Stellaris Dev Diary #192 : Perfectly Balanced, As All Things Should Be...

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Weyird

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Exciting! I'm fine having fewer pops in the galaxy. The cloning vats now actually seem quite interesting. Buildings cloning vats on newly colonized planets to rapidly build the population gives me some really cool sci-fi imagery.

Have the "growth from immigration" modifiers been changed with the new resettlement system?

I still imagine I'll play a mono-species culture because dealing with multiple species is too much of a pain in the neck.
 
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Everything is moving in a generally positive direction but I don't understand the dev desire to build inefficiencies into pop relocation and build a lot of mechanics around mitigating it (percentage chances, buffs to these from edicts and buildings). Why not just move them at a 100% chance without all these extras?

The main reason might be that they want to keep the flavor of freedom of movement and choices to the egalitarian ethos. If they allow every ethos to equally automate relocation of pops egalitarians would lose a kind of "ID" card.
 
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On the districts for the habitat and ring world, will there still be plain energy versions for Hive Minds, since they have no use for the trade value jobs?

Kind of liking the look of all this. Definitely interested in the Void Born changes, I always wanted to play with that origin more but it felt so tricky to use with how so much of the traditions and stuff just didn't apply to habitats.
 
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So it takes more to grow a single Pop, the more Pops you have in your empire? Why is this? Is it just a mechanic to slow down the number of Pops, or is it representing something?
 
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Annihilat0r

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They're not mutually exclusive, but only one pop can be assembled at a time, so you'll generally want to build one or the other.
In this case, you might consider making them mutually exclusive, in order to not confuse players who don't read the forums. It is always possible to replace one with the other if necessary, making it more intuitive that only one can be assembled at any given time.
 
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We’ve also done a minor update to the Authority bonuses that seemed a little bit weak.

Sorry, but they're still a lot weak. Even with the associated features/mechanics, authorities have very little impact and don't differentiate empires nearly enough. They are still a template choice, that restricts a few civic choices and maybe the government type you are allocated. Big whoop.
 
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Does the title mean that we will get a new Crisis about a warlord seeking to destroy half/all (as appropriate) of life in the galaxy?

Is it just me or does Organic Pop Assembly feel inherently wrong?
Shouldn't it be something like Organic Pop incubation?
Just you. I like to imagine Fallout 4 style assembly.
 
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There are some things, like technologies, that mitigate the production reduction to some degree.

These techs already exist in the game currently. Also, please don't put even more weight on the tech roulette.

Also, what about megastructures? If the average resource output is lower, their already great resource output will become only greater,

What about the ship meta? if losses become more costly to replace due to lower resource output, it will make BBs nothing but even better.

What about civics that increase the resource output of certain pops? Less pops means those civics become less valuable.
 
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Does it mean that now in order to speed up pop growth on a planet, i just spam city district to achieve max housing and then gradually replace them with resource productive ones?
 
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Wait, just +1% habitability for medical worker?! Are you kidding? It seems too small and useless
Pretty gross, huh?
In the current version:
* Gene Clinics give 2 medical workers.
* Cyto-Revitalization Centers give 5 medical workers.
That's 2% and 5% respectively. And if the extra growth speed works on both regular growth speed and pop *ulgh* assembly *puke* that's basically double the value. But I suspect that pop *retch* assembly isn't affected by growth speed modifiers.
 
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@Eladrin Hi! Love the changes!! it looks like the mod "Stellaris Immortal" won and you are going towards this direction. Great! Cool! Love!

1. You mentioned "Planetary Carrying Capacity" but didn't expand upon as this is not in the game. Is this a fixed value as is used and added by several mods, or is it just the current housing? I.e. I build more districts/housing buildings and pop growth increases to match the new S curve. This would make it extremely important to pre-build housing!

2. Can't yet digest the pop growth semantics, need to play that version, but any system that results into less overal pops is good at this stage. At 17.000 pops my rig is almost dead for processing the days... So, Bravo! For this change!

3. I see we're getting pop efficiency techs! Much needed! Any chance of Adding a +1% production repeatable (or something to that effect?)

4. What about migration mechanics? Please elaborate on how they work with the new system.
 
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I'm worried about the impact of the Industrial district on Ring Worlds, especially on Ecumenopolis.

An Ecumenopolis is very long to create and was until then THE alloys factory/cons. goods. Now... I can build as many ring world as I want... Faster... Have one more ascension perk without the Ecumenopolis one... So what the point of Ecumenopolis ?

Should we linked the building time of an Ecumenopolis to the megastructure building time ? (master builder, Living Metal Mega-Construction,...)

It is maybe a false worry but... The numbers clearly make me think about it, and I'm not even talking about changes in population growth on Ecumenopolis... So... Possible nerf or not ?
 
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In the current version:
* Gene Clinics give 2 medical workers.
* Cyto-Revitalization Centers give 5 medical workers.
That's 2% and 5% respectively. And if the extra growth speed works on both regular growth speed and pop *ulgh* assembly *puke* that's basically double the value. But I suspect that pop *retch* assembly isn't affected by growth speed modifiers.
If it is though, that's a solid bonus, and it would be much more attractive than ever to build gene clinics if you're going down gene ascension.

EDIT: has there been any experiments towards eliminating upkeep on districts/buildings until a pop works it, so you can pre-build? Maybe with just half the sprawl penalty if you want it to have something?
 
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I feel like Organic Pop Assembly shouldn't be affected by the s-shape curve stuff, it should be a flat number if there's a lot of space, and the same flat number if there isn't a lot of space. The s-shape curve is because of how living populations live and reproduce. The pop production shouldn't be affected by that.
 
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clone vat is still wrong for me because it assume that creating a pop would cost 30 food no matter the amount of population already on the planet whereas a natural growth would require one more food for each new pops
the same applies to robot where a energy nor alloy deficit affect production whereas a food deficit will put a malus on organic population (or maybe the clone vats will also get a bypass and will produce pops event without food to run it?)
 

Deshiba

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As part of the balance pass, Ring Worlds have been bumped up...
...and now also applies the Ring World Habitability Preference to your pops.
Finally, Ring world habitation should have been on that origin since the start imho. Always seemed pretty naff that only the Void Dwellers got hit with the balance hammer.

On the point of balance. Is there a chance that Post-Apocalyptic and Remnants could get another pass too?

Post-Apocalyptic would do with a bit of tomb world habitability. Maybe even take after Necroids and have the guarenteed worlds spawn as Tomb Words?

As for Remnants, with the different building system could they get the void dweller treatment, by which I mean have no actual food districts but start off with the Hydroponic farms technology unlocked and have a Hydroponic farm building on site?
 
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Juboboman

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Big step cutting the pops in half. Seems like there was no other choice though. Ever since the explosion in pops devs have been playing catchup with performance, and I'm sure there were a lot of great gameplay ideas that were never able to be implemented because a zillion pops trying to handle them would fry a NASA supercomputer.
 
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Shirasik

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Wait, just +1% habitability for medical worker?! Are you kidding? It seems too small and useless
Depends. It's useless when you has 10 pops on a planet (i.e. on a newly-established colony). But having +5% to general habitability for 100+ pops will make a significant deal to production to consmuption ratio with reasonable cost of 5 pops and 1 building slot. So it's rather mid-late buff for gene clinics than redesigning medworkers for new meta.
 
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