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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

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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
 

Kapitalisti

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Druski

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I am in the camp wiz predicted that things flat % bonuses to tech is boring, but I've seen a few ideas floating around to help spice things up, like the % applying more to certain biomes, permanent choice between different bonuses, or a temporary happiness boost for the workers affected by the new tech

Moving on, I certainly hope those specialized planets get appropriate events to go with them, and as a new feature, having only 2 options seems a little sparse, as probably every moderately sized empire will have the same two planet specializations (not so unique if everyone has them) - perhaps tie them into the tradition finishers? So harmony tradition allows for the paradise planet and domination or something for penal? While you're at it, can give a specialized planet to each tradition tree.

I know we haven't really talked diplomacy yet, but perhaps freedom-loving empires should frown on those who utilize penal colonies, while authoritarians would balk at the vacation world. Just a thought
 

ShyFlamingo

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@Wiz
May I suggest that you can recruit unique, very cheap and low moral 'penal legions' from penal colonies.
Maybe increased moral after a 'Commisar officer' tech
Or a special 'Not a step back' empire edict that would massivley increase both damage taken by lower level moral armies (to reflect men getting shot by their own officers) in return for higher moral.
At the very lease penal legions are an obvious addition I think.
 

DominusNovus

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@Wiz
May I suggest that you can recruit unique, very cheap and low moral 'penal legions' from penal colonies.
Maybe increased moral after a 'Commisar officer' tech
Or a special 'Not a step back' empire edict that would massivley increase both damage taken by lower level moral armies (to reflect men getting shot by their own officers) in return for higher moral.
At the very lease penal legions are an obvious addition I think.

Low morale? How dare you insult the elite of the Imperial Army? Chosen for their loyalty, hardiness, and virtue...

Well, two outa three ain’t bad.
 

Zebak

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Hmmm... I see a (planetary?) pop control option, I guess toggle-able..

Also, wonder.. Will there be special planets for gestalts? hives and robots ?? something unique to them like, mayhaps, a central processing or a spawning hive world..?
 

Kapitalisti

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@Wiz
May I suggest that you can recruit unique, very cheap and low moral 'penal legions' from penal colonies.
Maybe increased moral after a 'Commisar officer' tech
Or a special 'Not a step back' empire edict that would massivley increase both damage taken by lower level moral armies (to reflect men getting shot by their own officers) in return for higher moral.
At the very lease penal legions are an obvious addition I think.

Well either 40k penal legions style cannon fodder or Dune's Sardaukar style elite shock troops.
 

Spidee

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Penal Colonies and Resort Colonies but no Hive Worlds or Foundry Worlds? The latter would be so much more useful than the former in my opinion and who in their right mind would designate an entire planet for the purposes of leisure or imprisonment? Are these worlds de-facto included in the update with the new economic system?

And why the limit? Its going to be one of the first things removed by mods like with megastructures. It like I keep saying, things should not be arbitrarily restricted they should be designed in such a way that a player is strongly encouraged to limit their usage. Penal worlds and Resort worlds look like they provide powerful bonuses at a high cost, a player who makes every other world one of them would quickly see the error of their ways without a limit, like fielding too many Titans.

Props on being able to spell leisure though. It took me a while and I had to look back up at the OP.
The limit is stated, so that they effects don't stack, Wiz said.
 

Askend

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Looking at all these changes the only thought is comming is "Hmmm, that's definitely another game should be when update is out..."
Though, some questions still remain and suggestions are emerging.

  • Make resources more "real", make them closer to physical form of shuttles flying between planetary (or spacebase) storages, and the main consumer - refineries (for minerals and alloys) or spacebase-shipyards, etc. It turns out, if there is a lack of minerals somewhere, shuttles with minerals are flying there. Resouce excess worlds are starting points for shuttles, which are sent to the resource poor places (or storages). So, ships cannot be built in the center of enemy territory or too far from the worlds - mineral producers. Of course, all these are additional simulation expenses, but if the lags from the tiles with the pops will disappear, then a CPU powers are released for new computings.
  • Make trade shuttles can be knocked down by Strike Craft only. Or even use Strike Craft for capturing destroyed shuttles cargo for own use. At least this will create some sense in Strike Craft (which is imo useless at all for now).
  • Machine empires could trade food (if they produce this resource or received/captured it by any way, it doesnt matter).
  • Change AI relation to trade and make system trade more valueable (for now AI never gives/trades star systems but receiving system from player has so miserable effect. Player can give thousand or two of minerals and this will have more impact than whole star system, especially rich system or system containing rare strategic resouce).
  • Starbase limits. Will we have troubles like "should I use starbase for building trade route inside empire or for defending empire borders instead and have no trade routes then"? Or number of available starbases will sufficient for both porposes without getting huge penalties?
  • At my point current (existing in 2.1.3) birth system and policy need small changes. Population control policy means player can control population and grow (or get rid) certain pop manually (same as robot pops), but in general we get just birth prohibition. Maybe you will change it and in 2.2 we will get chance to really control population inside empire as role play requires it?
  • If its possible would be great to have pop growth queue (same as queue is realised in fleet building) to grow (or build) pops in determined order.
  • Empires, which have no way to use both type of pops (organic and synthetic), such as hive or machines. Will they get chance to use both slots (assembling and growing) for getting 2 pops at same. By changing growing slot into second assembling of cource and vice versa.
  • Previously (before 2.2) sectors could be used as additional storage (thrift-box/piggy bank). For keeping resources until they will need urgently (great war/megastructure/crisis). Does it still applicable in 2.2?
  • If sectors can be used as repository still and endowed resources can be extracted, make taking resources proportional to influence expance. I.e. paying 100 influence for 100% resources, pay 50 influence for 50%, etc. And this can be realised simply as slider.
@Wiz , maybe you guys could use them all or at least one?

