DD#221 - Balance and Quality of Life Changes
Weve been aware that the implementation of Void Dwellers of having two separate traits, one positive and one negative resulted in behaviour that we werent happy with - in particular being able to gene-mod the negative aspects of the trait out of existence. To solve this weve made some changes to how the traits work: There is now only a single Void Dweller trait, so it cant be exploited via genetic modification of your species. The modifiers on the trait itself have changed, previously it gave:
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!)
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. Weve 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.
The Voor Technocracy, showing off the Shattered Ringworld Segment as a homeworld. The shattered ring itself supports the following district types:
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 youve cleared all the debris from the shattered ring and researched the appropriate technology you can repair it into a fully functioning ringworld segment.
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 youll no longer be clearing out material, the mining districts are removed and the ability to construct research segments is added.
Something weve 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:
Earth, a bygone relic of a time long past, ready to be restored anew.
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 weve 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.
Pampering will be provided at Floor 314, Room 15 at 9:26 am.
As mentioned above, the planetary designation for consumer goods has been renamed to Factory World, because weve added an Industrial World designation.
Multiple planetary designations for your various needs The new Industrial World designation is ideal for planets where you dont 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 Designation 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.
Subvert expectations with deals so good theyre criminal! With that Ill pass things over to Gruntsatwork to discuss some of the changes weve 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
[ 2021-08-26 11:26:28 CET ] [ Original post ]
Hey folks, Im 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 wed 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
Weve been aware that the implementation of Void Dwellers of having two separate traits, one positive and one negative resulted in behaviour that we werent happy with - in particular being able to gene-mod the negative aspects of the trait out of existence. To solve this weve made some changes to how the traits work: There is now only a single Void Dweller trait, so it cant 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)
- +15% Pop Resource Output on Habitats.
- -15% Pop Resource Output on Non-Artificial Worlds.
- -10% Growth Speed
- -30% Happiness on Non-Artificial Worlds.
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. Weve 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.
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...
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 youve cleared all the debris from the shattered ring and researched the appropriate technology you can repair it into a fully functioning ringworld segment.
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 youll no longer be clearing out material, the mining districts are removed and the ability to construct research segments is added.
Ecumenopolis QoL Changes
Something weve 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.
Earth, a bygone relic of a time long past, ready to be restored anew.
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 weve 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.
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 weve added an Industrial World designation.
Multiple planetary designations for your various needs The new Industrial World designation is ideal for planets where you dont 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 Designation 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.
Subvert expectations with deals so good theyre criminal! With that Ill pass things over to Gruntsatwork to discuss some of the changes weve 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
- 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
Stellaris
Paradox Development Studio
Paradox Interactive
2016-05-09
Strategy Simulation Singleplayer Multiplayer
GameBillet
8.91 /
€
Game News Posts 537
🎹🖱️Keyboard + Mouse
Very Positive
(119848 reviews)
https://www.stellaris.com/
https://store.steampowered.com/app/281990 
The Game includes VR Support
Linux [153.28 M]
Stellaris: Infinite Frontiers eBook
Stellaris: Plantoids Species Pack
Stellaris: Leviathans Story Pack
Stellaris: Utopia
Stellaris: Nova Edition Upgrade Pack
Stellaris: Galaxy Edition Upgrade Pack
Stellaris: Anniversary Portraits
Stellaris: Synthetic Dawn
Stellaris: Apocalypse
Stellaris: Humanoids Species Pack
Stellaris: Distant Stars Story Pack
Stellaris: MegaCorp
Stellaris: Ancient Relics Story Pack
Stellaris: Lithoids Species Pack
Stellaris: Federations
Stellaris: Necroids Species Pack
Stellaris: Nemesis
Stellaris: Aquatics Species Pack
Stellaris: Overlord
Stellaris: Toxoids Species Pack
Stellaris: First Contact Story Pack
Stellaris: Galactic Paragons
Stellaris: Astral Planes
Stellaris: Expansion Subscription
Stellaris: The Machine Age
Stellaris: Cosmic Storms
Stellaris: Grand Archive
Stellaris: Rick the Cube Species Portrait
Stellaris: Season 08 - Expansion Pass
Explore a vast galaxy full of wonder! Paradox Development Studio, makers of the Crusader Kings and Europa Universalis series presents Stellaris, an evolution of the grand strategy genre with space exploration at its core.
Featuring deep strategic gameplay, a rich and enormously diverse selection of alien races and emergent storytelling, Stellaris has engaging challenging gameplay that rewards interstellar exploration as you traverse, discover, interact and learn more about the multitude of species you will encounter during your travels.
Etch your name across the cosmos by forging a galactic empire; colonizing remote planets and integrating alien civilizations. Will you expand through war alone or walk the path of diplomacy to achieve your goals?
Main Feature
Featuring deep strategic gameplay, a rich and enormously diverse selection of alien races and emergent storytelling, Stellaris has engaging challenging gameplay that rewards interstellar exploration as you traverse, discover, interact and learn more about the multitude of species you will encounter during your travels.
Etch your name across the cosmos by forging a galactic empire; colonizing remote planets and integrating alien civilizations. Will you expand through war alone or walk the path of diplomacy to achieve your goals?
Main Feature
- Deep & Varied Exploration.
- Enormous procedural galaxies, containing thousands of planets.
- Explore Anomalies with your heroic Scientist leaders.
- Infinitely varied races through customization and procedural generation.
- Advanced Diplomacy system worthy of a Grand Strategy Game.
- Ship Designer based on a vast array of technologies.
- Stunning space visuals.
MINIMAL SETUP
- OS: Ubuntu 20.04 x64
- Processor: Intel iCore i3-530 or AMD FX-6350Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce GTX 460 or AMD ATI Radeon HD 5870 (1GB VRAM). or AMD Radeon RX Vega 11 or Intel HD Graphics 4600Network: Broadband Internet connection
- Storage: 12 GB available space
- OS: Ubuntu 20.04 x64
- Processor: Intel iCore i5-3570K or AMD Ryzen 5 2400GMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce GTX 560 Ti (1GB VRAM) or AMD Radeon R7 370 (2 GB VRAM)Network: Broadband Internet connection
- Storage: 12 GB available space
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