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Stellaris Dev Diary #211: 3.0.3 Beta Updates

Hi everyone!

Thanks for the tremendous participation within the 3.0.3 beta branch and for all of the feedback that you've been providing.

For those that are interested in joining the beta, you have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.

This week we'll be talking about some more changes that we're planning on pushing in the near future to the 3.0.3 beta branch concerning further balance updates, AI, and more. These are highlights of some of the things that will be in the full patch notes and not intended to be a comprehensive list.

Bug Fixes and Further Balance Updates

From fixes to the end of the Cybrex precursor chain to correcting edict deactivation costs, we've fixed a number of issues that you've found and reported during the beta. Thank you for reporting things in the Bug Reports forum.

Regarding the economic changes, one of the common themes in the feedback has been that the sheer number of jobs in the game are too high, and we agree. Clerks are especially notorious for this, since in many cases you would rather actually see them unemployed and moving to a more valuable position elsewhere in the empire. We're taking some preliminary steps to reduce the number of jobs and changing things to focus on increasing productivity instead.

Here are some of the changes you'll be seeing soon:
  • [Balance] Reduced the number of Clerk jobs provided by buildings and districts by 40%.
  • [Balance] Clerk trade value has been increased to 4.
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  • [Balance] Buildings that increased basic resource production and added jobs to basic resource producing buildings or districts (Energy Grids, Mineral Purification Plants, etc.) now increase the base production of the relevant jobs by 1 or 2 based on tier instead of their previous modifiers. Machine empires still gain the extra resource district slots as before.

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Yes, "Livestock" counts as a "Food producing job". (Or minerals, for Lithoids.)
  • [Balance] Manufacturing focus buildings (factories and foundries) no longer prevent the other from being built on non-Ecumenopolis planets, and no longer add jobs to Industrial Districts. They instead increase the base production of alloy or consumer goods producing jobs by 1 or 2, with a corresponding increase in upkeep.
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Secondary resources like Alloys do require more inputs to produce more, however.


Balancing the number of jobs and their output will be an ongoing task, expect future updates to have additional changes.

AI Updates

We're making some updates that will have significant changes to AI behavior that should improve the effectiveness of AI opponents, as well as some changes to reduce the impact to your empire if an AI were to take control of your empire for a short duration in multiplayer.

These changes give the AI a greater focus on economic stability and improves some research related behaviors, but are also a work in progress and will continue to be updated in future patches.

We'll put up a 3.0.3 AI Feedback thread once it's live so you can let us know how you feel about these changes.

Population Growth

We're continuing to make adjustments to the current population growth systems in the game, and are exploring additional changes. Some of these are longer term initiatives, however, so in the meantime we're currently adding a quality of life feature that many people have been asking for.

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Logistic Growth and Growth Required Sliders in Galaxy Configuration

These sliders will allow you to adjust the variables related to the bonus a planet can provide through logistic growth and the amount that pop growth increases per empire pop using sliders in Galaxy Configuration instead of needing to edit defines or use a mod to do so. Please note that these sliders can have major impacts on both performance and balance. Existing saves will use the default values. (Which can themselves be overridden in defines.)

Non-English localization for these changes will not be available in the beta as soon as the changes are up, but will be added shortly afterward. Apologies for the delay!

That's all for this week. Since we're currently in a post-release cadence (as well as next Thursday being a holiday in Sweden), the next Dev Diary will be two weeks from now on the 20th of May.

See you then!
 
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You still get pirate whack a mole with the trade routes, but people like that i guess lol.
That's what I mean, they got rid of cohesion but kept the pirate whack a mole, what was, as far as I could tell, people's biggest objection to cohesion.

Why doesn't crime increase piracy?

Why doesn't piracy increase crime?

Why do pirates blow up my mines so I have to go kill them straight away instead of just making a pirate base and hanging around beside my mines eating some of the resources and producing crime on nearby planets so I keep putting off dealing with them because I'm busy and next thing I know they've split off into a little sub-empire of raiders and I've no-one to blame but myself?
 
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It's already far too easy to deal with Empire Sprawl.
Makes me wonder if administrative buildings were just a per planet building that when fully upgraded and expensive gave you something like 95% of your sprawl from that planet back what that would look like. Getting rid of the idea of ever getting rid of sprawl for expansion but enough that you can reduce it.
 
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Excellent changes with the Clerks and the buildings!

As for jobs that need balancing, would you mind taking a look at Nobles? I enjoy the noble civic very much on the conceptual level, but I can't justify myself taking it due to mechanics.

