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Stellaris Dev Diary #221 - Balance and Quality of Life Improvements

Hey folks, I’m @Alfray Stryke, a member of the QA team for Stellaris. As part of the Custodians’ work on the 3.1 “Lem” patch, as mentioned in Dev Diary #215, the team has done a balance and Quality of Life pass on various features throughout the game and we’d like to highlight some of the more harder hitting changes. This is not a complete list of all changes, and may contain some not-final numbers. As a reminder, the changes to the Necroids Species Pack were covered in Dev Diary #216, and all of these changes will also be included in the Lem update.

Void Dwellers

We’ve been aware that the implementation of Void Dwellers of having two separate traits, one positive and one negative resulted in behaviour that we weren’t happy with - in particular being able to gene-mod the negative aspects of the trait out of existence. To solve this we’ve made some changes to how the traits work:

  • There is now only a single Void Dweller trait, so it can’t be exploited via genetic modification of your species.
  • The modifiers on the trait itself have changed, previously it gave:
    • +15% Resources from Worker and Specialist jobs & -10% growth speed (for the positive version)
    • -60% growth speed (for the negative version)
  • The new version of the trait is now:
    • +15% Pop Resource Output on Habitats.
    • -15% Pop Resource Output on Non-Artificial Worlds.
    • -10% Growth Speed
    • -30% Happiness on Non-Artificial Worlds.

Void Dweller.png

The new, improved, Void Dweller trait with its modifiers.

What this means is your Void Dwellers pops are most productive and happiest on habitats, have their bonuses removed on ringworlds and have production and happiness penalties if they settle on planets (best to leave those for immigrants or robots!)

Shattered Ring

So before you grab your plasma-pitchforks (yes, plasma-pitchforks are canon now), rebalancing the Shattered Ring origin is something the team has been discussing for a while. We’ve gone through various iterations on decreasing the initial power of the origin, while keeping the player fantasy that it provides in mind and eventually settled on having the progression of the Shattered Ring resemble that of the Remnants origin.

Shattered Ring.png

The Voor Technocracy, showing off the Shattered Ringworld Segment as a homeworld.

The shattered ring itself supports the following district types:
  • City, Hive & Nexus - housing depending on your empire type.
  • Industrial - where valuable consumer goods and alloys can be manufactured.
  • Trade - where clerks turn a tidy profit and artisans run their workshops.
  • Generator (not pictured) - where hive-minds and machine intelligence power their infrastructure. Note that Generator and Trade districts swap depending on the owner of the Shattered Ring, much like Commercial and Generator Segments on a ringworld.
  • Agricultural - where food is grown for those that eat it.
  • Mining - more on that in a moment...

Once all the rubble has been cleared out, there’s space for 25 of these districts.

So you might be wondering, “Are those mining districts on my ringworld? What am I mining?”

Well dear reader, the answer is the ring itself!

Mining District.png

Mining districts, aka tunnels filled with valuable minerals and alloys.

As a civilization that has only known life on the ring prior to achieving spaceflight, the only resources available to you were those that made up the ringworld itself. Luckily ruined ringworlds are massive and can spare some missing broken materials without falling into their local sun.

As such your mining district on the shattered ring replaces the regular miner jobs with scrap miner jobs with a base job output of 2 minerals and 1 alloy per month.

Of course, as was alluded to above, we wanted the progression for the shattered ring to resemble that of the relic world from the Remnants origin. So once you’ve cleared all the debris from the shattered ring and researched the appropriate technology you can repair it into a fully functioning ringworld segment.

Repair Shattered Ring.png

Of course, sometimes a bit of home repair work needs to be done.

Upon completion of this monumental task, the districts on the shattered ring are upgraded into their respective ringworld districts at a 5:1 ratio - so 5 agricultural districts become 1 agricultural segment. Since fixing up the ring means you’ll no longer be clearing out material, the mining districts are removed and the ability to construct research segments is added.

Ecumenopolis QoL Changes

Something we’ve received a lot of feedback on is that when a world is transformed into an Ecumenopolis is the assignment of industrial districts.

Prior to 3.1, all of the industrial districts were assumed to be devoted to alloy production and thus converted into foundry arcologies. No more, in 3.1 industrial districts will convert based off of the planetary designation:

  • With the “Foundry World” designation, industrial districts will convert into foundry arcologies, at a 2:1 ratio
  • With the “Factory World” designation, industrial districts will convert into factory arcologies, at a 2:1 ratio.
  • With any other designation, including the “Industrial World” designation, industrial districts will convert into both foundry and factory arcologies, at a 4:1:1 ratio.

Relic World.png

Earth, a bygone relic of a time long past, ready to be restored anew.

Ecumenopolis.png

Earth, restored anew! Note that the local governing algorithm did not assume all industrial capabilities should be focused on supporting the Custodianship Navy.

Another change we’ve implemented is the Arcology Project ascension perk and decision to restore relic worlds into ecumenopolises is now accessible to Rogue Servitors. In addition, the leisure arcologies that would normally be present have been repurposed for housing bio-trophies in luxurious towering arcologies.

Sanctuary Arcology.png

Pampering will be provided at Floor 314, Room 15 at 9:26 am.


Assorted QoL Changes

As mentioned above, the planetary designation for consumer goods has been renamed to Factory World, because we’ve added an Industrial World designation.

Industrial Designations.png

Multiple planetary designations for your various needs

The new Industrial World designation is ideal for planets where you don’t want to focus the Industrial districts on a single job type, instead providing a minor upkeep discount to both Artisan and Metallurgist jobs.

