Stellaris Research Rework

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Montu Plays

Montu Plays

Күн бұрын

Stellaris Research rework is incoming. The cost of technology, the production of your researchers and even your ability to research the next technology in the tech tree are all about to change.
Lets dive in and find out more!
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Chapters:
0:00 What Is Happening?
0:35 A Statement From The Devs
2:53 Breakthrough Technologies
3:26 The Tech Tree
7:03 Breakthrough Costs
9:04 Open Beta Improvements
9:43 Galactic Doorstep Changes
11:10 Empire Size & Research Speed Is Changing
14:32 Ship Cost & Upkeep Reductions Are Gone
21:54 Higher Tech Costs
22:36 Tech Cost Comparison
24:11 Research Production Has Been Nerfed
25:23 Research Rate Comparison
32:30 Knights Of The Toxic God Nerfed
35:00 Rebalanced Leader Ascension Traits
39:15 Rebalanced Chosen Traits
Stellaris Dev Diary 326: forum.paradoxplaza.com/forum/...
Stellaris 3.5.3 Tech Tree Visualised: turanar.github.io/stellaris-t...
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And please comment with any feedback, any ideas or if you disagree!

Пікірлер: 623
@MontuPlays
@MontuPlays 5 ай бұрын
GRAB your discounts in the Humble Stellaris SALE! 70% off and up to 50% off DLC here: www.humblebundle.com/store/stellaris?partner=montuplays Stellaris Overlord is 50% off for the first time ever: www.humblebundle.com/store/stellaris-overlord?partner=montuplays Stellaris First Contact is 20% off: www.humblebundle.com/store/stellaris-first-contact-story-pack?partner=montuplays Stellaris Galactic Paragons is 20% off: www.humblebundle.com/store/stellaris-galactic-paragons?partner=montuplays
@macrobiologo
@macrobiologo 5 ай бұрын
A1aa
@anomanomom239
@anomanomom239 5 ай бұрын
Wait, did you just make like button glow? HDYDT?
@robertagren9360
@robertagren9360 4 ай бұрын
Their version of stellaris is shit. It means late game is going to be a "You lose good day"
@MrVilgefortz
@MrVilgefortz 3 ай бұрын
it's better if they change the pop to something else that doesn't lag the game in the late game, it's impossible to play when we should be enjoying the stellar empire we built
@StarKeepe
@StarKeepe 5 ай бұрын
I'd like to quickly say I'm very happy you read out the text on screen in your videos. It makes your videos act as a podcast during long drives I do for my work, and it's greatly appreciated.
@dominikbaumgart1597
@dominikbaumgart1597 5 ай бұрын
Aggred, all hail our interstellar Podcast
@hamblance5938
@hamblance5938 5 ай бұрын
Throwing in I agree since I always watch these as I work around the house
@wanidouse
@wanidouse 5 ай бұрын
I'm sad he does this because I want to read the text while I'm driving through the school zone :(
@timkarsten8610
@timkarsten8610 5 ай бұрын
I approve this message.
@RyokoEarth
@RyokoEarth 5 ай бұрын
Also agreed, I’m delivering packages for Amazon and I don’t have time to look at my phone, a 43 min vid I can just play and listen to is so good
@shanelazarus4981
@shanelazarus4981 5 ай бұрын
I think the Breakthrough Techs should be added to the Available techs rather than remaining in the random rolled lists.
@JB-xl2jc
@JB-xl2jc 5 ай бұрын
Agreed, this would remove some of the "bad" parts of RNG and still leave an interesting decision for the player- since they're so expensive compared to techs of their tier, do you choose to spend a LOT of time and potentially fall a bit behind for a little bit while spending all of your research on "tiering up", or do you want to rush through the normal techs of that tier to stay ahead but potentially be an entire tier behind? However, they run into an issue, if the breakthrough gets cheaper based on researched techs in tier, then unless the next tier is a huge step up in power, you almost always would want to research most of a tier before moving on to the rest. Which kind of removes the "decision" portion.
@perfredriksen3281
@perfredriksen3281 5 ай бұрын
Highly agree on this, great suggestion!
@Sepaedius
@Sepaedius 5 ай бұрын
idk I kind of like how much more important this makes getting additional research options early on, but I can see how it would be beneficial to the AI to do that.
@TheRealEtaoinShrdlu
@TheRealEtaoinShrdlu 5 ай бұрын
These aren't "tweaks", these are a double barreled shotgun at point blank to the face. These values will surely be adjusted again.
@rustledjimmz8967
@rustledjimmz8967 5 ай бұрын
It's usually easier for devs to know what the changes are like by going a bit too far than doing too little. It's easier to scale things backwards than it is to keep scaling them up. You find a limit, then work backwards from that is usually a faster and easier process.
@TheRealEtaoinShrdlu
@TheRealEtaoinShrdlu 5 ай бұрын
True, but this is not just "a bit too far", it is pretty extreme.
@declanromans2344
@declanromans2344 5 ай бұрын
Thats why is on a pts. Put your constructive feedback in and give done ideas on what you think needs tweaked.
@iamblight707
@iamblight707 5 ай бұрын
@@rustledjimmz8967 They should be doing this at the drawing board, not advertising it and scaring the jabezus out of the fans
@bibby659
@bibby659 5 ай бұрын
If anything, they definitely nuked the beta with this. Idk if it was intentional or not, but it would have been nice if they just straight up said it was the intent to nuke it to such a degree to see how bad it was, and get creative criticism on how bad it is. But without saying things, and the fact Beta is usually always synonymous with very shortly before release, it is actually only making people panic that this nuke is sticking and never going away till the next dlc... which is legitimately making people leave, especially long time players who have been fine with things up until this point.
@fuchsmichael93
@fuchsmichael93 5 ай бұрын
Devs: We´re increasing Research Cost because everyone is just spamming Techbuilds Players: I´m gonna spam Tech even harder
@nealm6764
@nealm6764 5 ай бұрын
Actually it sounds like it is "Enjoy me not doing research and bum rushing everyone who is, and curb stomping them with sheer numbers of fleets that contain ships and tech that is just a little inferior to yours, but are massive in numbers.