Perhaps some of the civics could also use some rebalancing as the beta continues? Perhaps make Meritocracy weaker by splitting the Specialist +10% bonus into Specialists +5% and Rulers +5%? Perhaps buff Philosopher King by giving it a slight bonus to Influence production? Perhaps stop with the silly 75% Shadow Council cost reduction and make influencing elections free? Or decrease the bonus to 50% but make it apply to Galactic Community favours interactions as well as elections?
It should be at least 2 nobles per estates, for example. And nobles should provide amenities as well, or increase slave production
 
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  • [Balance] Buildings that increased basic resource production and added jobs to basic resource producing buildings or districts (Energy Grids, Mineral Purification Plants, etc.) now increase the base production of the relevant jobs by 1 or 2 based on tier instead of their previous modifiers. Machine empires still gain the extra resource district slots as before.

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I appreciate this change. I often have a hard time understanding how different percentage bonuses interact (usually additive, but sometimes multiplicative, with some additive percentage bonuses compounding and others not) By midgame I usually have no idea how much any percentage bonus will actually increase production, and that makes meaningful decisions between competing priorities difficult. The new system is much easier for me to visualize and use for making quick decisions.

I've also been impressed by the dev response and open beta changes post-release. I know it isn't fun to work hard on something and then receive such a strong negative reaction from the people you made it for. The open beta changes have gone a long way towards softening the circumstances that led to my own unpleasant first experience with 3.0.

Most of all, I appreciate the option to further soften or disable the most controversial new mechanic without rolling back to a previous version or resorting to mods. That gives me the tools I need to explore all of the positive aspects of 3.0 and experiment with the new mechanics, with the comfort of knowing I can turn those mechanics off entirely if they end up being too much for me to accept.
 
To answer a handful of questions that have been asked:
  • Patch notes for the bug fixes the latest beta will include should come out alongside when the beta updates.
  • The update to the beta will come Soon™, but I can't say when!
  • Logistic Growth Ceiling = How much extra growth you gain from the population of the planet. (Currently capped at +3 in the open beta.)
  • Growth Required Scaling = How much the growth (or assembly) increases by per Pop you have in your empire. (Currently 0.25x in the open beta.)

:(
The fact that primitives don't work for me and the update is *soon* annoys me immensely. I don't care about anything else than to get primitives to not screw over ai surveying along with my own.
 
I get the need to reduce jobs, but why remove the ability to specialize planets using the tier 2 resource buildings? I loved that they essentially doubled the basic resource job. It felt like I was truly exploiting the planet, squeezing in more farms or digging deeper mines. Incremental changes to production numbers just feels... lackluster. Not exciting.

Also, something that has always confused me: why has food been removed completely from pop growth? Maybe I am dumb and am missing something, but having excess stores of food seems to be pointless nowadays, since we still don't have the planatery decision to dump that food into a planet to boost growth there. All food seems to be good for is selling in bulk for less and less energy. Food just feels useless beyond ensuring you are producing a positive net result for population maintenance. I get the feeling logistical pop growth is supposed to represent, in some form, the limits of being able to feed and support a population, but the immersion falls apart every time I have reached max food storage and dump all of it into the market without any noticeable effects. Just... weird.

I agree so much, it is actually impossible for me to agree more.
 
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Anything on balancing, min-maxing or adding to the current espionage system besides the latest beta build? Espionage was a key feature in the last DLC and it feels more like a niche system which has very low to none impact. Your thoughts on the current system would be very interesting.

It should go faster and have more impact. The station sabotage in particular should at least downgrade the station in question due to how long it takes.
 
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I understand that people who are capable of playing through an entire campaign in half a week have too many jobs in their game but I actually enjoy micromanagement, and in my experience there are, if anything, too few jobs. In the lategame I am more often than not bottlenecked by the available amount of rare resources (refinery jobs = building slots) in my empire. Shortages of technician and miner jobs (through inavailability of sufficient districts to power the empire's massive economy) can also occur after beating the endgame crisis. This has also been the case on 3.0.1, and i'm pretty sure that it would have/will become the case in my ongoing 3.0.3 playthrough, which I have as of yet been unable to provide feedback about, because i am actually taking the time for proper strategic execution.

I would like the mechanics of automatic resettlement to actually be explained, and perhaps for it to receive sliders like those introduced for the growth mechanics, if the devs intend for me to rely on this mechanic in order to balance my empire's economy in an optimal fashion. Until then i'll have to move all my people manually, and lose a civic slot for the privlege.

I would also very much appreciate if I could generate enough rare resources to power my advanced buildings and megastructure districts without having to devote just about every single building slot i have to this pursuit.

Lastly, while I'm venting, it would be great if Clone Vats could cease to be locked behind biological ascension, so that psionically ascended empires are no longer denied the opportunity to participate in the pop assembly bonanza.
 
So don't put it there in your playthroughs!

You can put all kinds of broken setups into galaxy gen. 25x crisis + 5x tech cost + .25x habitables + minimum midgame+endgame dates is infinitely more broken than 0x empire-wide penalty, but the game is quite happy to let you do it.
Well, now I want to see if this is playable / winnable.
 
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