Industrial World.png

Industrial World Designation

Both Hive Worlds and Machine Worlds have gained an additional bonus to bring them more in line with Gaia Worlds. Hive Worlds now have +1 innate Spawning Drone job and Machine Worlds now have +1 innate Replicator job. The Machine World given by the Resource Consolidation origin starts with a blocker which will need to be cleared to unlock the Replicator job.

Hive World.png
Machine World.png


Subversive Cults (MegaCorps with both Gospel of the Masses and Criminal Syndicate) no longer have access to the Temple of Prosperity. Instead, they can now establish a Subversive Shrine in their branch offices - increasing both Spiritualist ethics attraction and crime on the planet.

Subversive Shrine.png

Subversive Shrine Tooltip.png

Subvert expectations with deals so good they’re criminal!

With that I’ll pass things over to @Gruntsatwork to discuss some of the changes we’ve made to civics!

----

Hello everyone. I am one of Game Designers currently working on Stellaris and on the Custodian Team. While we have been busy with radical changes here and there, new civics and origins, we also wanted to have some more tame but no less important balance changes for our already existing civics, specifically for our outliers and those we felt under- or especially over-utilized.

The following lists all the civics we felt needed a substantial lift up
Regular Empires
  • Beacon of Liberty: Gave +15% produced Unity -> Now ALSO also gives -15% Empire Sprawl from Pops
  • Imperial Cult: Gave +1 Edict cap -> Now gives +2 Edict cap
  • Idealistic Foundation: Gave +5% Happiness -> Now gives +10% Happiness
  • Environmentalist: Gave -10% Consumer Goods Upkeep -> Now gives -20% Consumer Goods Upkeep
  • Parliamentary System: Gave +25% Faction Influence -> Now gives +40% Faction Influence
  • Efficient Bureaucracy: Gave +10% Admin Cap -> Now gives +20% Admin Cap
  • Nationalistic Zeal: Gave -10% War Exhaustion Gain and -10% Claim Cost -> Now gives -20% War Exhaustion Gain and -15% Claim Cost
  • Functional Architecture: Gave -10% Building and District Cost, -10% Building and District Upkeep and +1 Building Slot -> Now gives -15% Building and District Cost, +2 Building Slots, Upkeep reduction removed
Hive-Minds
  • Subspace Ephase: Gave +15% Naval Capacity -> Now gives +20% Ship Speed and ALSO gives +15% Naval Capacity
  • Divided Attention: Gave +10% Admin Cap -> Now gives +20% Admin Cap
Machine Intelligences
  • Constructobot: Gave -10% Building and District Cost, -10% Building and District Upkeep and +1 Building Slot -> Now gives -15% Building and District Cost, +2 Building Slots, Upkeep reduction removed
We hope those changes, while strictly number tweaks, will give those civics a breath of fresh air and increase their appeal to the wider player-base because, “oh, shiny new numbers” is one hell of a drug.

Now sadly, only strengthening the civics we felt undervalued or under-used doesn’t solve all issues, so we also introduced some slight nerfs to the 2(3) biggest offenders in terms of being “must have” civics.
  • Slaver Guilds : Reduced enslaved population from 40% to 35%
  • Indentured Assets: Reduced enslaved population from 40% to 35% (Megacorp civic)
  • Technocracy: Added 1 Consumer Goods upkeep to Scientist Jobs that create unity because of Technocracy

As you can tell, for the slaver guild civics, this change is relatively minor, compared to the Technocracy nerf. The goal here is to make those 3 civics slightly less good. We have no intention of nerfing them into the ground. Our goal here is to move them from “the best pick, every time” to “could be best pick, depending on circumstances”.

We will be following your feedback here and over all other platforms very closely as well as our own telemetry and we will keep adjusting and tweaking the civics as we go on.

As an extra note, we know that there are several other civics that definitely need a pick me up, we will be looking into them as well, but not for the Lem update.

That’s everything from us this week! Thanks for reading and we’ll be back next week diving into more changes in the Lem Update.
 
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If you change their species rights from "Migration Controls Enabled" to "No Migration Controls" they should auto-resettle in 3.0 if I recall correctly; if not drop a bug report.
Any chance on a fix for synth auto resettlement? If you have synths in your empire, you don't have the option to turn off migration controls, so they can never auto resettle (except for your main species if you synth ascend).
But how much use is that if you get it AFTER you have enough tech to get Mega Engineering.
Having 50+ levels of repeatables in shields/armor/damage over your potential enemies is pretty strong.
 
There's no parity for functional architecture for megacorps is there? It seems extremely useful for dwellers who are otherwise restricted. But you can't make use of it as a megacorp dweller. With the new mercantile tree this seems pretty damning.

Also. Masterful crafters isn't going to be this powerhouse some people seem to expect it to be. It's a decent boost, but hedonism will likely provide a much stronger boost. 20% happiness is 7,2% more resources overal. And with how many insane resource boosts there are in post 3.0, technicians are so productive that you'll need quite a few artificers to replace a meaningful amount of them.
 