@raulgobato417
@raulgobato417 5 ай бұрын
Soviet and Chinese doctrine i see
@taiho5233
@taiho5233 4 ай бұрын
@@raulgobato417 100% chinese doctrine scrapping tech off the enemy wrecks haha
@user-kf6sy9cw9m
@user-kf6sy9cw9m 5 ай бұрын
Despite tech costs being obviously too unbearable, I think the problem with tech nerf is they changed tech cost, researcher upkeep, researcher output all at once, while also adding a new breakthrough tech mechanic. I can still see players complaining even without tech cost being scaled as steep as the beta changes. Should’ve implemented these changes one at a time IMO.
@Yanyr0
@Yanyr0 5 ай бұрын
Exactly my thoughts, they're implementing so many things at once the returns on experience will be unreadable to know what part is wrong and which one is correct. The only change I find interesting is the new tech cost curve however. Reaching repeatable tech lvl 35 is not very fun and makes disruptors completely broken
@bibby659
@bibby659 5 ай бұрын
Thats not all, but the same nerfs as before. So now instead of stacked bonuses in the tech tree to make up for that prior nerf, they are adding onto it. Rather ironic that they are basically just doing the opposite of what the tech tree was like, essentially nuking it out of existence.
@justindane5410
@justindane5410 5 ай бұрын
I think the idea is go hard, see the effect, then dial it back to the comfortable level, rather that do small tweaks downward. This allows for coarse followed by fine tuning, whereas just doing incremental nerfs takes longer and only uses the fine tuning option
@matthewedwards6025
@matthewedwards6025 5 ай бұрын
It's nearly impossible to tech rush other empires now. The best options appear to be for Xenophile-like empires that get lots of intel from lots of envoys and having research agreements that lead to federations. This has made formerly useless mechanics like espionage now viable, but Xenophobe starts like Inward Perfection are nerfed into the ground. The biggest problem people seem to have are with crisis events like the Khan which still spawn at the same date, only with everyone having much less tech to fight it.
@iamblight707
@iamblight707 5 ай бұрын
It's going to drastically slow the game down either way you cut it. Unless you have a super computer it's already pretty slow.
@Florian87
@Florian87 5 ай бұрын
Well the khan and tempest used to be little more than a joke. They’re supposed to be crises, so if they’re now a genuine threat I think it makes the game a lot more fun
@Xaphnir
@Xaphnir 5 ай бұрын
The biggest problem I have is that pop growth, exploration of the galaxy, rate of conquest, etc. is unchanged, so the galaxy will still reach the point of stagnancy at the same time, but you probably won't even have battleships at that point. It makes a lot of the coolest stuff in the game kind of superfluous, because they now come too late to matter or potentially even get used.
@matthewedwards6025
@matthewedwards6025 5 ай бұрын
@@Xaphnir I haven't even played a game far enough to see megastructures with the new rules. I wonder if I ever will.
@qrzone8167
@qrzone8167 5 ай бұрын
@@Xaphnir Just play with 0.5/0.25x tech cost then. I think this update is well needed, but it only applies to people with good computers. For me if the endgame crisis doesn't spawn sometime early 2300, the game is just too painstakingly laggy and boring to wait for them to spawn at that point.
@dovahkat9635
@dovahkat9635 5 ай бұрын
Hopefully their intent was to overnerf everything deliberately to see how bad it gets (and to spark discussion like this) so that they know exactly how to tune it back to something more reasonable. I hope that is what is happening at least.
@B3RyL
@B3RyL 5 ай бұрын
Don't worry, inevitably another power creep will set in, so just enjoy the techpocalypse while it lasts...
@MERLK2
@MERLK2 4 ай бұрын
oh dont worry, now that they created a few new massive nerf problem, to solve some problems, lets just count down the time till a new DLC "supra-researchers" is introduced sadly only available with a seperate subscription for 29,99 a month XD
@damonedrington3453
@damonedrington3453 2 ай бұрын
That’s my guess. It would explain why changed basically EVERY aspect of tech. They wanna fiddle with the knobs so to speak to fine tune it and see what they can make work. I in general like the breakthrough tech idea
@lakdav
@lakdav 5 ай бұрын
If these Research changes stay, you'll really need to have your empire thousands of years old to get on equal science level with fallen empires (and still not getting dark matter techs)
@iamblight707
@iamblight707 5 ай бұрын
The thing is, Fallen empires aren't in their tech primes, they are a shadow of what they were. Their economies are crippled, their people are unmotivated, and they just sort of mope around. It makes sense to tech ahead of them until they awaken.
@lakdav
@lakdav 5 ай бұрын
@@iamblight707 Indeed, now they will only awaken because we have a dozen hundred destroyers with tier 3 weapons and somehow that will be intimidating xD
@960456
@960456 5 ай бұрын
Haha dark consortium go brrrr
@Kasaaz
@Kasaaz 5 ай бұрын
Every rebalance or change to a fundamental system that could interact with a rebuilt Espionage system both makes me hopeful and wary at the same time. Hopeful that some changes will have that Espionage system in mind, and wary because they probably won't...
@MontuPlays
@MontuPlays 5 ай бұрын
I think, if they work on the 'tech spread' systems, it could give a real niche for espionage!
@fuchsmichael93
@fuchsmichael93 5 ай бұрын
@@MontuPlays Alloy Monkey in the early and then stealing Technology via Espionage. Would be cool if it would be finally usefull, loved my Intrigue Characters in Crusader Kings. Let me break up my Neighbours Defensive Pacts or assassinate their Leaders. Stellaris Espionage: Best i can do is -50 Opinion down to +950
@Kasaaz
@Kasaaz 5 ай бұрын
@@MontuPlays Would be cool to use Espionage to establish bonuses similar to research treaties, where you gain a research bonus to techs they know, etc.
@nealm6764
@nealm6764 5 ай бұрын
@@MontuPlays But we all know that it won't.
@HaleTheFreeVoice
@HaleTheFreeVoice 5 ай бұрын
yeah i agree with this alot actually, it would make esp actually useful late game
@alexmiller1800
@alexmiller1800 5 ай бұрын
The current changes are just… not good for some things. I think reigning in the build cost reductions, upkeep reductions, and research speed increases is a good thing, but I still think a 50% cap would be better than removing reductions entirely or making tech really expensive. I also think that some of the rebalanced leader Ascension Path bonuses are just plain bad. Any Ascension path trait that gives bonuses to Survey or Archaeology Dig Speed, or increases army or damage just is not worth it. Those generally aren’t things you want or even need boosted by that point in the game. I’ll hold my thoughts on the tech cost changes. Tech is hard because I agree that it is a little easy to rush tech, but I also think that tech should be a powerful and viable tactic to focus on. And it’s important to remember that the game should not be balanced around the builds and exploits the best players use because that will alienate new players. I hope this rebalance is good, but I worry that it’ll damage the game.
