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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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What is the intention to remove the upkeep and replace it with building slots ? Just to appease voiddwellers or do we get now 14 building slots on the planet from the civic ? To me this change just seems like a building slot nerf, not a buff.
And I dont get why people care about building costs at all. If it matters at all, it's just at the beginning. So that's for me also a no Buff.
 
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What is the intention to remove the upkeep and replace it with building slots ? Just to appease voiddwellers or do we get now 14 building slots on the planet from the civic ? To me this change just seems like a building slot nerf, not a buff.
And I dont get why people care about building costs at all. If it matters at all, it's just at the beginning. So that's for me also a no Buff.

It's a big change to early economy on your capital and/or new colonies. You don't have to build as many city districts as early which mean you can get your economy started faster. Fewer needed city districts can also make more marginal worlds viable for a lot of things as you can still build max mining or energy districts whilst having a useful number of building slots. Small leads can snowball pretty hard. it's kinda why some of the current crop of research builds are so broken. You can push your research to extreme levels which starts snowballing economic and military benefits that results in an extremly steep scaling of actual effective power.
 
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Well you may get 1 un upgraded slot early now but loose 1 upgraded in the long run with additional upkeep.
Though as I'm more ME focussed this is probably more down esspecially to constructionbots, which are now basically a useless civic. And i'm not in MP so I don't care about this aspect aswell.
 
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[Slave market] needs is 2 things
  1. Roaming marauder/pirate-like fleets of AI "Slavers" to steal pops from across the galaxy.
    • They will spawn randomly (e.g. in nebulae systems, uncharted space, on the borders of two empires) and go on a rampage, stealing pops.
    • They will then try to "escape" the territory they were raiding in.
    • If they do, a short time later, those stolen pops then appear on the galactic slave market. This means slaves will be appearing from across the galaxy, even if there arent slave empires selling (and the GC has one more "evil" thing - slaver operations - for it to hunt down).
  2. A special kind of primitive/non-empire thrall planet "Slave farm"
    • ruled over by a despotic class, these worlds exist to breed and export slaves - either directly on to the slave market if it exists - or they'll send caravaneer-like slave merchants to the local (slave-using) rulers, to sell them pops directly (via dialogue popup).
      • Edit - they could also sell them to gestalts as... food and Building a starbase over their system gives you better slave-rates or something too.
This way the Gal Slave market gets a more steady supply of slaves, at least in to the midgame. Beyond that, upping base slave prices might help, too.
Really interesting idea there.
 
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Quick question to devs, kind of off-topic for this dev diary, so sorry.

In previous diary you introduced new living standard, does that means species rights (citizenship, living standard, etc.) will be finally not hardcoded anymore?
 
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What is the intention to remove the upkeep and replace it with building slots ? J
And I dont get why people care about building costs at all. If it matters at all, it's just at the beginning. So that's for me also a no Buff.
In the early game building is what you do. Not much fleet, nor starbases. Also you might want to build RIGHT buildings, like swap admin office for techlab, or move clerks to something productive.

Why 2 extra slots:
You do not need to spend 400m on city districts if you dont even need clerks.
Less city distrcits->more whatever district you are specializing in.
Nice synergy with robot assembly or mass tech labs.
Sick strategy with temporary soldiers to inflate fleet size and maybe get that subjugation CB. (probably not optimal, but it is an option)
On new colonies you can drop robot assembly and something more (ex. energy nexus) which makes developing new planets smoother.

Most important, it is a unique civic, and if you need building slots for whatever reasons it is there.

However: Maybe there is not enought energy standard civics, or at least less that ppl want. There kinda is Police State, Corporate Dominion, Merchant Guilds... which provides some energy and other resources. But there is no straight enery civics, no miners guild for energy. Something to think about in future.
 
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hahaha, my architecture is going to be SO functional. The galaxy will tremble as I spread my dread vision of convenient and ecologically friendly community-oriented urban living spaces across the stars!
 
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Sorry, the xenocompatibility experiments to combine lithoids and plantoids into a single livestock got out of control.

Xenocompatibility requires Xenophile ethics.
Livestock slavery requires Xenophobic ethics.

Is there some change you haven't told us about? Because when playing as a xenophobic slaver I'd actually appreciate being able to cross-breed the chattel.
 
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It's a big change to early economy on your capital and/or new colonies. You don't have to build as many city districts as early which mean you can get your economy started faster. Fewer needed city districts can also make more marginal worlds viable for a lot of things as you can still build max mining or energy districts whilst having a useful number of building slots. Small leads can snowball pretty hard. it's kinda why some of the current crop of research builds are so broken. You can push your research to extreme levels which starts snowballing economic and military benefits that results in an extremly steep scaling of actual effective power.
Its definitely good for going "wide" with more feeder colonies feeding core worlds.
... but the constructo-bots one doesnt make much sense to me personally, when you look at the authority bonuses, it seems to me like MIs were meant to play Tall, whilst hives were meant to be huge with those sprawl effects (similar to how MCs were meant to be tall a la CK2 "Space Venice", originally).
1630085095625.png

IF that design philosophy is still valid - with hives being the ones that ought to spread far and wide (not that Tall/wide works in stellaris, currently) - then really MIs should get more civics to enhance their existing buildings (output, lower strategic resource upkeep for T2+, whatever) whilst hives should be the ones getting bonus slots.
 
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What is the intention to remove the upkeep and replace it with building slots ? Just to appease voiddwellers or do we get now 14 building slots on the planet from the civic ? To me this change just seems like a building slot nerf, not a buff.
And I dont get why people care about building costs at all. If it matters at all, it's just at the beginning. So that's for me also a no Buff.
Reduced upkeep is one of those things that is very useful (especially late game when it's stacked with other reducers) but also very boring. It doesn't have any real visible impact on your playstyle, it just means that you go "Huh, low on energy, I should build some more energy plants" less often.

+2 building slots has an immediate and obvious impact on your playstyle. You settle a new colony and you can immediately launch into a bunch of weird jobs and buildings. It feels very different to playing without it. The build cost reduction compliments this, because having two immediate building slots is pointless if you have to save up a long time to build them.

But weird jobs are expensive to maintain, usually requiring things like alloys or CG or strategic resources. So with Functional Architecture new colonies get up and running faster but require a robust existing economy to fuel. Removing the maintenance reduction is a nerf, but it's a nerf that amplifies the existing mechanical feel of the civic, and makes playing empires with it feel even more different.

I'm obviously just speculating that that was the intent but it makes sense to me.
 
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