The tech system is counter intuitive?

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adatopoulos

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Hello everyone, and this is my first post on Paradox forum (although I'm a hardcore fan of Paradox games since EU2) :)

Anyway I have a question in regards of Stellaris tech system. The idea is (rather similar to EU3) that, the larger your empire is, the more the costs of tech. Thus, expanding (colonize or conquest, doesn't matter) and trying to tech at the same time is counter productive.

So, I think I found the most efficient build to tech after a few tries. Here is what I'm doing against AI, in my last few games:

1) Take Fanatic Materialist + Collectivist/Xenophobe emprie, with Intelligent + Brilliant Physicists traits.

2) Only colonize 2 other (given during starting setup) worlds. Expand no further (maybe build some outposts in early game, only to destroy them in mid-game, we need influence to run many Edicts). I like to start as Plutocratic Oligarchy (for cheap Mineral station boost) then to switch Illuminated Technocracy in mid game.

3) Make the biggest world your capital (20+ is nice).

4) Build Research Institute + Physics Lab IV in every single slot (except one, which is used for food) in your capital. The remaining 2 worlds are used to sustain the capital only (in terms of Energy and Minerals to build a defensive fleet)

5) With 30% Assist Research + 20% Spirit of Science + 15% Brilliant Physicists + 10% Intelligent + 15% Curator boost + 15% Happiness boost + 15% Fanatic Materialist + (possibly Neutron Ore for further 15%), your capital will generate around 400-450 Physics and 100-150 other science.

6) With 30% Physics Research Grants + 5% from tech + 5% from research institute + 10% from Encourage Free Thought + 10-20% from Scientist + 10% Sentient AI + 10% Researcher agenda (there is always a dude with that agenda, you are Fanatic Materialist) = 80-90% research boost to Physics (and 50-60 to other techs).

7) You are Illuminated Technocracy so you'll draw 6 tech cards. Thus, you always draw necessary techs. Do not switch to Neural Network, because you already get 10% from Researcher agenda, so it is a better government.

8) Your empire is incredibly small so tech costs are very reasonable. You will have hard time defending yourself but you will tech so incredibly fast after early game, that you will be able to build a few Stations and an incredibly advanced albeit small fleet to defend yourself. The trick is to survive the early-mid game, sometimes I get destroyed during this period if there is a Fanatic Militant civ nearby, but once you build your tech engine and build a few stations, nobody can touch you.

9) In about 40-50 years, you will research the repeatable Physics techs (namely: Construction time, Energy production boost, Energy weapons damage/attack speed, Shields) about 10-12 times. In the meantime, you will have researched the normal biology and engineering techs. Try to research Stimulant Diet and Minerals repeatable techs 2-3 times, the rest of the technologies are immaterial.

10) Now comes the time to expand: Destroy all your research labs in capital, build economy buildings instead. Building infrastructure will take only a few days with a Builder governor (because you have so much of repeatable Construction time tech) Sack all your scientists. Destroy all your science space stations. We will not do research for the rest of the game - we already have so much tech, enough for the rest of the game.

11) Switch to Mega Corporation. With Slavery and techs, your Minerals production bonus is about 70-80%. Your energy production bonus is about 90-100% for non-slaves, around 60-70% for slaves.

12) Start expanding like crazy, conquest and colonization, doesn't matter. Enslave all other species. When you take over a world, enslave everyone, build all Infrastructure yourself (which will take around 2-3 months only) before assigning it to a sector, which is ideally governed by an Iron Fist governor for extra boost.

13) You now have incredibly advanced fleet tech (with end tier energy weaponry and shields +5-6 of each repeatable techs) and your economy is ultra efficient with around 80-90% boost to all production and building infrastructure almost instantly. After taking around 8-9 worlds (colony or conquest, doesn't matter - but usually conquest), you will become an unstoppable blob. I usually quit the game after taking over 20-30 worlds (it becomes very annoying to micromanage) - but at this point, you can declare war against 3-4 empires simultaneously without any problems. It takes about 20-30 years to blob so I manage to do so before the end game crises, most of the times.

So in the first few games this was much fun, but then I tried some other builds but they all seem so extremely inefficient compared to this build. I think the main culprit is the science system. I was wondering if this was intended and the developers are planning to change it in the future (thus making expand + tech a desirable thing rather than something to avoid), it just seems so counter-intuitive to me :)

Thank you for the long read :)
Cheers!
 
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adatopoulos

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You misunderstood me. I wasn't boasting "look at me, my playstyle is efficient". I was just pointing out that teching while expanding is counter productive and I was asking if this was intended.
 
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DanaDark

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You misunderstood me. I wasn't boasting "look at me, my playstyle is efficient". I was just pointing out that teching while expanding is counter productive and I was asking if this was intended.

I am not sure exactly how to tech system is implemented, but it is likely the system in place is intended.

The logic behind increase tech costs as you grow larger is that you aren't actually researching the technology, you are actively implementing it in your empire. So, a larger empire will be faced with more implementation time. That's the argument anyway. I think it works for some technologies but not really for others

Overall, if you expand with good planets and smart building choices, you should be completely fine with technology.
 

Fourthspartan56

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You misunderstood me. I wasn't boasting "look at me, my playstyle is efficient". I was just pointing out that teching while expanding is counter productive and I was asking if this was intended.
It is absolutely intentional and is set in place to make it so blobbing isn't the end all be all and so that smaller state's can still be technologically competitive.
"My play style is the most efficient for me, look at me!"