@allisond.46
@allisond.46 5 ай бұрын
Another idea is to make build upkeep and cost reductions multiplicative. What I mean is: say you have a civic that reduces ship upkeep by 10%. If your leader has a trait with -10% upkeep, that will be taken from the current cost rather than the original cost. That way, stacked reductions slowly become less effective.
@arktheball
@arktheball 5 ай бұрын
why not just play around with the amount of science that scientist pops produce? Make specializing into a tech empire meaningful, vs not. When an empire can specialize into technology and gets like 20% extra science out the gate, its much more viable and doesnt mute the entire field.
@johnjohnson-ss4vu
@johnjohnson-ss4vu 4 ай бұрын
i dont udnerstand how they havnt learned how sane devs have been handling costs reaching zero in other games like WoW for decades now. simply make 100% reduction be "you get 100% more for the same cost". I first noticed this with haste effects in WoW. To avoid getting the delay between attacks reaching zero, they changed the formulas meaning to be getting more attacks in the same time. This works just as well for ship cost reduction, for instance. Its just frustrating seeing something so simple be mishandled so badly by a supposedly mature company with experience in simulation games.
@adamnevraumont4027
@adamnevraumont4027 4 ай бұрын
So I play with an underpopulated huge galaxy (with lots of pre FTL AIs). Exploration finishes barely before the crisis hits: and fast exploration at that point is needed to claim crisis cleared systems.
@damonedrington3453
@damonedrington3453 2 ай бұрын
I’ve always found it off how the devs seem to focus so hard on making sure the game is balanced for multiplayer when a vast majority of people play single player
@IceGavel
@IceGavel 5 ай бұрын
Why do I get the feeling Research Nerf Removal mods are going to start popping up left right and center if this goes live?
@Cerabelus
@Cerabelus 5 ай бұрын
Dev's attack researcher's. Ep3o: "stop, stop, he's already dead".
@LegacyArkGames
@LegacyArkGames 5 ай бұрын
I've never had the occasion to roll back a patch, but I'm afraid the changes in this one are going to make research costs exorbitant and render some goals basically impossible (see the 'matching fallen empires' comment below). It's taking too much away and asking too much to reach what we can presently achieve in reasonable time. This sounds like introducing tedium to "fix" the issue. I'll stay back a patch.
@realheyday
@realheyday 5 ай бұрын
Completely agree. Imagine trying to play gigastructures with these changes, you’re looking at 10h before you can build a megastructure lmao
@Xaphnir
@Xaphnir 5 ай бұрын
Yeah, they massively overshot the mark. Even in the earliest full release builds of the game, you still got through the tech tree faster than this.
@mathhews95
@mathhews95 5 ай бұрын
I think they are taking it too far in the other direction with all of these nerfs to research. This will add to the player needing even more pops and getting even harsher lag on endgame
@waylanddavick9459
@waylanddavick9459 5 ай бұрын
The largest lag problem is from fleet sizes and number of fleets galaxy wide - but you're right. They need to think about the fact they made the game run into large pop numbers by mere fact that the game may itself run longer because tech rushing is gated far more directly by total pop numbers.
@accelerationquanta5816
@accelerationquanta5816 5 ай бұрын
Or they could optimize the game instead of making it run like dogshit
@iamblight707
@iamblight707 5 ай бұрын
@@accelerationquanta5816 YES. Some people like me crash on recommended PC specs. And the lag drags a day to be like 3-5 seconds on fastest sometimes. The more bs changes they make I fear the less optimized it will be.
@Jernsaxe
@Jernsaxe 5 ай бұрын
My main experience from the beta is that the game is a lot easier now. Just don't build research and you can conquer the galaxy even against Grand Admiral AI. The only thing that will be harder is killing high level Crisis, I think my usual 25x All run is pretty much impossible now.
@Xaphnir
@Xaphnir 5 ай бұрын
Yeah, from what I played, the AI seems to really struggle with all the nerfs. Granted, I was only playing on ensign because my priority was just to see what the pace of research was, but the most advanced AI wasn't even finished with the third breakthrough tech in 2450.
@Jernsaxe
@Jernsaxe 5 ай бұрын
On Grand Admiral this is a more pronounced change since they get so many tech bonuses, but now those bonuses doesn't matter.@@Xaphnir
@Xaphnir
@Xaphnir 5 ай бұрын
@@Jernsaxe Well, that and if you play on difficulty-adjusted AI modifiers it also lost an additional +60% researcher output it had on the player
@B3RyL
@B3RyL 5 ай бұрын
25x Crisis shouldn't be a thing in the first place. There used to be just 5x, but it got too easy because of the power creep. Now that they are reverting the power creep they can safely get rid of the 25x crisis.
@Jernsaxe
@Jernsaxe 5 ай бұрын
25x is easy, it is the 25x all on Grand Admiral that is true entertainment (final wave is 150x) @@B3RyL
@slipknottin
@slipknottin 5 ай бұрын
Minerals are a huge issue with all these changes. It’s nearly impossible to have really high tech now unless you have a ton of dedicated mineral worlds. These changes also make organic reprocessing even more powerful, as you can dedicate the minerals to your researching
@idcgaming518
@idcgaming518 5 ай бұрын
True. Or you go RI Mining Guilds Lithoids lol.
@cadis4257
@cadis4257 5 ай бұрын
Sounds like the mole people origin will be powerful combined with using food for alloys and such.
@markthompson6139
@markthompson6139 5 ай бұрын
Angler civic would like to disagree
@Kourikargou
@Kourikargou 5 ай бұрын
To be fair, I'd almost never need to get minerals on planets before, so I don't mind having to now.
@bibby659
@bibby659 5 ай бұрын
Not to mention, special resource control. You need a absolute ton of gasses, motes, and crystal to actually make tech worth it. You are best at this point just spamming motes and spamming alloys and corvettes now than trying to keep up with tech. Using the navy of corvettes to nuke enemy fleets out of existence to then steal their tech, saving tons of time and basically nulling your enemies efforts in researching all that they did.