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1. Introduce research districts for this origin. If the restored ringworld will have research segments, but the player has already built many labs, then what's the point of getting the research segments anyway.
2. Reduce the restore cost - even without the tech requirement, 10000 alloys would be a massive investment. Or look at Stefan's perfectly balanced mod and do something similar.
3. Give bonus to ringworlds in general for pop growth and job output etc, so that there is some utility for the investment of 10000 alloys ( +15000 alloys for someone building it from scratch)

One of the goals of this redesign was to remove the research districts that shattered rings started with. Regarding the other points, we'll be keeping an eye on balance and player feedback. I've got some suggestions in mind to the rest of the team if this ends up having been too much of a nerf.

Any chance on a fix for synth auto resettlement? If you have synths in your empire, you don't have the option to turn off migration controls, so they can never auto resettle (except for your main species if you synth ascend).

Having 50+ levels of repeatables in shields/armor/damage over your potential enemies is pretty strong.

Drop us a bug report please.

These jobs do get the bonus from those +20% mining techs, right?

Do they also get +20% alloys from those techs? The techs currently say "minerals".
Minerals only. Though the purification hub building does give them additional alloys (+0.5 per scrap miner instead of the +1 mineral per miner).

For those who are curious about scrap miner efficiency. here's a spreadsheet.
(Check the second page for comparisons!)

Significant benefits early game. And surprisingly well rounded late game. You'll be a little better at alloy rushing, gaining effectively 20% more alloys, give or take the build.

Cheers, will give this a look. Lemme know if you end up making a similar sheet for Catalytics ;)
 
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One of the goals of this redesign was to remove the research districts that shattered rings started with.
I think at this point research districts should be standard districts. It seems like every game that I play my capital ends up being absolutely maxed out with research buildings a couple of decades in, not really giving me room for anything else. Why not give Researchers the same treatment you gave Metallurgists and Artisans?
 
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Having 50+ levels of repeatables in shields/armor/damage over your potential enemies is pretty strong.

And pretty boring. Also completely pointless given the current (and past) AI.

One of the goals of this redesign was to remove the research districts that shattered rings started with.

Would you please also elaborate why? What was the issue YOU perceived with them that warranted removal?

Right now we can only guess at your (the entire paradox Stellaris team) thought process, the basis for changes and even if you paly a game that in any way resembles our experiences.
Frankly I think adding motivations behind the changes allows us as the people playing this game to gvie much better feedback where it helps.

And also please consider that a lot of the complaints aren't about the power of the origina, but the fun, differences it introduces to the gameplay and the story flavor of the origin.
 
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And pretty boring. Also completely pointless given the current (and past) AI.



Would you please also elaborate why? What was the issue YOU perceived with them that warranted removal?

Right now we can only guess at your (the entire paradox Stellaris team) thought process, the basis for changes and even if you paly a game that in any way resembles our experiences.
Frankly I think adding motivations behind the changes allows us as the people playing this game to gvie much better feedback where it helps.

And also please consider that a lot of the complaints aren't about the power of the origina, but the fun, differences it introduces to the gameplay and the story flavor of the origin.

I'll quote the dev diary were we first discussed our ideas for balance changes for the future, since our Game Director did a far better job of explaining than I would.

Game Balance
We’re going to take a look at reworking some of the major outstanding balance issues that we’re having.

One example that I want to talk about is the issue with Research Booming, where power players can essentially outpace other empires due to focusing a lot on research. What enables this is usually Districts that provide Researcher Jobs, which is relatively easy to gain access to early on through Origins such as Shattered Ring or Void Dwellers (the latter not being nearly as strong).

For Shattered Ring we are looking into changing the start from a pure “end-game” Ring World, to be more of an actual “Shattered Ring” that you need to repair before you gain access to the powerful Districts of the Ring World. Putting additional emphasis on the fantasy of restoring this ancient megastructure to its former glory can be a fun addition to the Origin itself. Although we haven’t decided exactly what we’re doing, changing the start to be a Shattered Ring that you can restore with the Mega-Engineering technology is a likely route.
 
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There's no parity for functional architecture for megacorps is there? It seems extremely useful for dwellers who are otherwise restricted. But you can't make use of it as a megacorp dweller. With the new mercantile tree this seems pretty damning.

I imagine from the dev perspective it's offset by the chance to the trade districts that will add a merchant job, at which point it's just an extension of the general megacorp loss of two building slots.

Also. Masterful crafters isn't going to be this powerhouse some people seem to expect it to be. It's a decent boost, but hedonism will likely provide a much stronger boost. 20% happiness is 12% more resources overal. And with how many insane resource boosts there are in post 3.0, technicians are so productive that you'll need quite a few artificers to replace a meaningful amount of them.

From my read, it'll be an early-game vs mid-game boost, ie exactly the sort of tech you swap out when you do your first civic swap when you get 3 civic slots.

In the early game, the happiness-resources overall is handicapped by the increased CG upkeep. At a time where minerals and consumer goods are key choke points for expanding with colony ships/building districts/building science labs and upkeeping scientists on the capital, having fewer CG because more are going to inefficient capital-world workers and unproductive colonists is a hindrance as much as a help. (12% better colonists is basically 12% of nothing, and if you can afford living standard upkeep you could afford just using your building slot to provide two entertainer jobs for the same amenities + culture.) You'd only activate it once you reach your expansion/specialist upkeep equilibrium anyway, and to afford it you'd have to invest heavily and early into Industrial districts on your homeworld with a buff that wouldn't match the empire-wide upkeep cost thanks to how each industrial district on the homeworld provides a split alloy/consumer good workers.

