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Stellaris Dev Diary #97 - Tech Progression in Cherryh

Hello everyone and welcome to another Stellaris development diary. Today's dev diary is about two topics: Technology in the 2.0 'Cherryh' update, and the release of the Humanoids Species Pack that is coming out today and will be available for purchase around 15:00 CET.

Humanoids Species Pack
We already covered the details of the Humanoids Species Pack in Dev Diary #95, so rather than repeating myself, I am simply going to post the changelog, along with a short excerpt on the new prescripted empire, the Voor Technocracy, that we modeled on the 'loading screen aliens' and which are coming in the species pack along with the portraits, ships, city graphics, new advisor voices and music.

#################################################################
########################## VERSION 1.9.0 ########################
#################################################################

########################
# Species Pack Features
########################

# Ship Appearance
- (HUMANOIDS) Added complete new Humanoid ship set.

# Portraits
- (HUMANOIDS) Added 10 new portraits to the Humanoid species class.

# City Appearance
- (HUMANOIDS) Added Humanoid city graphics.

# Prescripted Empires
- (HUMANOIDS) Added a new prescripted empire: "Voor Technocracy"

# Audio
- (HUMANOIDS) Added new 'Soldier' advisor voice set themed on the Commonwealth of Man
- (HUMANOIDS) Added new 'Diplomat' advisor voice set themed on the United Nations of Earth
- (HUMANOIDS) Added new 'Technocracy' advisor voice set themed on the Voor Technocracy
- (HUMANOIDS) Added 3 new song remixes.


#######################
# Bugfixes
#######################

- Hovering over a category in the Traditions screen now works correctly with non-default UI scaling
- Fixes text overflow in Governor description in Planet View, in low resolutions.
- Fixed Create Vassal button missing in low resolution.
- Fixed CTD that can happen during daily war updates.
- Fixed localisation error when declaring war on Awakened Empire.
- Fixed factions in Inwards Perfection empires referring to Diplomacy traditions when they mean Adaptability.
- Fixed minor break in Machine Uprising event chain.
- Fixed National Purity and Native Privilige agendas being available for fanatic xenophile empires.
- Fixed blurry egalitarian ethics icons when using low graphics quality.
- Fixed Machine Integrated species sometimes not respecting their Military Service species rights.
- Updated metadata for the music in Synthetic Dawn DLC to fix an incorrect track name.

On the Voor Technocracy:
The Voor were once a carefree people. They evolved during an extended interglacial period, in the lush, temperate woods on their homeplanet Hiverion, where resources were plentiful. But as the planet began to revert back to a glacial state, they too had to transform to survive. The harsh climate hardened the Voor and gave rise to an authoritarian technocracy bent on dominating its surroundings through scientific advancement and the acquisition of new technologies.

Soon they had conquered their homeworld, but survival came at a steep price for the Voor people who lost autonomy of both their bodies and minds in the process. To guarantee their submission, their brains were forcibly enhanced with crude cybernetic implants, transforming them into willing instruments of science.

The Voor's deep-seated contempt for inferior intellects coupled with their need to control make them unwanted neighbors. This is unlikely to bother them, however, as what limited interest they take in other lifeforms is primarily of a scientific nature. Secretive and calculating, the Voor prefer to observe the world through the lens of a microscope, carefully plotting out their next step on the path to supremacy.

That's it as far 1.9 and the Humanoids Species Pack goes. I'm personally very happy with how Humanoids turned out, and I hope you'll enjoy using it for your Stellaris empires as much as I am. On to the Cherryh update!

Technological Progression
In the 2.0 'Cherryh' update, we have made a number of changes to progression when it comes to technology. First of all, we have expanded on the number of technologies that empires start with. Rather than only starting with one type of weapon and no defensive or auxiliary utilities, all empires now start with basic Red Lasers, Mass Drivers, Nuclear Missiles, Deflectors and Armor, as well as a basic aux slot component in the form of Reactor Boosters that was covered in last week's dev diary. The reasoning for this is that we wanted to eliminate false choices and have some depth to ship design and counter-design available immediately on game start, rather than having to unlock several basic technologies before you could even start to vary your designs. With missiles moving to a dedicated torpedo slot (also covered in Dev Diary #96, this also means that the Torpedo/Missile Boat corvette layout is also immediately available.

