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Stellaris Dev Diary #130 - New and Changed Technologies in Le Guin

Hello everyone and welcome to another Stellaris development diary. Today we're going to continue talking about the 2.2 'Le Guin' update, on the topic of new technologies that we have added in the update. As said before, screenshots will contain placeholder art and interfaces and non-final numbers.

New Economic Techs
As part of the economic system and planetary management changing, we also had to deal with how the various technologies governing resources and the economy would change. Previously, new economic technologies would usually unlock building upgrades, leading to a spree of upgrade-clicking across your planets when your empire got access to a new level of mining technology or similar. As one of the stated goals of the planetary rework was to remove unnecessary micromanagement, we decided to split resource technologies into two types: Raw Resource Technologies, affecting jobs that produce basic resources such as Minerals, Food and Energy and Advanced Resource Technologies, affecting jobs that produce advanced resources such as Consumer Goods and Alloys.

Typically, Raw Resource Technologies provide an instant and straightforward bonus to production, such as a bonus to mineral output from Miners, while Advanced Resource Technologies offer upgrades to buildings such as Foundries into more efficient versions that provide more of that particular type of resource production job. There are, of course, exceptions to this rule (for example, buildings like Mineral Purification Plants that improve planet-wide mineral yields) but as a general rule it holds true. Also, we are aware that some people consider straight bonus technologies to be boring, but it would both be unfeasible and entirely undesirable for all of the hundreds of technologies that you can research in Stellaris to require active engagement on the part of the player - we'd simply end up with a whole lot more of the same kind of tedious chore that was the old building upgrade system.
2018_10_18_1.png

2018_10_18_3.png

2018_10_18_9.png


We've added several new technologies for Mining and Research stations that increase their efficiency, so space-based resource extraction now increases with time and technology just as planet-based resource extraction does. There's also a number of new technologies related to rare resources such as Exotic Gases to either be extracted from natural deposits, or synthetically created in the event your natural deposits are insufficient for your needs.
2018_10_18_2.png

2018_10_18_4.png


Specialized Planet Technologies
Of course, not all the new technologies are related to resources. One of the advantages of the new planetary management system is that it allows us to create planets that are truly different from each other, and one of the applications of this potential will be technologies that allow you to designate a highly specialized role for a planet. Currently, there are two specialized planet technologies planned for Le Guin, Penal Colonies and Resort Worlds, each of which unlocks a decision that allows you to transform a newly colonized planet into a Penal Colony or a Resort World, respectively. At time of writing, you can only have one of each of these in your empire at a time, though this may change before release.
  • Penal Colonies are planets where the other colonies in your empire can dump their criminal elements. Penal Colonies have vastly increased crime, but get an increase to immigration pull and also reduce crime on all your other planets. You can only make a planet a Penal Colony while it still in the newly colonized stage (ie: before upgrading the capital at least once). The planet must also be at least size 15 to qualify for being a Penal Colony.
  • Resort Worlds are planets that have been set aside for tourism and leisure. Resort Worlds cannot have any districts built on them, and cannot support resource-producing buildings, but have maxed-out habitability for all pops (representing climate-controlled resorts) and increase amenities on all other colonies in the empire. Resort Worlds have their own special set of capital buildings that provide some housing. You can only make a planet into a Resort World if it has no districts and no buildings (besides the capital) constructed on it. The planet must also be at least size 15 to qualify for being a Resort World. Depending on what we have time for, it's possible that the 'quality' of the resort world will impact how much amenities it will give other planets (for example, a Gaia World would be an ideal resort).
2018_10_18_5.png

2018_10_18_6.png


Finally, in no specific order, here's an assortment of some (but far from all) of the new and changed technologies you can expect to see in Le Guin:
2018_10_18_7.png

2018_10_18_8.png

2018_10_18_10.png

2018_10_18_11.png


That's all for today! Next week we're going to be doing a dev diary, I just can't tell you what it's going to be about just yet. I'm pretty sure you're going to find reading it to be a net gain though, so stay tuned!

announcement%20teaser.png
 

ctolm

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I don't know if this has been suggested already but any chance Penal Colonies could be made to produce high quality soldiers, maybe needing a technology or something to unlock that? I've always wanted my own Salusa Secundus.
 

DominusNovus

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I don't know if this has been suggested already but any chance Penal Colonies could be made to produce high quality soldiers, maybe needing a technology or something to unlock that? I've always wanted my own Salusa Secundus.

Page 5, a bunch of us suggested that almost simultaneously, quite amusing timing.

I also have another idea: can we enslave penal planet pops and move them back to regular planets? Imaging playing a slug empire, with a penal planet full of wicked aliens, and you benignly offer them the honor to pay off their debt to society by entertaining us. Dancers are always needed...
 