Master Crafters, on the other hand, is all about bonuses that are most helpful at the very start while working to alleviate those resource chokepoints, and it synergizes immediately with how your capital is your empire's best industrial center early-game. Until four or five decades in once you've gotten your resource/admin colonies up and running, your capital is your empires best center of industrial districts, which will- because of homeworld specialization- produce more thanks to perfect habitability/stability buff, but also always be split for 1 alloy worker/1 artificer. The artifer's 2 trade will cover the energy upkeep of the district, while every 3 industrial districts will save you 500 early-game minerals for a building slot that you can put a science lab in (whose CG cost will, obviously, be met by the 3 artisans). The engineering science boost is modest, and 3.3 engineering science per unlocked science lab certainly isn't a game-breaking factor, but it is at the earliest point in the game when the most important survive/thrive techs in the game- robots and military/mineral boosting techs- are also being researched with the lowest research levels because empires struggle to afford the mineral/CG upkeep. More building slots for science labs + more minerals to build the labs + more (most useful) engineering research, all in a build combo that will easily provide the CGs for it AND ensure a very healthy supply of alloys, will be quite powerful for getting your empire to the point where you can reform the government to a better mid-game civic set.

Plus, Master Crafters has two better civic/ethic combos I can think of vis-a-vis Hedonism.

Hedonism's main civic combo would be Environmentalism, to mitigate the CG upkeep... but that's a pretty modest goal and only touches one of the two early game choke points without enabling new things. It could also use the equivalent species trait for CG upkeep reduction, for the same reasons and same affect. Otherwise, it's a living standard, not a strategic gameplay dynamic.

Master Crafter has a few different playstyle combos it leans into.

In a military run, If you pair it with Catalytic Converters, which replaces the alloy worker mineral upkeep with food, you'll have a huge advantage in halving mineral upkeep (6 as opposed to 12 minerals per month per district), letting you afford more industrial districts faster- especially as your starbases (affordable with industrial district alloys) can build hydrophonic bays to offset the food upkeep needs. Catalytic converts, in turn, combos with the plantoid trait photorophic, reducing food upkeep needs for energy, which will be mitigated in part by your increased trade from your artisans.

In a military-tech run, you can also roll it into a necromancer build for early game mil- and mil-tech rushing: necromancers will be buffed to be 2 (not 1) exceptionally-good physics/society scientists (+6 vs researcher +4) who also boost fleet cap instead of engineering research. Master Crafter would both offset the engineer disrepency (somewhat) and- by encouraging engineering districts- ensure you have the early game alloy-flow to make use of the early-game fleet cap boosts. This will be especially good for Necrophage (thanks to primitive worlds with bodies for miners and quicker set-up of more encampments) and pop-abductor builds (barbaric despoilers, Nihilistic Acquisition perk-takers) to get stronger fleets in size and quality at a time when fleets are most even.

In tech builds in general, it's strong for reasons already stated: it not only gives a new source of the most important tech type while incentivizes providing the CG buffer to meet your researcher upkeep, but every 3 districts built saves 500 minerals in the building slot opened up on your capital, where you want your early-game science built anyway.

On a government-build level, Master Crafters synergizes nicely with Mega-Corps and Trade Builds early-game in three ways. One, on the Artisans coming with trade gets more use of the Thrifty trait than most empires can get for some time- thus not wasting a species trait point for more of your population, and technically earning a profit rather than just matching district upkeep for Thrifty species. Two, the free building slot will be able to support a trade building, which will now entail a merchant job, leaning into this trade build more. And third- mega-corp specific- this is the only available (partial) substitute to Functional Architecture's free building slots mega-corps can get access to.



Are these game breaking? Generally not. Will they phase out in value by the mid-game, when your capital planet is much less important? Absolutely. But can it work very strongly, very flexibly, to support various empire strategies early when resources are least? Aye.
 
I'll quote the dev diary were we first discussed our ideas for balance changes for the future, since our Game Director did a far better job of explaining than I would.
Right now the three best origins are Shattered Ring, Necrophage, and Void Dweller. What makes them so good is their ability to get a massive amount of production up very early. Shattered Ring has its amazing districts, Void Dweller has access to research districts and has the ability to specialize very early on leading to more efficient industrial and basic resource districts (more efficient in that infustrial districts will only produce the jobs the user wants, and the general +15% production to every job), and Necrophages have early access to a large workforce and specialized colonies.

There's a few things that make regular origins comparitively bad. Let's use Prosperous Unification as an example.
1. It takes building a city district *and* a research building to create two researcher jobs, making the total price and time required for these jobs much higher than building a research district.
2. Industrial districts on the user's capital only produce half of the jobs the user wants, leading to the user choosing between eating the massive cost of producing double the districts for the job they want, or waiting to colonize a planet so it can be specialized.
3. The early years require expansion into many systems searching for colonies. Void Dwellers can expand inwards, Shattered Ring players have a good enough capital to be able to expand slowly, and Necrophages need only find their guarantees for early costless colonies.
 
One of the goals of this redesign was to remove the research districts that shattered rings started with. Regarding the other points, we'll be keeping an eye on balance and player feedback. I've got some suggestions in mind to the rest of the team if this ends up having been too much of a nerf.

Thank you for your reply. I understand and favor removing the current research segments for the tech rush. My suggestion was for regular research districts (2 jobs/2 housing) similar to industrial districts, which cost the same time and minerals. If the devs' concern is that it will still be fast, in reality it would still be slower than an origin with all building slots open - Resource consolidation - for example. A research labs costs 400 minerals/360 days and a research district with 2 jobs could cost same as industrial district (500 minerals/480 days). I recognize this is not the suggestions thread, but more than, say, 5 such districts, could be behind blockers that require rare resources to clear.