@Nemo2342
@Nemo2342 5 ай бұрын
The devs are determine to make it so you can't finish that tier list
@MontuPlays
@MontuPlays 5 ай бұрын
Literally threw my leader tier list out again when these trait changes were announced yeah...
@edwing72
@edwing72 5 ай бұрын
@@MontuPlays do you think leader builds are dead? Seems like there is no point in investing in them if they will die anyways.
@jake8084
@jake8084 5 ай бұрын
This update really limits some of my favorite builds, after they removed they empire size percentage from aptitude, and with this new update, i'm getting 11 times more tech cost from empire sprawl, and there isn't much I can do about it now after the aptitude changes.
@adamnevraumont4027
@adamnevraumont4027 4 ай бұрын
So, I have a 2000 pop empire with empire size of 1200 and +200% tech costs. I focused on shrinking empire size traditions for my back 4. I produce 2k alloys (plus cyber forge) and 10k research and 5k unity, all at the point the crisis hits.
@Nerd_Detective
@Nerd_Detective 5 ай бұрын
I think the game has reached a point where we have too many modifiers that stack additively. In particular for modifiers that reduce costs, we need to consider the possible need to implement diminishing returns as more modifiers stack on top of each other.
@maledwarfwarrior
@maledwarfwarrior 5 ай бұрын
One way to do so would be to switch from a subtractive modifier to dividing by a overall efficiency modifier. 120% ship cost efficiency would divide ship costs by 1.2 for example. It would actually be more intuitive, since you know exactly how many more things you build for the same output and can judge the overall impact without a graphing calculator. I'd also add a new job modifier type called throughput, which would multiply job upkeep and output separate to other modifiers, essentially a 200% modifier would make one job act as two regardless of other modifiers. That way you never end up in a situation where picking up a tech meant to boost your economy tanks it because you accidentally gone from 90% to 80% upkeep reduction and can't cope with doubling resource consumption.
@-Alter-
@-Alter- 5 ай бұрын
I actually wouldn't mind the MASSIVE time investment into 1 tech if i could actually choose the tech tree i want to go down. It would make sense from a realistic standpoint, by being able to specialize in resaerching a certain type of technology, like being able to bee-line* kenetic weapons. Thats kinda the whole thing they focused on with the First Contact DLC; the idea that primatives can be further developed in one aspect compared to other primatives, who have focused on a different aspect. The problem i see with this is that you could bee-line for all the good techs first. But i have an idea; what if each tech tree had a number of breakthroughs that required other tech to be researched, lest you spend the absurd amount of Research points that would otherwise be reqiured? Basically, lets say you want to bee-line ship armor. Each level of armor will become much more expensive than the last because your researchers are basically trying to make modern computers, whilst they are using computers from the 1960's. But if you were to invest in some kenetic weapons as well, then your researchers would have a better understanding of WHAT they need to improve about ship armor, and thus will have an easier time researching it.
@timv9126
@timv9126 5 ай бұрын
Dang that makes a lot of sense would be down to see them do something like that
@johnscott7210
@johnscott7210 5 ай бұрын
The average player I don't think can beat current crisis.....I think a rebalance of techs will hurt the casual players the most
@robguy8501
@robguy8501 5 ай бұрын
It hasn't been my experience that newer players can't beat a crisis on default settings. If we're talking about someone who's started adjusting difficulties in the settings then that player at least knows how to adjust them back down if needed. When I've played with my less experienced friends the big difference I notice from a tech perspective is that they don't have nearly as many of their pops working research jobs. The vast majority of these changes will have much less impact the newer a player is. That said the impact it does have might still be a problem for newer players but that's what beta testing is for
@Kourikargou
@Kourikargou 5 ай бұрын
The game is immensely easy on base difficulty you know. I frequently play with completely new players and right now they have an easy time even with x3 crisis. I think I'd rather have a challenge as a player, even if that means seeing the galaxy get devoured by the crisis, that's more fun than just rolling over the galaxy yourself on your first game, feeling like there is no challenge.
@EvgeneXI
@EvgeneXI 3 ай бұрын
Paradox is obsessed with fixing things that aren't broken. I'm a fairly casual player and this upcoming change seems horrible. Genuinely off putting. And for what? Because some players are min-max gods? Most of us are not.
@robguy8501
@robguy8501 3 ай бұрын
@@EvgeneXI As of right not they don't seem to have plans to put any of the changes from the beta into any upcoming patch. This was more to gather feedback about potential ideas, and that feedback seems to have been fairly mixed. The beta version isn't being tested anymore but it's still available for play if you want to try it and see if it feels any different to you.
@CrystalMoth664
@CrystalMoth664 5 ай бұрын
my favourite thing about stellaris is how every 2-3 patches it just becomes a new game
@ClockworkOuroborous
@ClockworkOuroborous 5 ай бұрын
I think it's more of a Great Depression than Great Recession
@matthewmcneany
@matthewmcneany 5 ай бұрын
The tech breakthrough mechanic is very similar to Civ V's tech cost catchup mechanic, it had the added effect of letting players estimate their adversaries specific tech progressions to look for timing/tech specific pushes. So people should maybe watch out for that in MP depending on the specifics.
@mattssheep4
@mattssheep4 5 ай бұрын
Regarding the ship build cost debacle: Personally i think it'd make a lot of real world sense to somewhat emulate contract shipbuilding. E.g. if we consider each starbase to be a ship builder, it would make sense for a batch of ships to be cheaper on a per-ship basis than one at a time. But, if you cancel an order, you don't get all your resources back.
@swedichboy1000
@swedichboy1000 5 ай бұрын
Cant say im too enamored by these changes, in typical fashion, instead of balancing it out they opt for a "Slow the game down further" strategy.
@vincentque1238
@vincentque1238 5 ай бұрын
how would they balance without slowing the research down though? the current research system was designed around us having far less research then we do now so there bringing the system up to speed.
@iamblight707
@iamblight707 5 ай бұрын
@@vincentque1238 Finding ways to gently nerf war is probably more important though, because the easiest way to multiply your power remains conquest, and it has little or no consequences. Hell uplifting a pre ftl has more consequences than slaughtering 12 billion people in a 5 year indiscriminate bombardment. Pops just forget they were ever your mortal enemies a mere year or 2 after conquest. In reality controlling too many conquered worlds should lead to a litany of revolts and destabilize your country unless you purge, which causes it's own problems.
