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Stellaris 3.3 Unity Open Beta Available

Hello Stellaris Community!

The Stellaris team is pleased to announce that we’re running a 3.3 Open Beta until February 3rd. This open beta contains the unity rework (among other things). We’re looking for your feedback on how this rework feels, including balancing issues.

Please note: this Open Beta is a work in progress and is currently missing localisations in non-English languages. The full release version will be fully translated. If you find a bug in the 3.3 Open Beta, please report it here.

Please leave your feedback in the Feedback thread on the Official Forums.

[h3]What does the unity rework change?[/h3]

All means of increasing Administrative Capacity have been removed. It is still possible to reduce Empire Sprawl generated by various sources, and this will help differentiate gameplay between empire types. It will no longer be possible to completely mitigate Sprawl penalties. Empire Sprawl penalties and generation values have been changed significantly.

Autochthon Memorials (and similar buildings) now increase planetary Unity production and themselves produce Unity based on the number of Ascension Perks the Empire has taken. Being monuments, they no longer require workers.

The Edicts Cap system has been removed. Toggled Edicts will have monthly Unity Upkeep which is modified by Empire Sprawl. Each empire has an Edicts Fund which subsidizes Edict Upkeep, reducing the amount you have to pay each month to maintain them. Things that previously increased Edict Capacity now generally increase the Edicts Fund, but some civics, techs, and ascension perks have received other thematic modifications.

Several systems that used to cost Influence are now paid in Unity.
  • Planetary Decisions that were formerly paid in Influence. Prices have been adjusted.
  • Resettlement of pops. Abandoning colonies still costs Influence.
  • Manipulation of internal Factions. Factions themselves will now produce Unity instead of Influence.


Since Factions are no longer producing Influence, a small amount of Influence is now generated by your fleet, based on Power Projection - a comparison of your fleet size and Empire Sprawl.

Leaders now cost Unity to hire rather than Energy. They also have a small amount of Unity Upkeep. We understand that this increases the relative costs of choosing to hire several scientists at the start of the game for exploration purposes, or when “cycling” leader traits, as you are now choosing between Traditions and Leaders.

Most Megastructures now cost Unity rather than Influence, with the exception of any related to travel (such as Gateways) or that provide living space (such as Habitats and Ring Worlds).

Authority bonuses have (unsurprisingly) undergone some changes again, as several of them related to systems that no longer exist or operate differently now.

The generic “Administrator” job is being renamed to “Politicians”, with “Administrator” being the category term for Bureaucrats, Priests, and other “unifying” jobs that guide your Empire. The Bureaucratic Colony Designation will also be renamed to better apply to any of these jobs.

Some Civics that previously granted Unity bonuses from jobs have had their Unity bonuses removed and some (like Technocracy) have had new effects added in their place.

[h3]Planetary Ascension Tiers[/h3]

Tied to unlocking Ascension Perks, Planetary Ascension Tiers are a way of improving your core worlds by spending Unity. In normal empires, they represent the active will of the people supporting your government and giving a little extra to do things the way they’ve always been done. In machine and hive empires, it’s more the well-oiled machinery of the world gaining efficiency or drone instincts becoming better honed with endless practice.

In either case, an Ascended planet does whatever it focuses on better.

Once you’ve unlocked three Ascension Perks (you do not need to actually spend them for this feature), you can Ascend the Planet to Ascension Tier 1. This increases all of the effects of the Planet’s Designation by 25% - whether it be Technician Output from a Generator World or Trade Value on a Commercial Ring World.

Each additional Ascension Perk you unlock increases the maximum Ascension Tier by 1, with an extra 4 tiers unlocked once you unlock all of the Perk slots. This lets you Ascend a planet up to ten times, for a maximum bonus of 250% of the base Planetary Designation effects.