My concern is not that I won't be able to "tech rush" on this origin post Lem, but that there is hardly any incentive for me to want to restore the shattered ring when the benefit it will provide - research segments - will be of little use, when I've already built up 10 advanced research complexes housing 60 researchers on that planet in order to get mega engineering.
The only "advantage" of a research segment is that it creates significantly more jobs per mineral/gas/build time. It doesn't give any unique bonus to research.
This advantage only holds in the current implementation of the origin when a player can transition a lot of pops to research jobs quickly in the beginning from less useful jobs like clerks. But there is zero advantage of research segments if the player has already spent 80-100 years building the planet with advanced research complexes. So even if the ringworld was restored, there'd be no incentive to build up the segments and destroy the advanced research complexes. I suspect we'll end up with a restored ringworld in which research segments are barely used, and the primary research is done in advanced research complexes.

The RP argument also is weak, considering that a shattered RW won't have the remnants of its unique feature - research segments - and it would be counterintuitive to see regular research labs built on it.
 
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Master Crafters, on the other hand, is all about bonuses that are most helpful at the very start while working to alleviate those resource chokepoints, and it synergizes immediately with how your capital is your empire's best industrial center early-game. Until four or five decades in once you've gotten your resource/admin colonies up and running, your capital is your empires best center of industrial districts, which will- because of homeworld specialization- produce more thanks to perfect habitability/stability buff, but also always be split for 1 alloy worker/1 artificer. The artifer's 2 trade will cover the energy upkeep of the district, while every 3 industrial districts will save you 500 early-game minerals for a building slot that you can put a science lab in (whose CG cost will, obviously, be met by the 3 artisans). The engineering science boost is modest, and 3.3 engineering science per unlocked science lab certainly isn't a game-breaking factor, but it is at the earliest point in the game when the most important survive/thrive techs in the game- robots and military/mineral boosting techs- are also being researched with the lowest research levels because empires struggle to afford the mineral/CG upkeep. More building slots for science labs + more minerals to build the labs + more (most useful) engineering research, all in a build combo that will easily provide the CGs for it AND ensure a very healthy supply of alloys, will be quite powerful for getting your empire to the point where you can reform the government to a better mid-game civic set.

In a military run, If you pair it with Catalytic Converters, which replaces the alloy worker mineral upkeep with food, you'll have a huge advantage in halving mineral upkeep (6 as opposed to 12 minerals per month per district), letting you afford more industrial districts faster- especially as your starbases (affordable with industrial district alloys) can build hydrophonic bays to offset the food upkeep needs. Catalytic converts, in turn, combos with the plantoid trait photorophic, reducing food upkeep needs for energy, which will be mitigated in part by your increased trade from your artisans.

In a military-tech run, you can also roll it into a necromancer build for early game mil- and mil-tech rushing: necromancers will be buffed to be 2 (not 1) exceptionally-good physics/society scientists (+6 vs researcher +4) who also boost fleet cap instead of engineering research. Master Crafter would both offset the engineer disrepency (somewhat) and- by encouraging engineering districts- ensure you have the early game alloy-flow to make use of the early-game fleet cap boosts. This will be especially good for Necrophage (thanks to primitive worlds with bodies for miners and quicker set-up of more encampments) and pop-abductor builds (barbaric despoilers, Nihilistic Acquisition perk-takers) to get stronger fleets in size and quality at a time when fleets are most even.
I've peeked at the math, and It doesn't look THAT good for master crafters. Generally you can save more resources by using meritocracy, hedonism, or mining guilds. But I'll have to take a proper look at the math later and make a spreadsheet. (The math is a lot more complex than it looks like at a first glance.)

You overvalue catalytic processing too. It's 400 alloys for an upgraded starport with 2 hydro bays. At the very start of the game, that's 20 food/month for 6.67 alloys/month. So you'll be spending roughly 60 months or 5 years repaying the alloy debt. That, and the cost of taking catalytic processing over mining guilds is quite frankly, ginormous. The main benefit here is saving out on 3.33 farmers. Which don't get me wrong, is very good (but quickly gets less the longer the game goes on and farming bonuses are unlocked). But you're still going to have to bank a heavy cost to get there in the first place. And take otherwise suboptimal traditions to make it work.

Necromancer isn't anything special either. The physics is good for weapon rushing, but the complete lack of engineering research. (Pretty much the best research type.) Is pretty bad. A necromancer will create 6 points of useful research versus 8 of a normal research. Because society, especially early game, doesn't really win you the game.
 
I'll quote the dev diary were we first discussed our ideas for balance changes for the future, since our Game Director did a far better job of explaining than I would.
The issue here - from what I've watched from tech-rush videos on You Tube - is that things like Research districts aren't really the problem. They help enable it, sure, but districts without pops are a bunch of empty space.

The real enabler of tech rushes in all these demos is a combination of A) lack of repercussions for low stability/high crime or deviancy and B) the ability to float significant deficits in the early-game internal market. By ignoring what should be necessary jobs, you can "free up" a notable number of pops for the tech rush.

Now it's just going to go to building spam for labs - with the upcoming changes, for example, you might see a weird combination of Functional Architecture and Master Crafters to get extra building slots, or just the use of origins like Resource Consolidation.
 
