...)

Some Empires will likely have the ability to generate additional (or possibly fewer) tech-choices, but that is not necessarily dependent on the scientist.
 
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Excellent. Very much a departure from other space 4x's I've played. Paradox....we like you.
 
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Meh, not really too excited about this Tech system, it seems too simplistic for me and too random. Doesn't seem very hands on, just spamming as much research stations as possible and then having to pick one of three options every once in a while... I much prefer a proper (well made) Tech tree allowing you to specialise in what you want instead of this Tech system in which the only way to 'specialise' in some kind of technology is through just praying to RNG that one of the Tech options you get is the Tech you want.

Well at least in this Stellaris seems to be unique to other 4X games, but if the system works, why change it? It really all depends on how many unique, fun and interesting technologies will be in game and to what extent you can actually manipulate the RNG with your scientist character, ethics etc. I hope those things will affect technology greatly, because the greater control the player has over the RNG the better. I really hate such randomness, imagine wanting to have a mind-controlling Empire, having all the ethics and Scientists which enhance the chance for the 'mind control' tech to appear, but then because of RNG, you play the entire game without that tech, and your RP goal was impossible because of your lack of control over technology. Or if you want to role-play as a Cyborg race - only if the RNG allows you to research the tech in a timely fashion!

Too much randomness - Bad. More control for the player - Good.

On the other hand, we discovered gunpowder by accident, not because the Chinese emperor decided he wanted it.
 
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Nice. This is great!

With this system I can definitely see myself foolishly forgoing 'Critical Space Medicine - 2 days' for something rare like 'Giant Laser Robots - 5487 days'.
 
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another question: do any of the cards vanish from the deck once you've selected certain cards - are there mutually exclusive techs? are any unique to a race - fungoid techs? alot of cool potential comes to mind
 
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