@kingjamestres
@kingjamestres 4 ай бұрын
How would you balance insane unintended tech rushing other than slowing it down?
@eatham.
@eatham. 5 ай бұрын
happy holidays montu, hope you are doing well :)
@bobensteinvania7218
@bobensteinvania7218 5 ай бұрын
Reminded me of Starships Unlimited V3 from way back around 2000. Have to at least research the computer tech and 15 techs for each tier to gain access to the next. Nuclear - Fusion - Antimatter - Singularity tech versions.
@art-games6230
@art-games6230 5 ай бұрын
I just hope this won’t hurt new players like me too much, I’m sure you experienced folks can still beat the sh*t out of a 25x crisis at 2300 or something Also, I think that this would really change the multiplayer madness and murderfest events, in a good or bad way, I don’t know yet
@MontuPlays
@MontuPlays 5 ай бұрын
Oh no. 25x crisis is now very, very scary!
@art-games6230
@art-games6230 5 ай бұрын
@@MontuPlayssounds like something for the best stellaris youtuber out there, good luck!
@ScorpioneOrzion
@ScorpioneOrzion 5 ай бұрын
@@MontuPlays What do you think of early Khan/Tempest they stay the same strength as what they used to be, but your tech cost are like to the roof
@fuchsmichael93
@fuchsmichael93 5 ай бұрын
@@ScorpioneOrzion Isnt L-Gate insight a Tier5? You unlock the Cluster somewhen 2500 it seems.
@art-games6230
@art-games6230 5 ай бұрын
@@ScorpioneOrzion Khan and war in heaven would suck, but as long as you don’t have too hard AI an early grey tempest basically doesn’t exist, and opening the L-cluster will now also take more time
@bigbenhgy
@bigbenhgy 5 ай бұрын
While +1 pop assembly is good, I think the cyborg -25% upkeep for is really good, especially at late game with high rare resource upkeep + the empire size reduction will be even more important now...
@TrueChaoSclx
@TrueChaoSclx 5 ай бұрын
changes to core systems like this can be concerning if they aren't done properly. The game can already be rather difficult if you're not incredibly good/experienced. With just how core research is, and how in the current state of the game, an experienced player's ability to squeeze insane amounts of research out of worlds gives them a massive advantage over newer players... I'm worried they're going to make it harder for experienced players without evening out that slope for players who don't go all in on science and making the difference even worse. Another thing is them not making breakthrough tech cost a separate slider kinda doesn't fix things. Separating tech and tradition costs is a good change, but if the costs of breakthroughs is gonna be such a substantial difference in costs, the slider is either gonna result in most techs being laughably cheap, or breakthroughs being insanely expensive, if you try to change the costs.
@klaxxon__
@klaxxon__ 5 ай бұрын
I will greatly enjoy not skipping to megastructues every game. This will make mid game technologies a lot more important, the new plane system will be more impactful, it will be harder to just wait for terraforming instead of colonizing bad planets (and there will be a longer gap between terraforming and in-place terraforming), we won't be unlocking ecumenopolises before we can even fill a planet, leviathans will be a lot more threatening, gray tempest and khan won't be for laughs, getting tech progress from events will be a lot more valuable, critter techs like flagella will be viable for a measurable length of time, components that scale badly with repeatables won't be obsolete quite as soon...
@Genesis8934
@Genesis8934 5 ай бұрын
If Research Agreements also would give faster tech spread, that'd be great too.
@Zathurious
@Zathurious 5 ай бұрын
It seems to me this will be a strong incentive to delay the endgame start date in settings. You don't want the endgame crisis showing uo while you're still under teched.
@shadowpoint606
@shadowpoint606 5 ай бұрын
I get why they reduced knight's science a little however, I don't see why they also reduced their unity and the amount of defense armies on the habitat. Plus lowering the buff from squires.
@Cerms
@Cerms 5 ай бұрын
merry christmas montu :)
@possesedfrisk6341
@possesedfrisk6341 5 ай бұрын
As a casual player that has very little idea of Meta Strategies, I am looking at these cost changes in horror man... and my honest thought is "Those Pro/(insert similar Level of Play here) players have made devs nerf everything again..." Is there a way to stay on older versions of the game?
@kirbcake
@kirbcake 3 ай бұрын
if you're on steam, right click game in library, hit properties, choose rollback version. unfortunately, this means no mods.
@maddorori817
@maddorori817 2 ай бұрын
Actually, if you are playing strictly on singleplayer, you can lower the technology cost modifier while creating a new galaxy, not exactly a perfect solution but close to it :)
@possesedfrisk6341
@possesedfrisk6341 2 ай бұрын
@@maddorori817 I already do Though the tech changes haven't been as bad as this video made it out to be (at least early-game)
@maddorori817
@maddorori817 2 ай бұрын
@@possesedfrisk6341 yes but repeatable techs now feel like they take 10x longer 😩
@possesedfrisk6341
@possesedfrisk6341 2 ай бұрын
@@maddorori817 Me, never having gotten that far: •-•
@thewarpaladinbloodlust298
@thewarpaladinbloodlust298 4 ай бұрын
I'm a console player, and since we just got Toxoids what videos/ time frame of your videos would you recommend watching to see what has changed? I'm trying to get back into the game and wondering how much I need to alter my play style.
@TheLoveday100
@TheLoveday100 5 ай бұрын
I really hated building my destroyer fleet then immediately unlocking cruisers, switch and a year into cruiser production I get battleships. This will make it so ships actually mean something instead of just speedbumps towards Battleships
@StevenKell
@StevenKell 5 ай бұрын
I don’t think there’s any good reason for this rework, it’s just a way to keep our attention until the next DLC comes out.
@sporegnosis
@sporegnosis 5 ай бұрын
This! Expect them to come out and sell you the solution in the DLC as well. I can only see these changes with an upcoming DLC in mind. Otherwise I've rolled back.
@jasonquigley2633
@jasonquigley2633 5 ай бұрын
Disagree. Being able to easily reach repeatable techs by 2250 was ridiculous. It's like being having tanks in 50ad in a game of Civ.
@frostfire8490
@frostfire8490 5 ай бұрын
I wish they decoupled anomaly rewards from research output so that early anomaly could supplement an early research economy
@jasonquigley2633
@jasonquigley2633 5 ай бұрын
I feel like a lot of the issues with cost reduction bonuses would be solved if they were multiplicative instead of additive. So 9 -10% bonuses would give you a -60% build cost, or just over 2 for the price of one, instead of 10 for the price of 1.