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I think at this point research districts should be standard districts. It seems like every game that I play my capital ends up being absolutely maxed out with research buildings a couple of decades in, not really giving me room for anything else. Why not give Researchers the same treatment you gave Metallurgists and Artisans?
What's the point of buildings existing as a system if every resource has a district for it that is more efficient and doesn't require a building slot? The only buildings you'd have left at that point would be unity, admin cap, precincts/strongholds, and specialty buildings that are limited to 1 per-planet. Not exactly buildings that are needed on every planet or even most planets. Building slots are intended to be a limiting factor for things like research (and previously alloys) so you can't snowball out of control too quickly.
 
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Now sadly, only strengthening the civics we felt undervalued or under-used doesn’t solve all issues, so we also introduced some slight nerfs
Good. No matter the game, I've learned to be immensely suspicious of any 'balance update' that only features buffs.
 
I'll quote the dev diary were we first discussed our ideas for balance changes for the future, since our Game Director did a far better job of explaining than I would.

I might have expressed myself a bit unclearly here, sorry about that.

What's in the older dev diary is A: First analysis and rough solution thoughts. Where we are is C: a solution.
What would interest me is B: How we got from A to C.

What palyer fantasy do you have in mind to think the solution maintains? Why was the concept "A mineral-less homeworld with huge districts that after the first ones each require strategic resources" translated to "A normal planet but miners produce extra alloys" and considered similar? Why did you think Remnants, the most boring, uninteresting incarnation of a fancy homeworl origin is the template you want to model this solution on? What about other approaches like "The Arcane generator does not provide gasses, and a blocker you need a latetr tech for doubles strategic resoruce upkeep for all districts" or "There are multiple blockers that reduces researchers district jobs and as you get through the tech tree you can remove them, keeping the district in line with vanilla empire option (like you kinda do for the industial district already)" or "Let's actually fix the economy issues that allow tech rushing" or even "Let's make restoration more than a button which when you have the resources for could instead build a completely new segment, and instead make multiple buttons that slowly increase capcities of districts, providing an actual multiple step restoration process".

I mean there are probably dozens of solutions that are a less jarring change, how did you arrive at the one you did?
 
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What's the point of buildings existing as a system if every resource has a district for it that is more efficient and doesn't require a building slot? The only buildings you'd have left at that point would be unity, admin cap, precincts/strongholds, and specialty buildings that are limited to 1 per-planet. Not exactly buildings that are needed on every planet or even most planets. Building slots are intended to be a limiting factor for things like research (and previously alloys) so you can't snowball out of control too quickly.
It's not a question of what's the point of buildings, but a consistent game design. Prior to industrial districts, the game had a consistent approach - gathering of natural resources was done by districts and the number of districts was randomly generated depending on planetary features. All other created resources required buildings.
So if you had a size 20 planet with 10 mineral districts, you could have at best 20 miners, but could easily have 60-70 metallurgists/scientists etc on top.

Now the design is a kludge. Alloys or CGs require districts, but Unity or Research requires buildings i.e. for every lab or unity building, I have to build a city district first.
So we have a situation where a size 10 planet can have max 66 researcher or unity jobs, but a size 10 alloy foundry designation planet is filled at max 23 alloy jobs (including special buildings).
Then there is the annoying inconsistency where I can start a new colony and from the get go build industrial districts or buildings for unity/admin/military academy/stronghold/mineral purification/energy grid etc, but I can't build a research lab until the colony reaches 10 pops and I upgrade my capital.
 
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I've peeked at the math, and It doesn't look THAT good for master crafters. Generally you can save more resources by using meritocracy, hedonism, or mining guilds. But I'll have to take a proper look at the math later and make a spreadsheet. (The math is a lot more complex than it looks like at a first glance.)
Which is a fair argument, but also shifting the basis of comparison: it's not just crafters vs meritocracy and mining guilds, but also hedonism vs meritocracy and mining guilds. (And other choices, ofc- meritocracy vs miner guilds isn't as obvious as many thinks.) It's fine to say it's not as good as those, but it can't be dismissed in favor of hedonism if hedonism doesn't pull the same weight.

Additionally, free building slots isn't just an economical asset in terms of minerals saved (500 per industrial district, or years of the +1 mineral miner guild impact), but more importantly time. By not only having to spend the time to save up minerals, but also spend the time building the city district(s), you're able to get your buildings up and running years before you could if you nugged out the mineral cost boost from somewhat higher miner rates.

At which point even a meritocratic buff has to calculate the time it would take to simply catch up with a less-efficient-but-already-built building. Meritocratic gives 10% to specialist pop output, but every year a specialist job is slower to come on line is a decade in catch up before the marginal advantage becomes an advantage. And that's assuming the number of jobs are the same- if ramping up faster means you can afford more ramp-up faster (say because you get a good neighbor who you can trade surplus high-value CG/alloys to in exchange for favorable mineral/food imports to negate your need for them), then it may never catch up.

(This is part of the reason Mining Guilds is so powerful- because it lets the player get to more efficient places faster- but also why Hedonism's living standard is a sub-optimal early game play. By raising consumer good costs, you will likely delay colony ship purchases and decrease the number of scientists you can afford, which would far outweigh 20% happiness buff stability-output gains.)