Ascending a Planet costs Unity, and this cost is heavily affected by both Sprawl and the total number of Ascension Tiers you have across your entire Empire. Since it currently costs the same amount of Unity to raise your first planet to Ascension Tier 2 as it would to raise two planets to Ascension Tier 1, you’ll have to pick and choose which planets you want to improve, likely focusing on your most productive core worlds.

Currently, Planetary Ascension Tiers are only lost if a planet permanently changes owners (not merely from temporary occupation).

[h3]We want your feedback![/h3]

We are looking for constructive feedback on the 3.3 Open Beta! Please only leave feedback on games played entirely on the 3.3 open beta branch, with no mods.

To opt-in to the 3.3 Open Beta, right-click Stellaris, go to Properties, Betas tab and choose "stellaris_test" from the drop-down.

Please leave your feedback in the feedback thread on the Stellaris Forums!

Stellaris 3.3 Unity gets a Beta available on Steam

Paradox Interactive are gearing up ready for the next major update to their space strategy game Stellaris. A new opt-in Beta is available for the 3.3 Unity update.

Read the full article here: https://www.gamingonlinux.com/2022/01/stellaris-33-unity-gets-a-beta-available-on-steam

Stellaris Dev Diary #238 - Ascensions, Betas, and More

Доступно на русском в ВК/Read in Russian on VK written by Eladrin

Hi all!

Last week we talked about the basics of the Unity Rework. This week we have multiple features and announcements to discuss.

Ready?

[h3]Planetary Ascension Tiers[/h3]

Tied to unlocking Ascension Perks, Planetary Ascension Tiers are a way of improving your core worlds by expending Unity. In normal empires they represent the active will of the people supporting your government and giving a little extra to do things the way they’ve always been done. In machine and hive empires, it’s more the well oiled machinery of the world gaining efficiency or drone instincts becoming better honed with endless practice.

In either case, an Ascended planet does whatever it focuses on better.

Once you’ve unlocked three Ascension Perks (you do not need to actually spend them for this feature), you can Ascend each of your planets to Ascension Tier 1. This increases all of the effects of the planet’s Designation by 25% - whether it be Technician Output from a Generator World or Trade Value on a Commercial Ring World.



Each additional Ascension Perk you unlock increases the maximum Ascension Tier by 1, with an extra 4 tiers unlocked once you unlock all of the Perk slots. This lets you Ascend planets up to ten times, for a maximum bonus of 250% of the base Planetary Designation effects.

A fully Ascended, Tier 10 Fortress World. Vi Valam will break before its defenders.

Ascending a Planet costs Unity, and this cost is heavily affected by both Sprawl and the total number of Ascension Tiers you have across your entire Empire. Currently it costs the same amount of Unity to raise your first planet to Ascension Tier 2 as it would to raise two planets to Ascension Tier 1, so you’ll want to pick and choose which planets you want to improve, and decide whether you would rather raise all your planets to low Ascension Tiers or focus on reaching the heights of Ascension on your most productive core worlds.

We’ll be watching how you use Planetary Ascension Tiers and will be very interested in your feedback regarding the current costs and perceived benefits during the Open Beta.

Currently Planetary Ascension Tiers are only lost if a planet permanently changes owners (not merely from temporary occupation) or is abandoned.

[h3]Unity Rework, Continued[/h3]

We’ve continued refining some of the elements of the Unity Rework, and as mentioned last week, some civics and authorities have undergone some changes.

One change from last week is that we swapped out the Sprawl bonus from the Capital worlds for a production bonus. We’ve also found that starting with penalties isn’t very fun, so Sprawl under 50 is ignored.

Death Cults will now be able to build either regular Temples or Sacrificial Temples to suit their needs, and the Memorialist’s special building line now replaces the Autochthon Monument (and has gained the “extra Unity per Ascension Perk” of the Monument line). Hives will also have access to their own variant of the Autochthon Monument, the Sensorium.

Can you feel it?

The generic “Administrator” job is being renamed to “Politicians”, with “Administrator” being the category term for Bureaucrats, Priests, and other “unifying” jobs that guide your Empire. The Bureaucratic Colony Designation will also be renamed to “Administrative Center”, to better apply to any of these jobs.

