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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

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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
 

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Only two days until the best announcement in the galaxy. Excited.

Strange, though, a Stellaris stream is a funny place to announce Victoria 3.
 
Last edited:

Acheron

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There was a huge demand for machine pops to emmigrate since machine empire and synth ascended would be limited in their growth otherwise. X would be full of robot/synth and Y is empty and it would be micro-heavy to manual move population around each time.
After having to manually build every robot pop, this is the next big issue that made me stop playing robot empires and forego Synthetic Ascension. Bio-Pop Migration already helped a lot filling up new planets, it also opened up space on full planets, thus increasing population growth overall. The new system seems to improve this overall for Bio-Pops. At the VERY least, let robot assembly plants on full planets donate their production to another planet. Otherwise, we have to manually mvoe the robots around and/or look around for robot assembly plants which became useless due to the planet being full,
 

henzington

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After having to manually build every robot pop, this is the next big issue that made me stop playing robot empires and forego Synthetic Ascension. Bio-Pop Migration already helped a lot filling up new planets, it also opened up space on full planets, thus increasing population growth overall. The new system seems to improve this overall for Bio-Pops. At the VERY least, let robot assembly plants on full planets donate their production to another planet. Otherwise, we have to manually mvoe the robots around and/or look around for robot assembly plants which became useless due to the planet being full,

Since robot assembly constantly use resources, it is even worse because machine empires get assembly jobs from the colony capital so unless you disable the job manually a lot of alloy will be wasted. Emigration solves this problem along with wasted food for hive minds from spawning pools
 

Calvax

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Since robot assembly constantly use resources, it is even worse because machine empires get assembly jobs from the colony capital so unless you disable the job manually a lot of alloy will be wasted. Emigration solves this problem along with wasted food for hive minds from spawning pools

This wouldn’t be a problem if assembly automatically stopped when housing reached zero. Which it may do but at the moment it seems like production is constant unless you turn it off. Or better yet: open jobs.
 
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Tavior

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Hive minds have pops emigrate as well so it would be fair if machine empires do also

Not sure why people are downvoting you?

It is one thing to have robot under biological empire to not immigrate at all and remain where they are built.

A whole different balance issue if you went synth ascended or start as gestalt machine empire then it become very micro-intensive to continuous manually migrate robot population around while bio population gets passive migration for free.

After having to manually build every robot pop, this is the next big issue that made me stop playing robot empires and forego Synthetic Ascension. Bio-Pop Migration already helped a lot filling up new planets, it also opened up space on full planets, thus increasing population growth overall. The new system seems to improve this overall for Bio-Pops. At the VERY least, let robot assembly plants on full planets donate their production to another planet. Otherwise, we have to manually mvoe the robots around and/or look around for robot assembly plants which became useless due to the planet being full,

Exactly. Either allow robot assemble speed to be exported off-world or include synth ascended robot or gestalt machine pop in the immigration system. After all synth/gestalt machine pop both can live anywhere and won't have any issue if they are needed somewhere else lets' say at a new colony.

One of the big goal of 2.2 is to reduce micro-mangement and not including synth ascended and gestalt machine pop would be a two step forward for most empire, due to less management overall, and 6 steps backward for those who take synth ascension and gestalt conscience.
 

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If I recall well, on the latest video play-showcase Wiz did, the robot-growth was mentioned.. it is a long video yet:

..It was something along the lines of robots needing a building to grow (assembly plant) and the first slot opening at 5 pops min, where "blondy" brought up that a new colony would need some relocation to exist since you needed to grow to be able to get the building to begin growth... I guess with all changes that little detail may have escaped them and are now being considered.

Not sure about synth-ascended.. but for gestalt robots that may end with a unique starter building (for new colonies) that gives a basic growth before being upgraded (maybe automaticly when assembly is built.. or having that as pre-req).
 

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Not sure about synth-ascended.. but for gestalt robots that may end with a unique starter building (for new colonies) that gives a basic growth before being upgraded (maybe automaticly when assembly is built.. or having that as pre-req).

I’m fairly certain that the issue is for ascended pops. Gestalt empires in the current build their teasing get fabricator jobs from their colony ship to get round the issue. Apparently they hadn’t considered ascended.
 

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Well... one of them have an issue and thats one way to find such issues, on playtests... and I believe they are now considering these ones - a good news for my syntetic allies..
 

