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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 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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How do you ensure that tech does not trump all as with many 4X games ? Technology makes your economy better, your navies stronger, and even improves your research speed. We've seen it's possible to invest production into getting additional technologies by building research stations and science ships. Can you lead a small empire and not fall behind ?

Also, can you change your ongoing research ? Do you get back the same choice of three cards ? Do you lose your progress in the tech you were researching ? Can you get a new set of research if you don't like what you drew ?
 
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any tech trading between races? how about research treaties to boost research production ? or espionage?
like the idea of the different system the old way has been done to death.
 
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 edicts. Good job, as always.

disagree. In the end they will all be the same anyway and taking away technology is just stupid. If you want uniqueness give them access to other technologies that you can only they have based on attributes and what not but all main tech everyone should be able to get.
 
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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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I would be a bit disappointed if a rare, expensive tech showed up at a stage in the game where I can't afford to research it, never to be seen again. Perhaps a bias towards things that you can actually afford within a few hundred months would be good.

Also, hopefully something as disruptive as sentient AI gives more than a 5% research boost in the final version of the game.

On the other hand, there are hints that the ship design might be pretty detailed, which sounds great.
 
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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.

Is this going to be like the warlock 1 style of tech? I often found I'd get greater raise the land before lesser (It was always kind of amusing: "sir we've researched better precision!")
 
Is the 'deck shuffling' deterministic or random? Obviously it's weighted even if it is random, but if I were to save the game before a tech finishes, will the three technologies I get to choose from be different each time I load? Or will it be determined based on the game state?
 
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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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I'm not sure how I feel about RNGesus being involved in my empires technological progress... At least it's innovative.
 
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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.

Thanks for the answer!

Also, don't forget to ask Meneth to don't broke the magic behind this feature with his wiki ;)
 
I would be a bit disappointed if a rare, expensive tech showed up at a stage in the game where I can't afford to research it, never to be seen again. Perhaps a bias towards things that you can actually afford within a few hundred months would be good.

Also, hopefully something as disruptive as sentient AI gives more than a 5% research boost in the final version of the game.

On the other hand, there are hints that the ship design might be pretty detailed, which sounds great.
I would be shocked if the super-rare seed-AI development wasn't a trigger-prereq for !fun! events.

I'm really liking this tech system. Parts of it remind me of HoI & SotS with a bit of playing MoO2 with an uncreative race in all the right ways.

Mood: Pretty hype.
 
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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.

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.
 
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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?
 
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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.

IDK, I cant think of any games where I liked deliberately un-transparent mechanics.
 
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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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