Not going to lie, I just wish that SOME Techs, not all, just selected few, had few ways of increasing their spawn rate.
This is a very good explanation.Tech in Stellaris is effectively a set of grant proposals. Now it's absolutely unrealistic in that we aren't deciding on several hundred projects to throw support behind; we can rationalize it by saying all "techs" are really a suite of projects and we're just choosing a category of research to pursue, or we can accept that Stellaris is a game and can't ask us to manage hundreds of choices in one aspect all at once. If you spend enough time around research groups, you'll see that projects don't remain viable indefinitely - research groups form and dissolve, researcher interests change and other priorities come to the fore, and people retire / are hired.
This is also what I mean in the sense that "science isn't linear." It isn't linear in the sense that even though the Mark II version is the next step for a technology after the Mark I is complete, you are liable to complete the Mark I only to find that the ideas for a Mark II aren't really ready for full-scale funding, or there are far more viable projects ready to go now that funding needs to be assigned. The next stage might languish for years, decades, even centuries, and might do so simply because nobody bothered to look back at the Mark I and ask if a Mark II might be possible (for example, the recent reversal of the Archimedes Screw - there's nothing that requires it to be a modern invention, but it ended up being one). There are, of course, exceptions for techs that are just waiting in the wings to be developed and generally always will be, but Stellaris offers a solution for them in the form of "pinned" tech options from debris research, special events / projects, and ascension perks.
Stellaris concentrates a model of scientific development as a mix of "what avenues we see as important right now" and "what we are ready to pursue right now" into an immediately accessible card-drawn system.
It would be nice if these events offered more options.oh boy suddenly my level 3 governor finds out that drugs exist and will not progress any longer...
This is fair.Why cant we have rulers with a trait tree so we can decide what trait we need or want...
This is information hidden from the player though, isn't it?All techs have ways of increasing their spawn rates.
Problem is taking advantage of this can force some micro - there's no alert for "tech research is almost complete, quickly change the research leader to one with expertise in the field you want to draw from." If you want your next tech to be from a different category, you've got to either slow research on the current tech by assigning a leader with the wrong expertise or remember to check back periodically so you can make the switch before it finishes.Most trivially, every tech has a subcategory assigned to it (Voidcraft, New Worlds, Computing, etc.) and if you have a scientist with the matching Expertise you're more likely to draw that tech.
I have seen this explanation before, and even if i don't like it a lot i can understand it, but there is a issue that always keeps at my side and you didn't seem to address on your comment, altough i did raise it on mine: what about research options that you already were offered but didn't choose, and now have to wait for god knows how long to get at them again? If the idea was already raised, i see no issue with the scientific committee pointing at it and saying "well nice, now we need that, go and research it".Tech in Stellaris is effectively a set of grant proposals. Now it's absolutely unrealistic in that we aren't deciding on several hundred projects to throw support behind; we can rationalize it by saying all "techs" are really a suite of projects and we're just choosing a category of research to pursue, or we can accept that Stellaris is a game and can't ask us to manage hundreds of choices in one aspect all at once. If you spend enough time around research groups, you'll see that projects don't remain viable indefinitely - research groups form and dissolve, researcher interests change and other priorities come to the fore, and people retire / are hired.
This is also what I mean in the sense that "science isn't linear." It isn't linear in the sense that even though the Mark II version is the next step for a technology after the Mark I is complete, you are liable to complete the Mark I only to find that the ideas for a Mark II aren't really ready for full-scale funding, or there are far more viable projects ready to go now that funding needs to be assigned. The next stage might languish for years, decades, even centuries, and might do so simply because nobody bothered to look back at the Mark I and ask if a Mark II might be possible (for example, the recent reversal of the Archimedes Screw - there's nothing that requires it to be a modern invention, but it ended up being one). There are, of course, exceptions for techs that are just waiting in the wings to be developed and generally always will be, but Stellaris offers a solution for them in the form of "pinned" tech options from debris research, special events / projects, and ascension perks.
Stellaris concentrates a model of scientific development as a mix of "what avenues we see as important right now" and "what we are ready to pursue right now" into an immediately accessible card-drawn system.
You are not the only voice in your empire - priorities are determined by a number of interest groups (for the most part sadly not modeled), stated governmental priorities (I'd argue ascension perks are at least a partial modeling of that, since they create "pinned" tech options and can impact tech weights), and the foci of major figures in government (which evidently is modeled through research leaders boosting likelihood of their tech category, though I'd absolutely agree it isn't well signposted).But i really don't think this is the only problem, the issues you brought about for the next stage of a project not being avaliable to research as soon as you finish the first one are indeed real, but Stellaris fails to model what is arguably the most important factor on research and you yourself said is part of the mix of the system: "what avenues we see as important right now".
