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Stellaris Dev Diary #326 - 3.10.4 "Pyxis" Released [e9b6] + Upcoming Holiday Tech Beta

Hello everyone!

The 3.10.4 "Pyxis" update has been released today. Of particular interest in this week’s update are a fix that lets AI be more willing to recruit Scientists for exploration, a fix to certain modifiers doubling up, and some adjustments to negative leader traits.

Balance
  • Significantly reduced the yearly chance for leaders to gain negative traits.
  • Due to player feedback, the Micromanager negative trait for Commanders now increases fleet upkeep instead of reducing command limit.
  • The Lethargic negative trait for Commanders now also reduces fleet upkeep.
  • The Nervous negative trait for Commanders now also increases disengagement chance.
  • Having the Antagonistic Diplomatic Stance will now appease your factions asking for you to have a Strong Diplomatic Stance.
Bugfixes
  • Added some failsafes to generate council positions and gestalt nodes in various edge cases where they weren't created or disappeared
  • Clarified reformed tooltip for Dark Consortium civics
  • Declining to Hunt for the Hyacinth should now correctly remove the event chain.
  • Fix Astral Harvesting not available for heavily conquering empires
  • Fixed a typo in the pre-FTL Provide Technology Tooltip.
  • Fixed Civics not swapping to their alternative when switching Governments
  • Fixed missing loc for the Fear of the Dark Admiral trait
  • Fixed the Accelerated Time Astral Planes Modifier having a description for a title.
  • Removed a redundant tooltip from the Synthetic Evolution event
  • Ruler clothing selection in the empire designer is now respected
  • Some planet modifiers that were getting incorrectly applied twice should now only be applied once.
  • Updated the All Crisis Strength tooltip to accurately state that it doubles the strength of each subsequent crisis.
  • Your ice miners will no longer make your Mercenaries homeless if they happened to have built their base above an ice asteroid.
AI
  • AI Empires will now be more willing to hire leaders for their science ships as long as they believe they can afford the Unity upkeep.
  • UI
  • Fixed XP not being shown in XP bar tooltip for gestalt rulers and councilors.
Modding
  • collapsable_leader_container should now calculate the correct height no matter the amount of horizontal slots.
  • Fixed lock_country scope change incorrectly stating that the output scope was a bypass, when it is actually a country

Barring unexpected developments, we consider the 3.10 “Pyxis” release stable at this point, and the 3.11 “Eridanus” update is the next expected release - currently planned for 2024Q1. As mentioned in an earlier dev diary, 3.11 “Eridanus” will be focused primarily on general bugfixing and stability.

Technology Open Beta

We’ll be putting a Technology Open Beta up tomorrow to gather feedback and data on some possible changes to research. While some changes planned for 3.11 “Eridanus” have snuck into this release (like some improvements to Galactic Doorstep), the overall technology rebalance is considered experimental and may or may not end up being released. It is likely to undergo some changes if it does go live.

The Technology Open Beta will run from December 15th through January 15th. We’ll post a feedback form tomorrow to help gather your impressions and thoughts.