Early feedback said that suspension of disbelief was being tested by Politicians being productive, but we embrace utopian ideas.

Less bureaucracy, more administration.

Civics like Technocracies and Merchant Guilds have been modified to no longer grant incidental Unity bonuses. Technocracy is actually changing quite a bit - it will now grant +1 Research Option, and the research expertise bonuses (such as Expertise: Voidcraft) of your scientists are doubled when selecting technologies to offer. This should give Technocratic empires the ability to better manipulate the technology deck when they’re hunting for specific types of technologies. They also once again require any level of Materialism rather than being restricted exclusively to Fanatic Materialists.

Technocracies excel at manipulating the research deck if you're looking for a specific tech.

We’ve also heard your feedback regarding the loss of Culture Workers. We’ll see if we can find a good place for them to return for those of you that prefer creative art to beautiful spreadsheets. In the Open Beta, the Ministry of Culture and Artisans will still be providing them, and we’ll be doing another pass on the buildings to see if there are any other good places to put them.

[h3]A Job to Die For...[/h3]

The Custodian team has the mandate to work on directives that come straight from the Game Director, Quality of Life changes they think would improve the game, and Community Requests that they wish to champion. They also have the right to pitch what we call “Passion Projects” for things they simply want to do.

One of these comes to life (sort of) in the 3.3 patch, as the Permanent Employment Megacorp civic.

Speaking of which, we're hiring!

A MegaCorp variant of Reanimators, this civic allows the construction of Posthumous Employment Centers, as well as the ability to reanimate Leviathans that the original Reanimators gained in the Lem update.

At the Posthumous Employment Center, carcasses bereft of consciousness can find new purpose and a new opportunity to pay off their debts. The Reassigner jobs from the P.E.C. provide organic pop assembly of mortally impaired… Well… Zombies.

Unfortunately for them, it's impossible to fulfill their contracts.

Thrifty Zombies. Give me the brain!

Zombies cannot produce leaders, have no happiness, are infertile, and can only work Worker strata jobs… But on the bright side, they don’t have any upkeep and won’t ask for any more raises.

There are a few more interesting interactions I’ll leave for you to find on your own during gameplay.

[h3]Announcement Number One…[/h3]

An upcoming event that we wanted to tell you about is…
[previewyoutube][/previewyoutube]

DEV CLASH! DEV CLASH! DEV CLASH!

[h3]Announcement Number Two…[/h3]

Regarding the Open Beta we’ve been talking about… We’re planning on running the Unity Open Beta starting… checks watch… now.

Please note that the 3.3 Unity Open Beta is an optional beta patch. You have to manually opt in to access it.

Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.


It’s up. Right now. Go play! The Open Beta will run (assuming everything goes to plan) until the 3rd of February, and also has a sneak preview of the 3.3 Custodian release, “Libra”.

As we move into a more frequent release cadence than we used to have due to the Custodian initiative, with the 3.3 release we’re switching to Constellation names for patches to reduce the (sometimes significant) overhead related to negotiating with Author’s estates.

Read the Stellaris 3.3 "Libra" Unity Open Beta Patch Notes here.

Since this is still in very much active development branch, we have a few known issues in the Open Beta to keep things spicy. Localization for new strings are currently only available in English, and some things may still only be partially implemented or give placeholder rewards. Due to the many changes, 3.3 Unity Open Beta is not save game compatible with existing saves, and may or may not be compatible with the eventual 3.3 "Libra" release.