P.S. Have some other change ideas, but they are not about update, so don't know should I post them here or any other place...
Please make something with planet names. They are just closed with empire flag and only way to see it is insert some number of space symbols before planet name, but that looks not so neat
 
Last edited:

James Fire

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It goes against all scientific research that incarceration lowers crime. Incarceration has never worked as a deterrent to criminal elements, nor does the lowered criminal population affect the overall crime rate in any meaningful way. It would be more realistic if the other systems got something else instead of lower crime rate.
It's not reducing crime at all. It's just putting it elsewhere.
 

EvilTom

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This expansion/patch is looking better and better!

@Wiz

Is there a (future) possibility to export or import foreign criminals to your penal colony as a trade agreement? I can imagine exporting my criminals to another empire who "look after them", reduce my crime, get rid of my criminals, but I pay them in exchange. Or the other way around, I set up a supermax prison planet which gets me cheap labour (but at risks). Outsourcing!

Why are penal colonies and resorts restricted to minimum of 15 planet size? I guess it's because you want to make them unique, but having penal moons would be awesome. I can imagine that (aslong as they're inhabitable). I can also imagine that'll make less useful small planets a little more useful!
I'd definitely like to see the option to not have diminishing returns on multiple penal colonies, but at least have somewhere to dump all the criminals when they're caught.
 

Shalashalska

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Are ringworlds still going to be separated into 4 sections? It makes more sense to me if they were just one huge planet that gains additional space as more sections are built. There is no longer a real restriction on maximum planet size, and it makes it easier to manage than 4 segments.
 

EntropyAvatar

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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

I am assuming that these are the upgrades that require special resources? Do the resource costs tend to scale with the number of extra jobs?
 

Ikael

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Wow, quite interesting DD! Some thoughts about it:

- The new technologies are, indeed, boring. There are many different ways of increasing yields other than adding a flat +10% bonus: Adding a +1 yield per district of a certain type, or +15% output to certain planet biomes or... I dunno, there are many different options that would help to de-homogenize the tech tree
- It is really weird to me to see that the technology needed in order to syntetize a rare resource costs exactly the same as the one required for just extracting said rare resource. Shouldn't syntetization techs be more "advanced" than the extraction ones?
- Planet specialization technologies are an AWESOME idea. Can't wait to have my Cadia fortress planet!
- The next DD is totally a paid expansion, right? :p
 

Jorlem

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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).
I'm hoping that this makes it in, as otherwise it would be pretty silly, since it would be best to make a tomb world or some other barely inhabitable world into a resort to take advantage of the maxed out habitability.
 

Zebak

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"Arcane deciphering", we are getting magic in Stellaris?

considering the color chosen is related to psionics and that little symbol reminds me of a protoss house/sect...... I am guessing shroud related.. maybe opening as a rare for non religious...

..maybe hives can research how and start using the shroud too ? - when some already exist partially on subspace.. why not half a shroud presence ?
 

Felidae

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Yes, and that is why you should do it.
It might be nice to have an event or two associated with that, in the rare event that someone does this. Like, "Some prisoners have seized a ship, escaped from the penal colony and have landed on the resort world!"
1. Keep it secret, and bring in a science ship to scan the planet for their hideout! (No immediate impact, but takes time, and has a chance that the criminals will be discovered in the meanwhile, giving an empire-wide amenity debuff for a while.)
2. Bring in the military to get these criminals off the planet post-haste! (Medium-size amenity debuff until an army is in orbit, then a small debuff for 5 years, until the news cycle has moved on.*)

Or maybe: "A company has started offering tours of <penal planet> from <resort planet>, and the service has taken off** as people flock to experience 'the authentic life of a prisoner'!"
1. Seriously? The prisoners are there for a reason! Shut it down. (No effect, or perhaps a very small debuff of some kind.)
2. As long as they give the government a cut of the profits to provide the necessary security. (Small energy income, increases chance of above event to occur.)
(Alt 2. As long as it makes the people happy... (Small monthly energy cost 'to provide security', small increase in amenities provided by resort planet, increased chance of above event occurring.)

*Seriously, why would you put a penal colony and a resort so close together? That's just silly.
**Pun intended.
 
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