Opinions are like noses, everyone has one, and they smell.
Frankly IMO nothing in OP's post justified this post, especially considering that they are new and that such an introduction cannot be very encouraging.
 
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Derp

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Eh... I've tried super-small science builds before but I find that you sacrifice way too much for what isn't really that big of an advantage, compared to what you'd get by just REXing.
 
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Secret Master

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"My play style is the most efficient for me, look at me!"

Opinions are like noses, everyone has one, and they smell.

That sort of comment was uncalled for in this situation. Given the number of players that post questions about empire builds, the OP is doing nothing unusual or unacceptable.
 
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I honestly feel like the
Eh... I've tried super-small science builds before but I find that you sacrifice way too much for what isn't really that big of an advantage, compared to what you'd get by just REXing.

I honestly feel like the tech penalty for large Empires is not big enough at all. Large Empires **Always** out-tech small neighbors in my game. When I blob I find it becomes easier to tech, and when my neighbors blob bigger than me I find that they are always ahead of my in tech by a hefty margin, I think that something like a -10% research penalty should be added t sectors, so that Empires who mostly have core worlds get a slightly bigger boost in tech overall. The way it should be.
 

Secret Master

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So in the first few games this was much fun, but then I tried some other builds but they all seem so extremely inefficient compared to this build. I think the main culprit is the science system. I was wondering if this was intended and the developers are planning to change it in the future (thus making expand + tech a desirable thing rather than something to avoid), it just seems so counter-intuitive to me :)

I think it's intentional.

However, I have a nitpick about what you consider to be "efficient."

Because you can salvage technology from debris, and because certain encounters (some leviathans, odd events on planets, and so on), there are times when research time is not even the most efficient way to acquire tech. Sometimes it's better to just run debris and special projects to get critical techs.

(Some spoilers for events and leviathans ahead.)

For example, if you can scrape together 30-40k worth of fleet power, you can kill the Dimensional Horror. Even if the fleet is 90% killed off and has crappy tech, you can run a special project that opens jump drives no matter where you are in the tech tree. And the Dimensional Horror is much easier to kill than a Fallen Empire.

The Infinity Machine has some interesting tech options depending on how you handle it.

Killing the Ether Drake not only gives you the system it controls, but the armor techs you can get from the special projects are nice, to say nothing of the building.

There are also anomalies that can grant techs. While I don't care about terraforming, the anomaly that grants it disregards the tech tree, I think.

What I'm getting at is that tech is not merely a function of research speed. Between debris, anomalies, weird events, and leviathans, there are plenty of ways to gain some critical techs even if you suck at science. You might need to sacrifice a few thousand astronauts to the blood god to generate the required debris or kill the relevant leviathans, but that's something a bigger empire can afford.
 
Dec 10, 2016
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I think it's intentional.

However, I have a nitpick about what you consider to be "efficient."

Because you can salvage technology from debris, and because certain encounters (some leviathans, odd events on planets, and so on), there are times when research time is not even the most efficient way to acquire tech. Sometimes it's better to just run debris and special projects to get critical techs.

(Some spoilers for events and leviathans ahead.)

For example, if you can scrape together 30-40k worth of fleet power, you can kill the Dimensional Horror. Even if the fleet is 90% killed off and has crappy tech, you can run a special project that opens jump drives no matter where you are in the tech tree. And the Dimensional Horror is much easier to kill than a Fallen Empire.

The Infinity Machine has some interesting tech options depending on how you handle it.

Killing the Ether Drake not only gives you the system it controls, but the armor techs you can get from the special projects are nice, to say nothing of the building.

There are also anomalies that can grant techs. While I don't care about terraforming, the anomaly that grants it disregards the tech tree, I think.

What I'm getting at is that tech is not merely a function of research speed. Between debris, anomalies, weird events, and leviathans, there are plenty of ways to gain some critical techs even if you suck at science. You might need to sacrifice a few thousand astronauts to the blood god to generate the required debris or kill the relevant leviathans, but that's something a bigger empire can afford.

While I certainly agree with this I think that what OP is getting at is more about the "Optimal Science Build" Just like how I have tried to go for optimal Ethics Divergence builds for a homogeneous society, but I could get the same effect by just purging all xenos, I would prefer to convert them to my Ethos. At the end of the day while you certainly can get boosts in tech from outside influences, the majority of tech is entirely dependent on tech speed, and the way to make sure you stay fully outpacing all of your neighbors in tech is to max out tech speed and keep size at a minimum like OP said. Though I happen to disagree with him overall. If you truly want to outpace all other Empires in tech, bloc out as quickly as humanly possible and make EVERY planet a research planet. Like I said before, large Empires always have better tech than small Empires, and that is an advantage they are not supposed to have.
 
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So in the first few games this was much fun, but then I tried some other builds but they all seem so extremely inefficient compared to this build. I think the main culprit is the science system.
Well, you said yourself that defense was challenging, meaning that your strategy brings risks. I personally prefer to focus on research when all potential threats in vicinity were eliminated. With proper research lab ration in my little blob even my militant priests can easily outpace and catch up with any smaller technocracy. Once technological advantage of neighbors is gone first galactic war begins. I don't pretend to be good at minimaxing, but it works good enough for me against AI. So what I'm trying to say - your way is not the only one and probably not even the most efficient. Tech system could use some balancing, but in it's core it's good enough.