Primarch Victus

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Would it be cruel the put a resort world and penal colony on two segments of the same ringworld?

Or perhaps a large Gaia-resort with a barely habitable penal moon around it.

MUAHAHAHAHAHAHA! that would be perfect, once I can use the prisoners as slaves to extract resources to be used in the resort.
 

James Fire

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Are you going to change how tech card work? One thing I am worried about in the future is technology list getting bit bloated and harder to target a tech. I had some game where there were a long stretch where I couldn't get destroyer/cruiser to show up for example despite having all the required tech done.

From those screenshot I see 21 new technologies and I wouldn't be surprise to find more later.
And how many building techs are being removed?
 

Roenie

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I couldn't get destroyer/cruiser to show up for example despite having all the required tech done.
Is it possible that the tech showed up before, but you didn't need it yet and researched something else at the time? The game halves the 'weight' of techs you didn't pick, lowering the odds of them showing up again. I created a mod to stop that, because sometimes you have to choose between two techs, both of which you really need... or, you really want tech B but have to prioritize tech A in the short term.
 
Last edited:

James Fire

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Is it possible that the tech showed up before, but you didn't need it yet and researched something else at the time? The game halves the 'weight' of techs you didn't pick, lowering the odds of them showing up again. I created a mod to stop that, because sometimes you have to choose between two techs, both of which you really need...
It does? Mod link then please!
 

LorenLuke

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Given that I've yet to recall any way to make more defensive armies in this new world rework, would it be possible to expand this penal colony/resort world system to create fortress worlds as well?
 

James Fire

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Given that I've yet to recall any way to make more defensive armies in this new world rework, would it be possible to expand this penal colony/resort world system to create fortress worlds as well?
Seems like soldiers do it.
 

Roenie

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It does? Mod link then please!
You can grab the mod here. I made it for 1.6.x, because I'm playing 1.6.2. It will most likely work in newer versions as well as it only changes 1 line and doesn't touch anything else. I don't want to keep supporting the mod, which is why I haven't uploaded it to the steam workshop. To make the game accept it as a mod for your version of Stellaris, just open the .mod file in notepad and change 1.6.* to whatever you need. To install, place both the directory and .mod file into C:\Users\YourName\Documents\Paradox Interactive\Stellaris\mod
 
Last edited:

Tavior

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And how many building techs are being removed?

There are still tech lock for build upgrade like the research institution that wiz did not build but unlocked during the live stream. Lets' don't forget that there are research produce more research per job tech as well.

Those old build tech are being converted into farm "produce 10% more food" tech and there was a few of those tech that replaced the old build tech that wiz research during the live stream today. Sure some technology may not make it it into 2.2 and some will be replace and some won't. That is on top of new tech being created.

I don't have access to a 2.2 technology list count. I do realize that it may remain more or less bloated.

The only real questions are 2.2 patch more or less relative research card bloated compared to 2.1 patch? Are they going to tweak the tech card system accordingly?

Is it possible that the tech showed up before, but you didn't need it yet and researched something else at the time? The game halves the 'weight' of techs you didn't pick, lowering the odds of them showing up again. I created a mod to stop that, because sometimes you have to choose between two techs, both of which you really need... or, you really want tech B but have to prioritize tech A in the short term.

I need to boost my economical first so mining/other tech take priority. Otherwise why would you try to build a battleship when you are still stuck on mining build 1? In fact I had a few cases where I was starting on battleship while I still was stuck on energy build 1 and lets me tell you that wasn't fun.

Once I got a good economical going. I tried to reroll and it took too many research completed to get it show up. So I tweak my tech priority after learning a bit about the tech card system and it is still a problem since you can "accidentally" unlock repeatable tech you don't want by salvaging wrecks.

I am not aware that if you don't pick something it get a reduce odd to show up which could partially explain a few scenario that happened to me but I had other scenario where certain late-game tech would not show up despite having all necessary tech done beforehand for lets say 50 completed tech reroll which only make it more frustrating (that was with a super-heavy research oriented civic/tall gameplay by the way). I have experience this issue one time too many for my taste if I am going to be honest.

I also just finish watch the live stream and it didn't really inspired confidence in the stellaris tech card system and that may be partially because they were just showing it off instead of optimizing how many labs they had and over-build too many outpost/colonies leading to higher research cost.

Nevertheless my original point of bloating the tech card system remain a big concern for me.
 

Zeelilus

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Look forward to seeing what kind of scaling exists for the special planets. Hopefully a size 25 gaia resort does much more for a 5 planet empire, than a 15 size tomb world resort will do for an empire with 50 planets.
(Though it'd be a nice little bonus if the tomb world starting civic made it so your empire actually loves tomb world resorts. "Wow, the charred remains of this city looks nothing like back home, this architecture used to be beautiful!")