I understand that you can manipulate the tech that will be drawn by changing the leader and some ethics and perks help specific techs to be drawn, but really necessity goes way beyond just this in how it can be represented. I will pick an example our noble OP posted when he raised this issue first: "i have lots of cristals but can't build civilian fabricators because the god of randomness won't allow it". In a realistic "what we see as important right now" scenario this wouldn't be a problem, since there's a clear incentive to researching better production methods for consumer goods but for some reason the entire scientific community simply is "nah" on the issue.
It's not as vague as you imply, though it is complex as it covers a variety of factors. It's probably easiest to deconstruct two of the aspects you throw out:And as much as you can chock it up to "what we are ready to pursue right now", this is a very vague term that seems to be able to mean anything, is it supposed to mean the material capacity of your labs? the advancement of theory? the willingness of the workforce? Any of these don't exactly sit well as an answer, if the government really wants something to be researched it can allocate extra funds as we see all the time irl, theory can advance during the research itself and there's no reason to believe this isn't already how its intended, and as i said before, if there is a problem you will probably find scientists interested in fixing it.
Not sure about being able to just pick anything. That said, one thing that bothers me is that if you are going to hire someone IRL (yes I know this is not RLI think the randomness of card games should be removed. Players should be able to just take whatever cards they want out of the deck at any time. If they want an interesting game, they're free to pick sub-optimal cards. /s
or just regularly buy a ton, as i'm doing in my current gameif you want crystals early then put a materials researcher on engineering. it's simple as that. build more labs, and hire scientists who have diverse skills so you can put one on there when you're really desperate for a specific tech.
you still need the tech before you can buy it, unless you find the traders for it.or just regularly buy a ton, as i'm doing in my current game
On the galactic market, trade for a resource is enabled for everybody as soon as someone produces it.you still need the tech before you can buy it, unless you find the traders for it.
Now if only we had an actual supply system, instead of the galactic market acting as a replicator...On the galactic market, trade for a resource is enabled for everybody as soon as someone produces it.
This is kind of an oversight. Tech should pops up when is needed, those should has high weights.I have crystals... i want more consumer goods... but i cant upgrade my consumer good factories because the god of randomness decides that it will take another 10 ears until the tech pops up...
I have those leaders and admirals... they have different level of experience gaining traits... but oh boy suddenly my level 3 governor finds out that drugs exist and will not progress any longer..
Yeah... You would choose a leader to be addicted? This increase immersion to some degree. Yeah, its irritating, but just like irl you dont know if someone is, or will be addicted, and thus will be able to perform theirs job well.Why cant we have rulers with a trait tree so we can decide what trait we need or want...
but it isnt.... every "random" factor is acutally not random at allbecause stellaris is about randomness. i think you might have mentioned that.
| New_Pop_Species_Randomness | 0.5 | The higher this is, the more random species selection of new pops will be |
| New_Pop_Same_Species_Weight | 1.0 | The higher this is, the more new pops will be weighted by number of same or subspecies pops |
| New_Pop_Exact_Species_Weight | 0.5 | The higher this is, the more new pops will be weighted by number of exact same species pops |
| New_Pop_Slavery_Weight | 0.25 | The higher this is, the more new pops will tend to be balanced between enslaved and non-enslaved species |
| New_Pop_Species_Div | 0.05 | The higher this is, the more planets will tend to grow species that are underrepresented on the planet |
| New_Pop_Habitability_Threshold | 0.75 | If habitability is under this, apply exponentially increasing penalties to new pop weight |
| New_Pop_Homeworld_Mult | 2 | Pops have increased weight for growing on their homeworld |
| New_Pop_Growth_Mod_Mult | 0.33 | How much does species growth mod trait matter for new pop weight |
| NEW_POP_Immigration_Mod_Mult | 1 | How much does species immigration growth mod trait matter for new pop weight (when there is immigration) |
| Pop_Decline_Threshold | 3.0 | A species will decline when there is another species with a growth priority this many times higher |
Nobody said the system is perfect as it is right now. Personally, I'm all for introducing a better way to get the scientist you want, but just getting rid of the entire thing? No.Nothing here ive read made me rethink my words... but but but you can steer what tech will most likely pop up next... you just have to rerole the scientist as long as you find the one for the one specific tech class you desire and you might have a "higher" chance to get it.... sure.... just spend like 2000 energy on it and then fire all those you dont want right now... click click click click... thats stupid and meaningless...
Didn't link it for your specifically, but I'm glad you got some value out of it. This really made my evening a lot better, like, I basically went from being somewhat depressed to being full of enthusiasm and energy! It's great to know that one can really have a positive impact on the world even with something as seemingly minor as making information more easily accessible.Thats super intuitive and totallyy understandable and controlable i will take this into consideration in my next game to better plan my pop growth... /s