@juanchotazo191
@juanchotazo191 5 ай бұрын
they should make semi event without effect that only says something along the lines of you cannot research more without a breakthrough, only because the new players will not really understand at first glace, like the stellaris devs are so focus in the meta game that they forget the high entry barrier for new players like i like this new thing but the only people that i know that plays stellaris are players of the game because a friend or people from discord guide them the first few hour of game.
@juanchotazo191
@juanchotazo191 5 ай бұрын
sorry if i made grammar mistakes english is not my first languaje
@MontuPlays
@MontuPlays 5 ай бұрын
In the end, when you have researched all the tier 1 technologies you are left with ONLY the breakthrough tech, so it can't a really hinder anyone's game in that way!
@MontuPlays
@MontuPlays 5 ай бұрын
In the other hand. The UI is hard to work out for new players and the learning curve is almost impenetrable. I think like 40% of all people that play Stellaris have under 1 hour on Steam
@juanchotazo191
@juanchotazo191 5 ай бұрын
@@MontuPlays 1- thanks you for answer me 2- i guess you are right in the two things you say
@SKB.16
@SKB.16 5 ай бұрын
will we get a smiliar tech tree system like Hearts of Iron 4 i find the url that leads to the wiki a bit aged ?
@grimsprice
@grimsprice 5 ай бұрын
I am genuinely looking forward to being excited that I managed to get cruisers before year 2300.
@iamblight707
@iamblight707 5 ай бұрын
It's absolutely ridiculous. Tech is now irrelevant. Best way to win now is just pumping out alloys and corvettes, no point in trying to out scale your rivals through tech or quality.
@navalhermawan7504
@navalhermawan7504 5 ай бұрын
​@@iamblight707The good news is that it's still in beta, so hopefully it will get rebalanced when the actual update comes out
@Edelweysss
@Edelweysss 5 ай бұрын
​@@iamblight707 They are just not ridiculously power full as now, not to mention that the méta will change and exploit will pop out soon to be able to mitigate those nerf, but at least it wont be as game changer.
@tri99er_
@tri99er_ 5 ай бұрын
​@@Edelweysssbut isn't this a bad way to go about changes? I want them to balance the game, not kill the old meta and leave openings for new exploits to make some other builds overpowered. I hope they tone it down a little. There's no need to hit the tech so much, when it's a generic mechanic for literally every empire. 10x the cost will make the game 10x slower. For example pacifist or diplomatic empires will just sit around, doing absolutely nothing in mid to late game. It's not just about numbers, the game needs to be fun to play. If they want to hit tech rush, they should reduce the empire unique stacking bonuses to tech, not increase the cost tenfold for everybody. In this patch, I can still see, how tech rush would be OP if done right, because everyone will be stuck so far behind. If this goes live, we'll just see some new meta, that would be extremely boring, like corvette rushing and ignoring tech altogether. Cool 👍 Also, on a side note, Mastercrafters become even more meta, if you care about tech, because of increased consumer goods production. This would greatly offset the researcher upkeep increases for normal empires.
@morganmarks451
@morganmarks451 5 ай бұрын
​@@iamblight707I completely disagree that tech is irrelevant. Tech empires will be forced to turtle more, however if my opponent is halfway researched T2, and I have T3 at year 2300, then I'm ahead. It's the first time stellaris has a real "late game matters" mechanic in years
@rael7298
@rael7298 4 ай бұрын
There should be 'Caps' to cost reduction bonus for various things, which would be easier to implement and encourage getting leaders with a vareity of traits (rather than stacking a certain trait)
@martinsimington
@martinsimington 5 ай бұрын
Love ya stuff
@nealm6764
@nealm6764 5 ай бұрын
Montu: "For those of you absolutely besotted with graphs..." Me: "Nerds!"
@phrias
@phrias 5 ай бұрын
About the research, that sound like a really nice thing to me, you'll really have to think about which tech you want to unlock and it will make debris field incredibly valuable. The enigmatic tech ascension is going to become much more powerful. It should also be made that capturing world give research the same way debris does if the empire in question have some building tech you haven't unlocked
@OzixiThrill
@OzixiThrill 4 ай бұрын
See, it would be great... If research had stopped being a random shuffle nonsense they introduced in the beta and replaced it with a sensible research tree. Instead, it's now going to make the garbage random nature of research become glaringly obvious, as now you've hit a major setback if RNG screws you over, rather than a small roadbump.
@joehelland1635
@joehelland1635 5 ай бұрын
Ive always been torn about the 20% fleet cap increase because it just means you get to max fleet cap 20% sooner, and i always hit that anyways.
@jankthunder4012
@jankthunder4012 5 ай бұрын
My favorite thing about paradox games is that you need 200 dollars of dlc for it to be balanced
@CornerOfTheVoid
@CornerOfTheVoid 5 ай бұрын
Honestly, this is one of my main gripes with Stellaris that I hate, the major reworks of certain game aspects. They usually change things for the better but its also annoying having to adopt or relearn major gameplay elements because they rebalance stuff or just rework it entirely. Comparing the game to what we have now versus the game at release, it feels like there haven't really been any clear concrete version for Stellaris over the years and its a bit frustrating but at the same time I am also glad that they have kept improving the game over the years. Its a double-edged sword I guess. I just hope they take what they learned from Stellaris and make Stellaris 2 an even better game when we finally get there whenever that will be.
@hannuruotsalainen9884
@hannuruotsalainen9884 2 ай бұрын
Yeah Thank God I found this video. Im coming back to the game from 8m hiatus and Im like " its 2300 and I only have 1k research? wtf am I doing? " so this is the reason.. yeah I dont feel like an idiot anymore
@bobensteinvania7218
@bobensteinvania7218 5 ай бұрын
I wonder if much like having regular and quick play being an option if they have the updated version but leave the original as a play option for those who don't want the change. It is a big change after all. A really big one it sounds like.
@XiloTheOdd
@XiloTheOdd 5 ай бұрын
im gonna go on a limb and guess this means a focus on a research type meta depending on your empire focus.
@caelestigladii
@caelestigladii 5 ай бұрын
I wouldn't mind the massive tech cost increase if we can have a proper tech tree and choose what tech we want to focus on.