You overvalue catalytic processing too. It's 400 alloys for an upgraded starport with 2 hydro bays. At the very start of the game, that's 20 food/month for 6.67 alloys/month. So you'll be spending roughly 60 months or 5 years repaying the alloy debt. That, and the cost of taking catalytic processing over mining guilds is quite frankly, ginormous. The main benefit here is saving out on 3.33 farmers. Which don't get me wrong, is very good (but quickly gets less the longer the game goes on and farming bonuses are unlocked). But you're still going to have to bank a heavy cost to get there in the first place. And take otherwise suboptimal traditions to make it work.
I think you're missing a relevant asset of cataltic processing, which is the early-game input on the mineral and population economy. This, in turn, affects both affordability and when you can afford various buildings and districts.

One of the issues in the opening decade or two is that building a industrial district also lowers your mineral income by 12, at a time when you mineral income from each individual miners on your capital is around 5 and you will have difficulty with other upkeep resources if you go above 8 miners on the capital. Halving that level upkeep means that you're needing only 3 miner pops to support the mineral upkeep of 6 industrial workers, rather than 6, which lets you use those miners you would have to- well, still mine, but buy new buildings sooner with the 6-minerals-per-district-per-month not going to upkeep.

At a point in the game where you starting population is ~30, this is a difference between needing about 20% of your empire's effective population as nothing-but-upkeep-miners per 6-7 alloys versus 10%. Which- if, say, you can only economically afford 20% of your pop on mineral-upkeep roles- means you can afford to support effectively double the alloy production rate in the early game. 100% of your (sustainable) alloy/consumer good production rate in the first decade(s) of the game is worth far, far more in a rush build than 10% meritocratic boost to what you can afford to build in that time.

And that's when you're just off-setting the mineral economy bottlekneck. The ability to offset the food bottleneck as well- through starbases you should already be building for economic/military purposes- likewise increases the base number of industrial districts you can support per #-of-farmers. It's not simply a rate-of-return calculation for the 50-alloy-building on a starbase you should likely already be building for military/trade-collection purposes, it's a supply chain support capacity, which in turns changes how long the 'rush' strategy is viable for. Some rushes really are about trying to get another empire before they build 20 corvettes. But if I can support 30% more alloy workers than them, after that 5 years/500 alloy make up I will economically grind them down, which is as good.

Or- if you're not military rushing- the same dynamic applies to considering your rate of specialist economy buildup. Consumer goods are a limiting factor of how many specialists you can afford in your first decades. Mineral income is the limiting factor on expanding and sustaining your consumer good economy. Catalytic conversion halves the mineral income cost incurred when increasing your specialist upkeep resource production, meaning you can afford to have more consumer goods for the same number of minerals. (And if you're not going to war, the objection to spending alloys on starbases to get those effectively free pops to cover the food cost is even less.)

It's not merely a rate-of-return problem, but a rate-of-increasing-production problem, and a %-of-population-dedicated-to-mineral-upkeep problem, stacked on top of a timee-it-will-take-to-afford-next-mineral-purchase problem.


Catalytic Converter will be a potent combo for both military rush builds seeking to ramp up alloy production fast, and building-centric builds looking to kickstart their specialist economy. Whether that's signature-building civics that need consumer goods, or the new Functional Architecture with its two building slots, mineral upkeep will be far less of al imiting factor.


Necromancer isn't anything special either. The physics is good for weapon rushing, but the complete lack of engineering research. (Pretty much the best research type.) Is pretty bad. A necromancer will create 6 points of useful research versus 8 of a normal research. Because society, especially early game, doesn't really win you the game.

I think you're neglecting the combo implications of the patch.

Necromancer is intrensically an early-game military rush civic, and can only really be judged in the context of such. Part of LEM's buff is that the now-2 necromancers per encampment will provide the same overall amount of science as researchers, just re-allocated to 6-6-0 instead of 4-4-4. This is arguably not as great over time because of engineering, but physics is the single most important ship technology for early-game military rushes and this alone would be worth considering even without other considerings. Those include providing cheaper army types that are energy-purchased rather than mineral- avoiding taxing the strained mineral economy and benefiting from the LEM-change to early-game energy-only trade policy- and the fleet cap boost on your scientists, letting you avoid increasing the energy (and alloy!) upkeep of larger fleets when you have the least ability to afford.

With Catalytic converters, though, society research becomes part of the early-game military economy, as your society-based food-boosting techs get direct alloy implications for 'how many alloy foundries can I afford to support?', and the player will be able to afford more industrial districts for the the fleets faster because of the mineral economy implications already discussed. This also makes the military aspect of the engineering tech tree less economically damaging to pursue, as instead of having to balance a direct fleet boost tech OR economy (mineral) boosting techs to be able to afford more alloy foundries, you don't need mineral techs as desperately to afford an alloy economy to build the ships. Until about Cruisers in maybe year 40, both of these fields- the critical components in Physics and your ability to increase alloy production- are the most important military, and Necromancer physics-and-society tech bias synergizes with catalytic converter to unlock the alloy-economy potential well before then at a cost of -8 (comparitive) engineer research a planet a month (only incurred if you actually use the necromancers the whole time instead of replacing them once the food/growth/unity techs are done.

Or with crafters, you're compensating for that 'lost' science in a way that balances the 'gap' and incentivizes/enables you to, well, afford those normal science people anyway. More industrial districts unlocking more buildings, with flat savings to the mineral economy supporting building construction rather than mineral-stream upkeep. That could be for more scientists faster than you'd otherwise be able to bring online with CG limits, giving science advantages facilitating the military tech rush overall


Is it 'the best in the game' come the mid-game? Hardly. But early-game rushes > mid-game blooming if you care about optimality, and any civics like Meritocracy or Hedonism that takes decades-per-year-delay for jobs to pay for themselves are way, way too slow to establish early-game dominance.
 
