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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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I'd like to point out to everyone that for the vast majority of people choosing Shattered Ring was not about how effectively they could tech-rush or how many alloys they could produce for how many consumer goods, it was because starting on a Ring World was cool.
 
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I'd like to point out to everyone that for the vast majority of people choosing Shattered Ring was not about how effectively they could tech-rush or how many alloys they could produce for how many consumer goods, it was because starting on a Ring World was cool.
The tech rush is still there. TBH, the main component is having all building slots available to spam researchers, which you can still do with other starts, and then floating your economy on deficits with the internal market. The change to Ring Worlds made them more balanced starts, but the core issue is still going to present until they do something about the internal market.
 
'twas a joke.

I expected as much. But it doesn't have to be.

It would be cool if Xenocompatibility was no longer locked to xenophiles only and we had a policy to determine whether it applies to all pops (Free Love), slaves only (Chattel Crossbreeding), or if pops can mingle if they have the same status, i.e. full citizens can interbreed with other full citizens and slaves with other slaves (Caste System).
 
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The reason the civic list is so low is because Megacorp is a variant authority introduced in a DLC, making it very niche. I'd say that the best way to expand their list would be to give them access to regular empire civics, but that would lead to a loss in identity I believe.

Anyways, because the list needs to remain so low, I just hope to see the big tropes covered, and covered in a fun game changing way. Private tech and private military are at the top of the list in my opinion. Something unique like patent profiteering or mercenary fleet loans would be nice.
I wouldn't call it niche, much less very niche. Yes it's DLC locked, but so are hiveminds and machine empires, and the whole point of the custodian initiative is to go back to old DLCs and old content and properly flesh them out. Saying "the list needs to remain so low" is just wrong. Adding something to normal empires does give it to a wider amount of players than adding something to megacorps, but there isn't any sort of requirement and megacorps have a bunch of low hanging fruit. While I do agree that giving all normal civics to megacorps would be a bad idea, there are plenty that can be ported over with just an icon color change and new flavor text: Mining guilds, Agrarian Idyll, Functional Architecture, and Merchant Guilds.

I'm not asking for civic parity between normal empires and megacorps. Excluding the new ones being added in Lem (can't be bothered to search through the dev diaries atm), normal empires have 35 civics. Megacorp have 14, and most of those are copies of normal civics (Brand Loyalty is Beacon of Liberty but with encryption, media conglomerate is Idealistic Foundation with war exhaustion, Ruthless Competition is old Meritocracy, Indentured Assets is exactly slaver guilds, Naval Contractors is Citizen service without the soldier buff, Private Military Companies is old Warrior Culture (and current Warbots), Public Relations Specialists is exactly Diplomatic Corp, and Corporate Death Cult is exactly normal Death Cult). Now, having civics be copies is completely fine. For the base civics it makes them easy to add (and you know the power level of them already), and for the newer fancy civics it opens that play style up more. But in terms of unique civics, Megacorp only have five: Gospel of the Masses, Trading Posts, Private Prospectors, Free Traders, and Criminal Syndicate. Criminal Syndicate and Gospel of the Masses are both nice gameplay altering civics (gospel is sorta only half, but I'll cut it some slack). From machine empires, having three significant gameplay altering civics is a good amount of variety, so just one or two more for megacorps will be fine.

In terms of dev time, adding a completely new mechanic of significant proportions (say, fleet selling/renting) probably takes around as much time as making five simple number civics, or civics re-using jobs or mechanics from existing civics (say a Gladiatorial Entertainment civic which gives duelist jobs). It's not a fight between 1 fun civic or 1 boring civic. Now whether having a single significantly gameplay altering civic is better or worse than five simpler civics is a matter of preference, so I expect the devs to take a middle path and split the difference. ATM I think I'd lean towards more civics just because the variety is so small (no materialist, egalitarian, xenophobe, xenophile, or pacifist options), but once we get up to 20+ civics and see those basic niches covered I'd prefer the more in-depth gameplay ones.

TL;DR: I'm very passionate about civics. One "wow" civic = several "alright" civic.
 