@alphadraconis9898
@alphadraconis9898 5 ай бұрын
Would be worth to add a setup selection to pick precursor race or keep as random for RPers, I know we have a mod for this but just add this into the base game. For that matter why not add the option for more than one precursor’s ruins to be present from the mid game via diplomacy/archeo/subterfuge etc. would need balancing of course but would give more to do for the mid game.
@xeltek7124
@xeltek7124 5 ай бұрын
So as an Super wide player i have normal emp size near 1500-2000 near the year 2300 so i cant research shit now with the penalties from sprawl or waht ?
@resplendentorder8661
@resplendentorder8661 3 ай бұрын
Thanks
@Zefn4r
@Zefn4r 5 ай бұрын
Always a pleasure to see such effort to popularize those concepts, sir ! Keep up the good work !
@therealspeedwagon1451
@therealspeedwagon1451 5 ай бұрын
Now if only they added manpower into the game as I suggested and buffed completely unloved civics like warrior culture and citizen service.
@FirestormHF
@FirestormHF 4 ай бұрын
Coming back to the leader ascension bonuses and honestly psionic only giving a bit of unity is fine considering how fast you can get to it and all the bonuses you get from psionic ascension and the building. No project needed to get those resource bonuses.
@LobusFoE
@LobusFoE 5 ай бұрын
This sounds about as fun as when they took away they different types of FTL travel.
@SeeAndDreamify
@SeeAndDreamify 5 ай бұрын
I think you will still want research speed even if it comes with increased upkeep, don't underestimate a modifier that multiplies with your other modifiers. But yes, planet stability and scientist governors will be much more important for research output than before, assuming that research is still worth doing.
@sigmamaleaffirmationhypnob7340
@sigmamaleaffirmationhypnob7340 5 ай бұрын
Yeah he should really just stick to reading out loud the patch notes instead of making attempts at thinking lol
@SeeAndDreamify
@SeeAndDreamify 5 ай бұрын
@@sigmamaleaffirmationhypnob7340 Hard disagree, the raw data would not be nearly as interesting without putting it into context.
@gallendugall8913
@gallendugall8913 5 ай бұрын
Merry Space Christmas!
@ThePrisoner881
@ThePrisoner881 5 ай бұрын
@MontuPlays what I've wanted for a while is a research system that splits research into "Applied" and "Theoretical" types. Applied research would make your existing tech BETTER. Think of it like lasers getting more range, more damage, faster fire rate, lower ship component cost, lower component energy usage...that sort of thing. In a way, it's like repeatables but confined to specific technologies and thus available much earlier but ONLY for that tech. However, you will reach a point of diminishing returns if you stick too long with the same tech. Very similar to WW2 when propeller airplanes reached their pinnacle and the German's leapt ahead with jet technology. That's where Theoretical research comes in. This is for researching entirely new tech branches, like railguns vs. lasers. It forces a difficult choice: stick with the tried and true and gain a temporary advantage? Or spend heavily on a theoretical tech that could produce a "wunderwaffe" down the road but causing a short-term stagnation with your current tech? I'd also love it if tech advancement could depend heavily on having a "genius" researcher who specializes in something. Think Einstein, Oppenheimer, or Teller. Such a researcher would be almost a necessity for a new theoretical research option to become available.
@waylanddavick9459
@waylanddavick9459 5 ай бұрын
I would love this to be implemented on some level. Great thought. I would like to be rewarded for specializing in specific tech or to have the option of meaningfully specializing in the application of specific tech.
@lordjustinian2913
@lordjustinian2913 5 ай бұрын
I feel like this could make the traits regarding specific tech types really useful because it could basically give you a higher chance of getting a"genius" in that field, like a society genius researcher and it could also make the other fields only have a slight decrease in the chances of getting a "genius" reasearcher, thus allowing roleplay potential to be even bigger. And like being a technocracy could increase the chances for all fields to have a "genius" researcher + the current benefits, because if you are a society that focuses on science, you should gain advantages in those fields to ones that focus on military might.
@xKernel_official
@xKernel_official 5 ай бұрын
if secrets of cyberx will still give you mega engineering research option without breakthrough restrictions and galactic wonders will give their research options without same restrictions, cyberx would become absolutely overpowerd (even more than it is right now)
@magnuskno
@magnuskno 5 ай бұрын
The research time for Secrets of the Cybrex and Megaengineering are insane, though. Secrets of the Cybrex alone took about 150 months to complete and then the research cost for Megaengineering still was 260.000 after getting the second engineering breakthrough technology (which also was incredibly expensive at around 46.000 research). Combined with the lowered researcher output, this actually makes getting the Cybrex pretty bad, since getting Megaengineering early is simply too expensive, because you'll stop all your other engineering research for two decades at least (or three, if you add Secrets of the Cybrex).
@xKernel_official
@xKernel_official 5 ай бұрын
@@magnuskno it will still be much faster than getting it by new research
@magnuskno
@magnuskno 5 ай бұрын
@@xKernel_official That might be, I didn't do a second run without the Cybrex, since the first one was already so frustrating and joyless.
@therealspeedwagon1451
@therealspeedwagon1451 5 ай бұрын
They really should buff space borne research deposits too. Research deposits have remained entirely unchanged since the very very beginning of the game. Meaning you could be paying one energy credit for only 2 extra engineering points. Back in the ancient days of 1.0 where researchers didn’t produce much research to begin with this was amazing, but now this is just very outdated and not worth it. Honestly you probably shouldn’t even build research stations until you have economy rolling.
@lostbutfreesoul
@lostbutfreesoul 5 ай бұрын
Agreed, those get built last for a reason....
@et2693
@et2693 4 ай бұрын
I actually like the quick techspeeds. I've actually been setting mid and endgame earlier so games can go by quicker.
@102728
@102728 5 ай бұрын
Expecting the new formula for base tech cost to be toned down a bit. I'd guess by going instead of (2^n + 3^n) something like (2^(n+1) + 3^(n-1)) or maybe even more terms to reduce the cost increase in lower tiers but bring it up to roughly the new cost for t5 like (2^(n+1) - 3^(n-1) + 4^(n-1)). To be honest though, they could just hand pick the base values instead of running a calculation
@smoore6461
@smoore6461 5 ай бұрын
I do wish they would have done all this via difficulty slider settings. What i feel the Devs are doing is fundementally changing the gameplay loop of a single player game (well for the majority of us) and forcing a gameplay style they feel people should enjoy. Im not sure why this had been the overall direction of the game as of late and it would have made a lot more sense to maje these changes via the difficulty slider for people to make their own choice.