Read the known issues list:
[expand]
The following are some of the known issues in the 3.3 Unity Open Beta. This list is not exhaustive and some issues have already been resolved internally but did not make the open beta build. If you encounter any issues however not reported here please report them via the bug forums :)
  • Sacrifice edicts are not showing their up front Unity costs. Conveniently, they're also not charging them at the moment. Heads still roll though.
  • Unity costs for faction manipulation are not implemented yet.
  • The Byzantine Bureaucracy and Parliamentary System civics need tooltip updating.
  • Depreciated triggers, modifiers, buildings and jobs have yet to be totally removed.
  • Influence from Power Projection tooltip is unclear and needs refactoring.
  • Planetary Ascension does not have any form of confirmation.
  • Fleet reinforcements sometimes create a new fleet instead of joining the fleet it is supposed to.
  • Species traits look a bit wonky in the colonisation window.
  • Aquatic pop portraits not randomizing properly or applying gender options reliably.
  • Void Dwellers with Permanent Employment start with a ruined posthumous employment centre.
  • The tooltip informing the player of the cost to reform their government does not explain how the cost is calculated.
  • AI implementation for new features is still using hot code.
  • AI issue where they are building a lot of buildings that are not using jobs such as luxury housing
  • After submitting to the Khan you will quickly just be attacked again, so don't give up!
[/expand]

Please keep all Open Beta feedback in this thread and report bugs in the bug reports forum so we can keep track of everything. Thanks!

Enjoy, and see you next week, when we’ll have Caligula Caesar explaining all of the new modding tricks we’re adding in 3.3.

Stellaris Dev Diary #237 - Reworking Unity, Part One

Доступно на русском в ВК/Read in Russian on VK

written by Eladrin

Welcome back! We hope you’ve all had a wonderful few weeks.

Today we’ll start with some more information about the goals of the Unity Rework mentioned in Dev Diary 215 (and briefly in 234), some updates on how things have been going so far, and our plans going forward.

Please note: All values and screen captures shown here are still very much in development and subject to change.

[h3]Identified Problems and Design Goals[/h3]

Currently in Stellaris, Unity is an extremely weak resource that can generally be ignored, and due to the current implementation of Admin Capacity, the Empire Sprawl mechanic is largely toothless - leading to wide tech rushing being an oppressively powerful strategy. Since Unity is currently very easily generated through incidental means and provides minimal benefits, Empires have little need to develop a Unity generation base, and Spiritualist ethics are unattractive.

Influence is currently used for many internal and external interactions, making it a valuable resource, but it sometimes feels too limiting.

Our basic design goals for the Unity Rework can be summarized as:
  • Unity should be a meaningful resource that represents the willingness of your empire to band together for the betterment of society and their resilience towards negative change.
    • Unity should be more valuable than it is now, and empires focused on Unity generation should be interesting to play.
      • Spiritualist empires should have a satisfying niche to exploit and be able to feel that they are good at something.
      • The number of sources of incidental Unity from non-dedicated jobs should be reduced.
      • Empires that do not focus on Unity (but do not completely ignore it) should still be able to acquire their Ascension Perks by the late game.
    • Reward immersive decisions with Unity grants whenever possible.
    • Internal empire matters should generally utilize Unity.
      • Provide more ways to spend Unity.
      • Rebalance the way edicts work (again).
  • Reduce the oppressive impact of tech rushing by reintroducing some rubber-banding mechanics.
  • Make tall play more viable, preferring to balance tall vs. wide play in favor of distinctiveness, and emphasizing differences between hives, machines, megacorps, and normal empires. (This does not necessarily mean that tall Unity-focused empires will be the equal of wide Research-focused ones, but they should have some things that they are good at and be more competitive in general than they are now.)
  • In the late game, Unity-focused empires should have a benefit to look forward to similar to the repeatable technologies a Research focused empire would have.

In this iteration we have focused on some of these bullets more than others, but will continue to refine the systems over future Custodian releases.

[h3]So What Are We Doing?[/h3]
All means of increasing Administrative Capacity have been removed. While there are ways to reduce the Empire Sprawl generated by various sources, and this will be used to help differentiate gameplay between different empire types, empires will no longer be able to completely mitigate sprawl penalties. Penalties and sprawl generation values have been significantly modified.