Features
  • Replaced basic research technologies such as Quantum Theory with Breakthrough Technologies. Breakthrough Technologies will only appear once you have researched enough techs of your current tier and are required to research to reach the next tier.
  • Breakthrough Technologies become easier to research based on the number of other empires you have low Tech intel on that have already researched them.
  • Enigmatic Engineering blocks your Breakthrough Technologies from spreading.
  • Events that give progress towards random technologies can grant progress towards Breakthrough Technologies, but will not give as much as they would a regular technology.
Improvements
  • Technology and Tradition costs are now distinct sliders in galaxy setup.
  • Added notification message when new pop settles in zeya (Gaia planet in azilash)
Balance
  • Adjustments made to the Galactic Doorstep origin:
    • Added Gateway Cost and Megastructure Build Speed modifiers to the Galactic Doorstep origin.
    • Galactic Doorstep event chain now directly rewards the Gateway Activation technology and gives far more progress on the Gateway Construction technology
  • Increased the effects of Empire Size on Technology to match its effect on Traditions.
  • Rebalanced research speed modifiers. Most sources of Research Speed now have a corresponding increase in Researcher job upkeep
  • Removed or adjusted many sources of Ship Cost and Upkeep reductions from the game.
  • Military Buildup Agenda now improves ship build speed and reduces claim costs. (It still reduces War Exhaustion on completion.)
  • Naval Procurement Officer councilor now improves ship build speed.
  • Crusader Spirit civic now improves ship build speed.
  • Psionic Supremacy (Eater of Worlds) finisher no longer reduces ship build costs.
  • Vyctor's Improved Fleet Logistics trait now reduces ship build costs by 10% instead of 20%.
  • Progress Oriented modifier no longer reduces ship build costs.
  • Match tradition in the Enmity tree bonus to ship build costs reduced to 5% instead of 10%.
  • Master Shipwrights tradition in the Supremacy tree no longer reduces ship build costs.
  • Military Pioneer trait now reduces starbase upgrade costs instead of ship build costs.
  • Shipwright trait no longer reduces ship build costs.
  • Reduced penalty the Irenic trait applies to ship build costs.
  • Sanctum of the Eater ship upkeep reduction reduced from 10% to 5%.
  • Mark of the Instrument ship component no longer reduces ship upkeep.
  • Grand Fleet ambition now increases power projection instead of reducing ship upkeep.
  • Fleet Supremacy edict no longer reduces ship upkeep.
  • Letters of Marque now reduces ship upkeep by 5% instead of 10%.
  • Bulwark ship upkeep reductions reduced by 50%.
  • Logistic Understanding, Armada Logistician, and Gunboat Diplomat traits now reduces ship upkeep while docked.
  • Increased technology costs, especially those of higher tier technologies.
  • The Technology curve has been changed from 1000 × 2^n to 500 × (2^n + 3^n), making the difference between an early and late-game tech more distinct.
  • Reduced output of researcher jobs
  • Researchers and their gestalt equivalents now produce 3 of each research instead of 4
  • Head Researchers now produce 4 of each research instead of 6
  • The effectiveness of Ministry of Science has been halved
  • Astral Researchers now produce 5 physics and 1 of each other research instead of 5 physics and 2 of the other researches.
  • Knights of the Toxic God balancing:
    • Slightly reduced the research output for Knight and Lord Commander jobs
    • Refactored how the output scaling for Knights from Squires functions, these now behave as normal additive modifiers instead of multiplicative modifiers
    • Knights now correctly inherit production modifiers from researchers and administrators
    • Slightly reduced the unity and research output for Knight and Lord Commander jobs
    • Knight output modifiers now only apply to resources, like other job output modifiers
    • The Fortress Habitat Designation for Knights no longer provides +1 Defensive Army per pop on the habitat, instead each Squire job provides +1 Defensive Army
    • Squires now increase the resource output of Knights by 2.5% not 2% per Squire.
    • The Luminous Blades modifier from the Knight's Quest now removes the alloy upkeep of knights and gives +25% Army damage instead of an empire-wide +1.5% alloy production modifier per knight
  • Delegate GalCom focus traits now have a small chance to give favors.
  • Reworked and rebalanced the Erudite, Cyborg, Synthetic, Psionic, Chosen One, and Chosen of X traits to include new leader assignments.
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Bugfix
  • Repairing The Black Crown should no longer fire generic gateway repaired events.
Modding
  • Added `last_resolution_category_changed` trigger

Meet the Devs Video

Game Systems Designer @Gruntsatwork did a video interview about what it’s like to work on the Custodian and Crisis teams.

No, you can’t implement trash. - E

Next Week

The nights are getting cold and long, so for the last dev diary of the year it’s time for a look at the year in review.

See you then!
 
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  • Updated the All Crisis Strength tooltip to accurately state that it doubles the strength of each subsequent crisis.

Does that mean a x25 initial crisis will become x50 as the second and then the third would be double of x50? So finishing on x100?

Lol that’s a lot of fleet power. I need to see this in a game now and cower in fear but I’ll start with my usual x5 first.


P.S Great interview @Gruntsatwork and thanks for introducing yourself and explaining things, found it really good.
 
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Is there any chance that the feature allowing the removal of the 'Cybernetic' trait in species modification will be considered for 3.11? I've linked my latest suggestion for this in my signature.
 
Breakthrough Technologies will only appear once you have researched enough techs of your current tier and are required to research to reach the next tier.

What exactly is the point of these techs? If they cost the same as the next tier, then they're just a filler tech. Or are they costlier than normal techs (like Quantum Theory being the breakthrough for t2 but costing the same as a t3)?
 
  • Updated the All Crisis Strength tooltip to accurately state that it doubles the strength of each subsequent crisis.

Does that mean a x25 initial crisis will become x50 as the second and then the third would be double of x50? So finishing on x100?