Secondly, we have decided to increase the number of tech tiers in the game to make technological progression a more consistent experience. For those that do not know, each technology currently belongs to a tier between 1-4, with a certain number of tier 1 technologies being required before you can research tier 2 technologies in the same field, and so on. However, because the 4th tier is only used for end-game technologies like Mega-Engineering, this means that technologies with more than 3 steps such as reactors, shields and armor are spread haphazardly over the tiers, and it's not uncommon to have Cold Fusion research come up as available immediately after researching Fusion, for example. To better fit the tiers to the technologies we have, we have decided to increase the number of tiers to 5, with the tiers looking roughly like this:
  • Tier 1: Basic Early Game Tech (Fusion, Automated Exploration, Robotic Workers, etc)
  • Tier 2: Advanced Early Game Tech (Cold Fusion, Destroyers, Planetary Capital, etc)
  • Tier 3: Basic Mid Game Tech (Antimatter, Cruisers, Wormholes, etc)
  • Tier 4: Advanced Mid Game Tech (Zero Point Power, Battleships, Empire Capital, etc)
  • Tier 5: Late-Game Tech (Mega-Engineering, Ascension Theory, Repeatables, etc)
We have also added a large number of new technologies to the game, both in the form of techs that handle new features (like Wormhole Stabilization and Space Trading) and to improve on existing ones, like a line of techs for each ship hull (Corvette, Destroyer, etc) that improves hull points and construction speed. Additionally, we have changed the general progression of ship components so that each upgrade is now more significant. For example, blue lasers now offer approximately 30% higher damage than red lasers, rather than a mere 10-15% as in the current live build. This should mean that focusing on technology is now an actual valid alternative to simply massing ships, though we still want to avoid the tech-as-only-viable-path-to-victory problem that many 4x games suffer from. Finally, we've also added some new highly advanced 'tier 6' technologies to Fallen Empires that cannot be researched normally and are only attainable by scavenging the wrecks of their ships.
2017_12_07_1.png


Another thing that is changing in 2.0 'Cherryh' is tech costs and the tech penalty. Because of the new Starbase system and the fact that planets are no longer needed to control space, we felt that the old tech penalty based entirely on planets and pops was overly punitive and strongly encouraged having as few planets as possible and relying on space-based resources instead. For this reason, we have changed the Tech and Unity penalties to no longer be based on pops, but rather purely on the number of owned planets and systems, with each owned system and colonized planet adding to your tech and unity costs, and planets overall having less on an impact on tech costs than before. We have also raised the base cost of techs, particularly high tier techs, to compensate for the lowered penalties and slow down late-game tech progression so an empire doesn't have all technologies unlocked within the first century. This should not be taken as playing 'tall' now being unfeasible, just that it is no longer strictly about keeping few planets, but rather limiting the number of systems you expand to in order to benefit from lower tech/unity penalties and the ability to maintain a high ratio of upgraded starbases.

That's all for today! Next week's dev diary will also be about the Cherryh update, talking about a little usability feature that we call the Fleet Manager. See you then!
 

TheDeadlyShoe

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God dammit. I loved having to research other types of weapons at start to have more options. But well.. I guess it was really kind of a chore.
I could get it that way again with some modding so no biggies.
With greater gaps in capability means that your research choices have more impact. You might start with more basic options but choosing to go Blue Lasers instead of ...er, whatever the grade 2 cannons are makes a remarkable difference in your combat power. Effectively you're committed to the lasers by that choice.
 
Last edited:

CaptainX3

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Oh jeez how dare people have opinions about posts made in a dev diary thread. If you want to be mature & professional about it write a damn email rather than making a public circus.

Oh hell, I thought this was an actual discussion, I didn't realize we were just being trolled this whole time. LOL, nice one.
 

Spaceman78

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Oh jeez how dare people have opinions about posts made in a dev diary thread. If you want to be mature & professional about it write a damn email rather than making a public circus.

No need to be nasty about it. Please keep the discussion in the discussion thread.

At the same time, I do feel that this thread should be focused on aspects discussed in this developer diary.

Should the others wish, they can dedicate a thread about modding, which hopefully the devs will respond accordingly.
 

Crusader Vanguard

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No need to be nasty about it. Please keep the discussion in the discussion thread.

At the same time, I do feel that this thread should be focused on aspects discussed in this developer diary.

Should the others wish, they can dedicate a thread about modding, which hopefully the devs will respond accordingly.

I have not seen one. I know there is one for modding suggestions where you can request different coding functions for modding. I do believe 98% of it is ignored though.