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I wouldn't call it niche, much less very niche. Yes it's DLC locked, but so are hiveminds and machine empires, and the whole point of the custodian initiative is to go back to old DLCs and old content and properly flesh them out. Saying "the list needs to remain so low" is just wrong. Adding something to normal empires does give it to a wider amount of players than adding something to megacorps, but there isn't any sort of requirement and megacorps have a bunch of low hanging fruit. While I do agree that giving all normal civics to megacorps would be a bad idea, there are plenty that can be ported over with just an icon color change and new flavor text: Mining guilds, Agrarian Idyll, Functional Architecture, and Merchant Guilds.

I'm not asking for civic parity between normal empires and megacorps. Excluding the new ones being added in Lem (can't be bothered to search through the dev diaries atm), normal empires have 35 civics. Megacorp have 14, and most of those are copies of normal civics (Brand Loyalty is Beacon of Liberty but with encryption, media conglomerate is Idealistic Foundation with war exhaustion, Ruthless Competition is old Meritocracy, Indentured Assets is exactly slaver guilds, Naval Contractors is Citizen service without the soldier buff, Private Military Companies is old Warrior Culture (and current Warbots), Public Relations Specialists is exactly Diplomatic Corp, and Corporate Death Cult is exactly normal Death Cult). Now, having civics be copies is completely fine. For the base civics it makes them easy to add (and you know the power level of them already), and for the newer fancy civics it opens that play style up more. But in terms of unique civics, Megacorp only have five: Gospel of the Masses, Trading Posts, Private Prospectors, Free Traders, and Criminal Syndicate. Criminal Syndicate and Gospel of the Masses are both nice gameplay altering civics (gospel is sorta only half, but I'll cut it some slack). From machine empires, having three significant gameplay altering civics is a good amount of variety, so just one or two more for megacorps will be fine.

In terms of dev time, adding a completely new mechanic of significant proportions (say, fleet selling/renting) probably takes around as much time as making five simple number civics, or civics re-using jobs or mechanics from existing civics (say a Gladiatorial Entertainment civic which gives duelist jobs). It's not a fight between 1 fun civic or 1 boring civic. Now whether having a single significantly gameplay altering civic is better or worse than five simpler civics is a matter of preference, so I expect the devs to take a middle path and split the difference. ATM I think I'd lean towards more civics just because the variety is so small (no materialist, egalitarian, xenophobe, xenophile, or pacifist options), but once we get up to 20+ civics and see those basic niches covered I'd prefer the more in-depth gameplay ones.

TL;DR: I'm very passionate about civics. One "wow" civic = several "alright" civic.
I agree with most of what you said. A few civics could easily be ported, Megacorps really only have one and a half gameplay changing civics, and most of the existing civics are already slightly tweaked reskins or legacy reskins. I really want to see more fun stuff added to them. I was just explaining that Paradox lacks the incentive with Megacorps that they have with regular empires. There's just less of a consumer base. The same can be said for the other variant authorities Hivemind and Machine Intelligence. And as far as I can tell, the Megacorp DLC wasn't very well received, so probably didn't receive a massive nunber of sales. Some may say that's an argument to go back and give it some love, whereas others may say it's a less efficient use of time. I personally love the authority and the unique gameplay mechanics it introduces, but I don't see it getting much attention from the devs.
 
It's free real estate lol

Especially the ring world start one, it's ai is really bad that you can stomp it easily so this new change would probably make it more harder to conquer them too I guess.
Oh they mean they set up custom empires with relic and ring starts and force spawn them to take their capitals later. I didn't get it, I was imagining him finding an empty ringworld or relic world and using the console commands to somehow force an empire to spawn there, when he could have just taken it for himself.

I'm weird.
 
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.
 