Lol that’s a lot of fleet power. I need to see this in a game now and cower in fear but I’ll start with my usual x5 first.
Yes, that's how it has worked for a long time; It is just that the tooltip didn't explicitly state it.
 
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What exactly is the point of these techs? If they cost the same as the next tier, then they're just a filler tech. Or are they costlier than normal techs (like Quantum Theory being the breakthrough for t2 but costing the same as a t3)?
They are a gating mechanism intended to slow down tech frontrunners a bit as well as a catch-up mechanism for those that are behind.

According to last week's dev diary, they are much more expensive to start out with, but get cheaper the more empires know them. So if you are a tech frontrunner you may end up paying full price to break through to the next technology tier, whereas if you are a laggard you'll get the breakthrough techs with a significant discount.

Exactly how much more expensive we won't know until we see the beta tomorrow.

So at the point where you qualify for the next tech tier and would usually start being offered its techs (along with all of the current and previous tiers), you'll instead start being offered the breakthrough tech and have to decide whether you stick around researching the tiers you already have access to for a while hoping the cost of the breakthrough tech goes down or whether you'll pursue the breakthrough tech immediately.
 
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Were the leader trait names fixed? Several of them were seemingly renamed recently by a non-native English speaker. One hilarious example was Inquisitive -> Inquisitor, which is.... a very different thing. Multiple traits also had "-ness" added to them which make the names very clunky and also no longer descriptors of a person but of a concept. "Carefulness" is the worst example, since it's barely even a word - the correct word would be "caution". But it should of course be "cautious" or "careful", like it used to be. The trait names are supposed to be adjectives or descriptors after all. You can't say "this leader is carefulness".
 
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One potential balance issue, especially for AI empires:
About half of the ascension perks are currently gated behind technologies. With technological progress becoming slower, the number of ascension perks available at each new AP slot will be lower. This will especially impact two categories of empires:
  1. AI players.
    Unlike human players, who can delay their ascension perk picks, AI players pick from the ascension perks available when a new AP slot is obtained. AI players will get the more powerful technology-gated ascension perks much less frequently than currently, weakening AI players versus human players.
  2. Unity-focused (Tradition-focused) empires.
    Human players will need to wait longer until they can fill an AP slot with the intended ascension perk, but AI players will be hit especially hard due to their inability to plan their AP picks in advance (and wait patiently when no desired ascension perk is available). Unity-focused AI empires may end up having mostly, perhaps only, basic ascension perks.
This can be avoided in two ways:
  1. AI players are "taught" to plan their AP picks in advance, i.e. only pick ascension perks from a small pool of selected ascension perks.
  2. Ascension perks are changed to never require technologies to be picked.
    • Optionally, they could also help focus research in that direction. A real-life analogy could be that when the USA picked the Manhattan Project and Lunar Program ascension perks, they did not yet possess the necessary technologies - rather, these undertakings focused research in those directions.
      • For instance, "Eternal Vigilance" currently requires the Star Fortress technology (tier 3 engineering). With this change, "Eternal Vigilance" could instead be picked regardless of whether that technology had been researched. Additionally, Starhold and Star Fortress could become guaranteed research options once their prerequisites are fulfilled (similar to the advanced Habitat technologies becoming guaranteed research options after picking Voidborne).
      • "Arcology Project" could similarly be picked early, and add "Weather Control Systems" and "Anti-Gravity Engineering" as guaranteed research options, but the planetary decision "Arcology Project" could require that "Anti-Gravity Engineering" has been discovered. Essentially, players could pick "Arcology Project" early, and face a time period where the ascension perk is effectively useless, but ultimately get the necessary technologies sooner than they otherwise would have.
    • It would become more important for ascension perks to be relatively balanced versus each other, so that all of them are (situationally) attractive options.
    • Suggestion thread:
      Ascension Perk picks should never require technologies to pick, but instead...
 
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  • Updated the All Crisis Strength tooltip to accurately state that it doubles the strength of each subsequent crisis.

Does that mean a x25 initial crisis will become x50 as the second and then the third would be double of x50? So finishing on x100?

Lol that’s a lot of fleet power. I need to see this in a game now and cower in fear but I’ll start with my usual x5 first.
As it said this was just a bugfix for the tooltip. It has been acting like this for months.
 
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According to last week's dev diary, they are much more expensive to start out with, but get cheaper the more empires know them. So if you are a tech frontrunner you may end up paying full price to break through to the next technology tier, whereas if you are a lagged you'll get the breakthrough techs with a significant discount.
Aaaah, that's a very smart implementation.