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I went ahead and did the math for artificers. But I also considered merchants. You can use merchants in lem pretty easily after all, so it wouldn't be fair not to use them. Also, bonus merchants from merchant guilds exist.

This doesn't incorporate the upkeep costs yet. So take the merchant number with a little grain of salt. rulers are slightly more expensive CG wise, and you'd need to shell out extra energy for a commercial zone. But it shouldn't impact the number too much.

Check the second page for savings. But in general. Without consumer benefits is best.
It's very possible I made some mistakes in the math as this is one of the most complex comparisons in the game I've seen so far.
If you combine artificers and technicians with a trade build you can produce the same with 30% less pops. (5 artisans 5 technicians ~= 5 artificers 3 technicians)
If you combine technicians and merchants with a trade build you can produce the same with 50% less pops. (1 artisan 3 technicians ~= 1 artificer 1 merchant)

Most interesting is the fact you can produce 25%-ish more consumer goods if you have thrifty and consumer benefits. No other trade bonuses required.
 
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I think you're missing a relevant asset of cataltic processing, which is the early-game input on the mineral and population economy. This, in turn, affects both affordability and when you can afford various buildings and districts.

One of the issues in the opening decade or two is that building a industrial district also lowers your mineral income by 12, at a time when you mineral income from each individual miners on your capital is around 5 and you will have difficulty with other upkeep resources if you go above 8 miners on the capital. Halving that level upkeep means that you're needing only 3 miner pops to support the mineral upkeep of 6 industrial workers, rather than 6, which lets you use those miners you would have to- well, still mine, but buy new buildings sooner with the 6-minerals-per-district-per-month not going to upkeep.

At a point in the game where you starting population is ~30, this is a difference between needing about 20% of your empire's effective population as nothing-but-upkeep-miners per 6-7 alloys versus 10%. Which- if, say, you can only economically afford 20% of your pop on mineral-upkeep roles- means you can afford to support effectively double the alloy production rate in the early game. 100% of your (sustainable) alloy/consumer good production rate in the first decade(s) of the game is worth far, far more in a rush build than 10% meritocratic boost to what you can afford to build in that time.
Halving your miners? What? You're REPLACING the miners by farmers?! There's NO efficiency bonuses to using farmers over miners. It's 18 food for 6 alloys, which is still 3 farmers. Like if you took mining guilds instead, that's 25% more minerals. It also increases the benefit of industrial to 31,25% benefit instead of 25% So collectively you'll have almost a third more minerals per miner as opposed to agrarian farmers. I can't make sense of anything you're saying here. The only other benefit I can think of here is that you can buy a higher cumulative amount of minerals and food through the market, because you're investing less in one given resource. But that effect is mitigated somewhat because food for alloys is 50% more expensive on the market.
And that's when you're just off-setting the mineral economy bottlekneck. The ability to offset the food bottleneck as well- through starbases you should already be building for economic/military purposes- likewise increases the base number of industrial districts you can support per #-of-farmers. It's not simply a rate-of-return calculation for the 50-alloy-building on a starbase you should likely already be building for military/trade-collection purposes, it's a supply chain support capacity, which in turns changes how long the 'rush' strategy is viable for. Some rushes really are about trying to get another empire before they build 20 corvettes. But if I can support 30% more alloy workers than them, after that 5 years/500 alloy make up I will economically grind them down, which is as good.
We're talking about alloy rushing right? Ever heard of the landmine empire? Every starbase is 100 alloys before reductions. And upgrading them is dumping an additional 200, and 100 for two modules. That's several corvettes you're flushing down the drain. Starbase modules are horribly inefficient in the early game, before you've got way too many alloys to spare and strong techs to boost them. A starbase with no military modules provide almost no buffer against enemy fleet-rushes at all. This doesn't even take into consideration the fact you have to spend time to build starbases. So your effective cost is going to be even higher than 5 years. Hell, even building a module is half a year...

Also you'd need to take the average amount of space minerals. Which are... far more efficient than building random starbases. Even if it's only 2 minerals per month. You don't need an extra job to make those minerals into alloys, whilst mining guids makes it even cheaper. They're effectively twice as easy to produce as alloys. They're quick to build, and you've got the 6 mineral deposits which are extra juicy. Unless you're making 999 consumer goods on the side whilst you're alloy rushing. It's going to be wasted. Of course, you can make some extra consumer goods to abuse the market and monthly trades... but that's once again a math question to the actual effect.

The benefits of catalytic are still on my to-do list to calculate. But in the meantime until it's calculated, the actual benefits of not taking mining guilds, seems VERY slim. The fact it takes an extra job to turn minerals/food into alloys in the first place is why scrap miners are so good in the first place. And why it might be hard to finance them alternatively without strong economic boosts.
 
Just for anyone still unconvinced.
You'll find the data on the third sheet.

I updated the sheet to include catalytic processing use with starbase buildings.

It takes approximately 10,53 years to refund your starbases and turn a profit without traditions.
It takes approximately 14,03 years to refund your starbases and turn a profit with traditions. (Unyielding in lem)
This isn't a viable strategy for alloy rushing at all. Especially granted the resources you get for equate to the mineral income of 20. Considering it's easy to get tons of minerals from space, you're basically gimping yourself for picking catalytic processing just to build hydroponic bays.