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The ringworld origin changes are very disappointing. I'm all for changing the origin to not make it so OP, but this just doesn't make sense.
You start with an inferior planet to all other planet types - no energy districts for organics but inferior trade districts, and now the scrap mining jobs which is essentially forcing the player that for every 10 scrap mining jobs, I get 5 regular miners worth of mineral output + 5 metallurgist worth of alloys. If I want more minerals, I have to employ double the number of pops than a regular planet, and get extra alloys whether I want them or not. On another planet, I can actually choose - 8 miners + 2 metallurgist, or 6 + 4 or whatever. But now I don't even have that choice. Considering that minerals are required at all points of time to build up the planets, halving the output per job is a terrible nerf.
What doesn't make even more sense is that the prerequisites and cost of restoring this inferior planet are the exact same as restoring the other ruined ring sections from the origin. It would be much better for me to utilize those 10000 alloys to restore the other sections and get another colony than upgrade my existing planet.
In fact, playing another origin and getting Cybrex would be superior to playing the ringworld origin.

Right now, this origin looks like - play on an inferior planet with a guaranteed ruined ringworld and the 20x chance of getting Mega Engineering due to it.

There's one more thing that the devs need to consider, and that is how the changes to pop growth have affected ringworlds. Every other special planet type that can be terraformed through AP - machine world, hive world, gaia or ecumenopolis give significant bonus to pop growth AND resource output. They cost much less, are available a lot earlier, and importantly, terraform/transform existing worlds with loads of pops on them already.
Ring worlds in generals (and not just this origin) cost 4 times as much (the game exchange is 25 alloys for 100 energy, if I remove the market fee), have no bonus, and come a lot later. The main thing going for them is their very large carrying capacity, but if 80 or 100 years into the game, you are starting your ringworld colony with 3 pops, and you need 4 or 5 years to grow a pop, then that pop growth will not be enough to fill a regular size 20 planet by the end of the game, let alone the ringworld. Due to this, they are right now a shiny toy than a useful planet.

The only unique useful thing a ringworld offers is the research segment. But how much use is that if you get it AFTER you have enough tech to get Mega Engineering.
Moreover, if I play this origin and choose to spend 10000 alloys to upgrade my planet, I'd then have to build the research segments for 1000 minerals + gases each, and destroy my labs just so I can use the research segments.

Here are some things I can suggest:
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)
 
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The heavy economy of the Collective Mind

I ask you to do at least something with the economy of the Collective Mind, since mineral costs are very high, due to the waste of resources on buildings, the maintenance of scientists, the maintenance of metallurgists, the purchase of armies and in cases of Lithoids, also the consumption of minerals by the population.
It also aggravates all this with 3 workers instead of 2 two, if it made sense in the old patches, since you have a high population growth, then because of the curve and the ceiling, the growth began to go very slowly, which is why there are catastrophically not enough workers in positions.
Such a problem is not felt on the machine mind, because of the 200% suitability for all worlds and the population increase, ignoring the ceiling of the planet itself, thereby receiving no penalties "except for the good".
And ordinary empires are constantly at war, thanks to which they get the right population for development.
In general, I would like to see such civilian models in the collective mind as Functional Architecture and Mining Guilds, or at least increase the population growth in the collective mind by 35% or higher instead of 25%, since the machine mind can safely take 20% replicators in civilian models and 15% settlement assembly speed in signs, because of which it will have 35% of the population assembly speed without losing anything.
The collective mind, if it takes the prolific sign. we will begin to suffer because it is more tender for him to get charming and hardworking people so that the speed of the number of servicing drones and those were engaged in more important things, for example, digging the same minerals that are very few.
If it is too difficult from all of the above, then at least a civil model combining a working position and benefits, following the example of an agrarian idyll.
 
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.
The research bonus for minerals/alloys applies the bonus to output of a job, and not output of a resource. So if the scrap miner is treated as a miner in the implementation, the alloy output will also benefit from +20% minerals techs as well as the mining subsidies edicts and wont benefit from the metallurgist related bonus
 
The research bonus for minerals/alloys applies the bonus to output of a job, and not output of a resource. So if the scrap miner is treated as a miner in the implementation, the alloy output will also benefit from +20% minerals techs as well as the mining subsidies edicts and wont benefit from the metallurgist related bonus
The research implies it only affects the mineral output. It depends how they will treat the scrap miners in lem. If the research affects their alloy output. They would be quite good even up until the late game.
 
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.

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".