  • The Capital designation, for instance, now also reduces Empire Sprawl generated by Pops on the planet.


Bureaucrats, Priests, Managers, Synapse Drones, and Coordinators will be the primary sources of Unity for various empire types. Culture Workers have been removed.

Autochthon Memorials (and similar buildings) now increase planetary Unity production and themselves produce Unity based on the number of Ascension Perks the Empire has taken. Being monuments, they no longer require workers.

These monuments are now planet-unique, and can be built by Spiritualist empires.

The Edicts Cap system has been removed. Toggled Edicts will have monthly Unity Upkeep which is modified by Empire Sprawl. Each empire has an “Edicts Fund” which subsidizes Edict Upkeep, reducing the amount you have to pay each month to maintain them. Things that previously increased Edict Capacity now generally increase the Edicts Fund, but some civics, techs, and ascension perks have received other thematic modifications.

As an example, some Bureaucratic technologies now modify the Edicts Fund.

The Imperial Cult will squander any excess Edicts Fund on icons of the God Emperor at the end of the month. No refunds!

Several systems that used to cost Influence are now paid in Unity:
  • Planetary Decisions that were formerly paid in Influence. Prices have been adjusted.
  • Resettlement of pops. Abandoning colonies still costs Influence.
  • Manipulation of internal Factions. Factions themselves will now produce Unity instead of Influence.

Since Factions are no longer producing Influence, a small amount of Influence is now generated by your fleet, based on “Power Projection” - a comparison of your fleet size and Empire Sprawl.

Leaders now cost Unity to hire rather than Energy. They also have a small amount of Unity Upkeep. We understand that this increases the relative costs of choosing to hire several scientists at the start of the game for exploration purposes, or when “cycling” leader traits, as you are now choosing between
Traditions and Leaders..

And then some empires go and break all the rules.

Most Megastructures now cost Unity rather than Influence, with the exception of any related to travel (such as Gateways) or that provide living space (such as Habitats and Ring Worlds).

Authority bonuses have (unsurprisingly) undergone some changes again, as several of them related to systems that no longer exist or operate differently now.

[h3]When Will This Happen?[/h3]

Since these are pretty big changes that touch many game systems in so many ways, we’ve decided to put these changes up in a limited duration Open Beta on Steam for playtest and feedback. This will give us a chance to adjust values and modify some game interactions before the changes get pushed to live later on in the 3.3.x patch cycle, and we will continue improving on them in future Custodian releases.

We’ll provide more details on the specifics of how the Open Beta will be run in next week's dev diary.

[h3]What Else is Planned?[/h3]

As noted earlier, we’d like Unity to also reflect the resilience of your empire to negative effects. A high Unity empire may be more resistant to negative effects deficits or possibly even have their pops rise up to help repel invaders, but these ideas are still in early development and will not be part of this Open Beta or release. They’ll likely be tied to the evolving Situations that we mentioned in Dev Diary 234 - we’ll talk about those more in the future once their designs are finalized.

Next week I’ll go into details regarding the Open Beta, go over a new system that is meant to provide “tall” and Unity focused empires some significant mid to late game benefits called Planetary Ascension Tiers, and share details on another little something from one of our Content Designers.

Happy Holidays from the Stellaris Team, the C6 Mod is available now!

[previewyoutube][/previewyoutube]

Charismatic, Curious, Elegant, Enigmatic, Friendly. Definitely not a fanatic purifier.

[h3]This mod is brought to you by popular demand and Stellaris Animator Hanna and Senior Artist Frida, from PDS Arctic.
[/h3]

C6 was first presented as concept art in DD#231 - “Aquatics Portraits and Art”.



We saw dozens of responses demanding the ability to play as C6, and because we’ve never been a group of people able to let a meme die, Frida and Hanna worked on this in their spare time to bring this mod to the community.

Now you can make friends or devour the galaxy as the Stellaris community’s favorite arm-flailing egg!

Get the C6 Mod now!