I realize the main portion of this dev diary is for the technology overhaul, which it should be for, but there is no other Humanoid Pack thread outside of the checksum one. If someone knows of one, we can take it there if need be.
 

TheDeadlyShoe

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Hmm... you're right... I'm no longer making NSC for myself, since I don't play the game any longer. So, by that logic, I shouldn't make NSC anymore, right?
kinda? a lot is going to have to be reworked for 2.0, and how can you even make sure anything works - both balance and bugwise - if you arn't running through some basic test games?

Mod support has not, has never, and pretty much will never mean the game devs making assets just for modders. Asking for it to mean that is really asking for Paradox to go far above and beyond. It's a precedent. To be even-handed theyd need to add deprecated assets to any and all ship sets they develop in the future, including any other assets that may be deprecated like spaceports or some of the defense station models. That is a notable financial cost. It's also favoritism - if your mod, why can't someone elses mod get free assets? it's a huge can of worms and none of y'all seem to recognize that.
 

CaptainX3

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kinda? a lot is going to have to be reworked for 2.0, and how can you even make sure anything works - both balance and bugwise - if you arn't running through some basic test games?

Mod support has not, has never, and pretty much will never mean the game devs making assets just for modders. Asking for it to mean that is really asking for Paradox to go far above and beyond. It's a precedent. To be even-handed theyd need to add deprecated assets to any and all ship sets they develop in the future, including any other assets that may be deprecated like spaceports or some of the defense station models. It's also favoritism - if your mod, why can't someone elses mod get free assets? it's a huge can of worms and none of y'all seem to recognize that.

You do realize that adding those assets not only helps NSC, but literally a dozen other mods that also use them? It's not like NSC would have exclusive use of those assets. Most of the other ship mods are also now broken because of those missing sections, which if they weren't going to be used, should have been removed from the game entirely. Nothing that Paradox does for the game could possibly show favoritism since all modders would be able to use whatever they created.

If Paradox wants to go around breaking mods, that's all on them, the community will most definitely make itself heard when the mods they consider vital to their games no longer work.
 

sithalo

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Really nice additions as usual.

I definitely think the changes to starting tech was the right decision, whilst it removes some customization, the fact of the matter is that said customization was weird an of little impact. Playing as a "laser or kinetic empire" makes little sense and doesn't reflect how the game actually plays out. So to instead put focus on the ship designer at the start of the game is good and will hopefully lead to more and more interesting decision making for the player.
instead of limiting, it would have been more interesting if they expanded on the choices.

lasers being focused on high tech energy weapons partical cannons plasma/disruptor weapons ect.
mass drivers being focused on well mass drivers, railguns, armor/shield pericing driviers
missiles focused on well again the same things. just make them unique and unable to unlock each other and expand on the types of weapons instead of jst giving everyone the weapons.

your right though, it doesnt really make sense.
 

Crusader Vanguard

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Mod support has not, has never, and pretty much will never mean the game devs making assets just for modders. Asking for it to mean that is really asking for Paradox to go far above and beyond. It's a precedent. To be even-handed theyd need to add deprecated assets to any and all ship sets they develop in the future, including any other assets that may be deprecated like spaceports or some of the defense station models. That is a notable financial cost. It's also favoritism - if your mod, why can't someone elses mod get free assets? it's a huge can of worms and none of y'all seem to recognize that.

There. That's a good point. I disagree with some of it: (1) because a Spaceport will still be useful once Stellaris 2.0 comes around, (2) we are NOT the only mod (as I have stated before) that is affected by the lack of asset support here, and (3) we are asking for the "completed" support if you will of a currently offered feature not "random free assets upon request," but the point stands regardless. It can set a dangerous precedent for Paradox, and if that is their call on the matter, that will be the end of it.

The point here is we were told we could ask. Now, if Paradox does nothing about it, that's their choice, and we will adapt one way or another. I would just appreciate an official response, even if it is a mirror of what you just typed.
 

fabius

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It's fair for them to ask politely for the assets to stay available without jumping to conclusion that they are coming across as entitled or something. Especially how them getting what helps them is win win win; them, players and paradox.
 

ExNihil

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That's the only thing that irritated me about this issue... it wasn't so much that the models weren't included but we were immediately bombarded with a "How DARE you ask us for ANYTHING" attitude. If that's the community's viewpoint, I'm sure myself and many other modders would be happy to move on to other games.

Yhea, there is a tendency in this forum for people answering posts addressed to the devs... often without actually knowing or understanding the issue.