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With so many core mechanics changing in LeGuin, you gotta figure it'll be a little rough around the edges at release; but I'm sure any offending areas will be sanded down by small patches within a few weeks.

I'm still super excited, of course! I just wouldn't be surprised if *some* playstyles don't work well in LeGuin right away.
 

Acheron

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With so many core mechanics changing in LeGuin, you gotta figure it'll be a little rough around the edges at release; but I'm sure any offending areas will be sanded down by small patches within a few weeks.
Good point. LeGuin seems to be a big step in a right direction, if issues remain, even if new ones come up, it still sounds like an improvement.
 

James Fire

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Another one harmful update... After 1.9.1, Stellaris died.
I would love to know what you think about this update is bad.

I would also love to know how you can possibly think everything in 2.0 was bad.
 

Tavior

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I would love to know what you think about this update is bad.

I would also love to know how you can possibly think everything in 2.0 was bad.

Easy. Lack of free movement early game and little strategic depth past place citadel and/or fortress worlds at X solar system for chokehold. Since nearly everything in Stellaris boil down to war and conquer and is directly tied to the warfare design it is not a far of stretch to say it was bad overall.

You may disagree with me. Which is fine with me. Just don't assume that everyone will share your point of view.
 

James Fire

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Easy. Lack of free movement early game and little strategic depth past place citadel and/or fortress worlds at X solar system for chokehold. Since nearly everything in Stellaris boil down to war and conquer and is directly tied to the warfare design it is not a far of stretch to say it was bad overall.

You may disagree with me. Which is fine with me. Just don't assume that everyone will share your point of view.
I agree with you, actually. I do miss my wormholes, but I think that overall the patch was good. Static defenses at least matter now, scale well unless you get into really late game, it's no longer possible to own systems you can't access for whatever reason, you can't have systems taken from you because someone got a border extension tech, and war is better than it was.

But sure, because we can't use the literal game breaking stuff, it's worse.
 

simeon437

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Hello @Wiz and stellaris team.
With all the new changes to civics and mechanics to stellaris i feel urged to ask, what would happen with the civic called "Inward Perfection"?
In the current patch i have a save with such an empire and, while the idea of space Ming is really compelling to me, i got really upset when i found out i cannot declare a war in any way, the only way for me to declare a war was to declare a war for lost territory. And so, here i was, sitting the whole game and using my infulence to expand build and upgrade buildings, until i got attacked by an AI, and then got to spend the influence i had at the moment to fabricate clams quickly and determine my wargoal.
My point and quetion is, can you think out of a mechanic or playstyle that this civic would incourage so it can be more fun- (not only building and expanding).
I even tried to get the CB to make an empire my tribute by first demanding that they become my tribute peacefully and if they declined i would get said CB, but i cannot do that since im not allowed to ask even the tiniest of one planet minor to become my tributary...

I please for your Response ^-^
 

James Fire

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Hello @Wiz and stellaris team.
With all the new changes to civics and mechanics to stellaris i feel urged to ask, what would happen with the civic called "Inward Perfection"?
In the current patch i have a save with such an empire and, while the idea of space Ming is really compelling to me, i got really upset when i found out i cannot declare a war in any way, the only way for me to declare a war was to declare a war for lost territory. And so, here i was, sitting the whole game and using my infulence to expand build and upgrade buildings, until i got attacked by an AI, and then got to spend the influence i had at the moment to fabricate clams quickly and determine my wargoal.
My point and quetion is, can you think out of a mechanic or playstyle that this civic would incourage so it can be more fun- (not only building and expanding).
I even tried to get the CB to make an empire my tribute by first demanding that they become my tribute peacefully and if they declined i would get said CB, but i cannot do that since im not allowed to ask even the tiniest of one planet minor to become my tributary...

I please for your Response ^-^
Why would any of the diplomatic stuff change?
 

BlackUmbrellas

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>Arcane Deciphering

Wait what the fu
Again, one of the new Strategic Resources is called "Arcane Technology"- presumably stuff of the level that the Fallen Empires use, things that are thoroughly Clarksian and that nobody really understands how to make themselves anymore.

So "Arcane Deciphering" is the technology required to understand how the reverse-engineer (or at least jerry-rig) said artifacts.