As was said before by @Crusader Vanguard , the issue isn't the removal of useless stuff, but rather the removal of stuff only from this model - which exists for all other regular models including the planetoid pack.

And no people - making models is complicated and expensive.

I'm personally going to wait and see if I need to redo parts of two mods or not, depending on what the devs decide.
 

samz812

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@Wiz so with the moving of missile fittigns to the "T" slots, will we be seeing a couple of additional subsystems with "T" slots on them? maybe some battleship ones again finaly?? XD
 

CaptainX3

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It's fair for them to ask politely for the assets to stay available without jumping to conclusion that they are coming across as entitled or something. Especially how them getting what helps them is win win win; them, players and paradox.

Thank you.

Despite NSC being the most popular gameplay mod on the Workshop, neither myself nor any of the NSC devs have ever jumped on here to complain or ask Paradox about anything, and yet the one time we ASK for something, somehow we're the bad guys. It's enough to make us (and several other major modders) question whether modding is worth it.

I've already been personally told by the author of a majorly popular mod that this kind of stuff is why he hasn't moved forward with improving his mod any further. So yeah, this kind of stuff DOES affect the mods out there and their quality, even if it doesn't show publicly.
 

sandwerm

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I hate all of this. All of it, I tell you. You know why? Because I want it, and I don't want to wait until the second-year anniversary of Stellaris to play it.

I can't play the game. I have been hoping and praying for the FTL rework forever, and now it looks better and better. I just can't go back to old Stellaris.
Ever since the first cherryh diary, i've had nothing but trouble playing the current live version. every time i start a game, i inevitably start thinking "this isn't nearly as good as what it's About To Be."

it's like cherryh is coming back in time to tell my current game "i'm you, but stronger"
 

RevanIRL

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Thank you.

Despite NSC being the most popular gameplay mod on the Workshop, neither myself nor any of the NSC devs have ever jumped on here to complain or ask Paradox about anything, and yet the one time we ASK for something, somehow we're the bad guys. It's enough to make us (and several other major modders) question whether modding is worth it.

I've already been personally told by the author of a majorly popular mod that this kind of stuff is why he hasn't moved forward with improving his mod any further. So yeah, this kind of stuff DOES affect the mods out there and their quality, even if it doesn't show publicly.

I hope everything works out for you guys as I enjoy using NSC in every game I play in Stellaris that it has become an integral part of my enjoyment of the game.
 

Riftwalker

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i jumped in late to this, but going back and reading the original post that started all of this mod controversy, it was very cordial and didn't require anything of the devs, it was simply alerting them of a potential oversight. they themselves might even end up using the model in the future, who's to say.
 

Jean-Luc

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It's not about having few planets... just about having few systems!

The system penalty isn't there to slow down tech progress but to compensate for lower penalties incurred by planets (none by pops) and, as a side note, make expansion decisions more meaningful.

We have also raised the base cost of techs, particularly high tier techs, to compensate for the lowered penalties and slow down late-game tech progression so an empire doesn't have all technologies unlocked within the first century.
 

Ovan

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So, recalling back to the previous topic of doomstacks, I have two questions.

1. Will it be viable to have smaller sets of sort of "patrol" fleets moving through systems now?

2. How many space stations can we expect to be allowed?
 

Archaeon

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Good to see that after asking @Wiz about the depreciated ship sections AND the STILL EXISTING PD BUG, MULTIPLE times, by PM, Tweet, Reddit PM, Mentions, a comment here, and even an email, that Ive gotten 0 response on the depreciated ship sections, and now it has to blow up on the forum post for the dev diary. Was i meant to contact you on AOL or IRC or something? Or was i meant to book a flight from Perth, Australia to Sweden?

The principal of being more mod friendly and open to communication relies on the principle that we can communicate with PDX in the first place, and im surprised that the NSC devs are willing to be this patient in regards to the depreciated ship sections.
 

PalmettoExplorer14

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I must ask if the event where you gain advanced weapons technology from excavating a war torn Planet going to change as well?

Are there plans to introduce more events involving the spaceborne creatures and monsters (like where we can talk with the crystalline entities and void clouds if we're Psionic, or if we're playing a Machine Empire, take control of the mining drones)?



Also does this mean that we are going to get the crystalline entities' crystal shard weapons tech back? (Please say yes. Please say yes!)

And are there plans to introduce more ship sets (Still waiting on ships that look like those of the Kilrathi!)?

With the introduction of the galactic terrain can we place a custom system to spawn inside of a nebula?