@_zkv_5503
@_zkv_5503 5 ай бұрын
Aren’t they doing that a bit with the tech/tradition cost slider?
@smoore6461
@smoore6461 5 ай бұрын
@@_zkv_5503 not sure, I didn't really hear montu talk about what the tech cost slider does anymore.
@andrefasching1332
@andrefasching1332 5 ай бұрын
I dont understand what this has to do with stellaris being mostly played in singleplayer research was boring and beside a few specific techs none would greatly concern you. Now we got a System that allows for a more target orientated approach to research
@_zkv_5503
@_zkv_5503 5 ай бұрын
@@smoore6461 9:06
@edwing72
@edwing72 5 ай бұрын
@@andrefasching1332 Research? Why would I research anything when I can spam alloys and conquer the galaxy before the Ai manages to unlock planetary unification?
@timkarsten8610
@timkarsten8610 5 ай бұрын
Great content. Seems to shape things up quite a bit!
@DragonKingSkye
@DragonKingSkye 5 ай бұрын
Oh great, alloy rushing, which is already the best strat, got even better. Nice
@TheDumial
@TheDumial 5 ай бұрын
Grateful for this video, i was expecting this for a long time 🙏
@pieterfaes6263
@pieterfaes6263 5 ай бұрын
16:40 So THAT'S why my fanatic purifier neighbour had 40 ships before year 5 when they invaded me, but I could crush them when met at year 35. That's kind of a stupidly high modifier. I worry if some of these rebalancing changes could ratchet the higher difficulties to nigh unbeatable. Personally, I would argue for ship build cost being affected by comparative tech level and scale produced, and keep flat base bonuses besides those to an absolute minimum (-10% to -20% tops). If you are lagging behind and thus your hulls/weapons are commonplace in the galaxy, they should not be that expensive. But if you produce cutting edge weapons, it should have a bit of a premium (at least initially).However, you'd have to rebalance the power of weapons accordingly to that philosophy when implemented, having bigger power gaps between them. I'd argue for a scale cost reduction bonus as well; if you order 40 of the same ship at the Fleet Manager, you should get a (small) discount compared to buying singular ships at each time. Also no full refunds when canceling a ship being built, that just allows for the mechanic to being exploited. Also, I think breakthrough techs should give a small researcher output bonus, if anything to make you research earlier tier techs just a bit more quickly. It should give you a little bit of a reward just to put in that effort first, not? Tech Ascendancy could also be made valuable again by e.g. halving the cost of breakthrough techs.
@RKGrizz
@RKGrizz 5 ай бұрын
I have really enjoyed thee idea of this beta just not the mid/late game execution. Scale back the insane curve and upkeep costs, and unnerf the Toxic God origin.
@casartherandom3010
@casartherandom3010 5 ай бұрын
I feel like it's a good idea, but has gone too far. Like i appreciate the need for there to be a reduction in tech power, but it feels like it'll hurt more for it. Maybe reducing the pure amount of nerf is needed?
@DrRipper19
@DrRipper19 4 ай бұрын
Finally! Proper tech osmosis.
@xenazaizm
@xenazaizm 5 ай бұрын
Could be a good time to make spying good Stellaris!
@johnclark3531
@johnclark3531 5 ай бұрын
Making a well fought tech edge worth using. Yes, more of this with balancing.
@Byssbod
@Byssbod 4 ай бұрын
The issue is it isn't worth anything. In beta it takes too long for the tech advantage to be meaningful and so you get overrun by anyone focusing on the military.
@lakdav
@lakdav 5 ай бұрын
+x% Research coming with +x% Researcher upkeep along with Research cost being more affected by empire size is harsh. To afford the researcher upkeep you need more infrastructure which needs more resources, more pops, more districts, which pump up the empire size, so you need more research... I'm not sure it is even worth it. A boon for tall/minimal size empires maybe?
@Sanvone
@Sanvone 5 ай бұрын
But you also need less farmers, less city districts and less consumer goods per population size as each of your researcher has higher throughput. Workers sadly still retain their passive output technologies, so you mostly will need more consumer goods producers. Slower technologies also affect habitability meaning less population. It will change workforce piramid for sure but with many less visible ways. Overall point of that beta is to nerf technology and it even makes other sources of tech (jobs other than researcher; space deposits) more valuable. We were in kind off red zone already with even not tech rushing empires hiting repeatables by 2300 with all that power creep.
@lakdav
@lakdav 5 ай бұрын
@@Sanvone I agree that the tech powercreep had gotten out of hand long ago, and with 1 half playthrough in the Beta, I can say I like the direction it is going. Research deposits in space, caravaneer ship dumps and salvage/reverse-engineering got a lot more valuable and I appreciate it. But the thing is, with empire size hindering science this much (which imo doesn't make much sense narratively unlike it hindering unity) all the resources you put into making science of your own will just about serve to keep up with your empire size. With science output boosts coming with extra science cost, that stagnation is reinforced, or even worsened. And research and unity output should not be about stagnation. Besides if we don't get into repeatables before 2500, much of the game will rely on strictly *more* ships and more pops and more everything, not stronger ones. And 'more' adds more to game lag than 'better'.
@Sanvone
@Sanvone 5 ай бұрын
​@@lakdav We will have to disagree on that.
@LtShadowKitsune
@LtShadowKitsune 5 ай бұрын
Part of the issue is that we probably had too many techs to begin with and some DLCs have only added more techs. Seems like the solution to some of this is culling, moving techs to other trees, where it might make sense, combing some techs into the same research option and giving some stuff ways to guarantee they get the techs they need. A good example of something that needs that last fix, Life Seeded origin, it needs a way to get being able to terraforming worlds into Gaia worlds without burning a civic slot on idyllic bloom or lucking into Baol. Just get a species or genemode your species shouldn't be the only solutions. I'm really hoping this beta makes them take another look at the techs though because it's really showing how bloated each one has become in some ways. Heck, I see it as a good opportunity to maybe just cull some or all the techs that just increase pop growth and pop assembly. Sure they make you more powerful, but I'd argue they don't really do it in an interesting way and it just makes the end game lag worse. The game seems to run better and I suspect some of that does come down to delaying when empires can increase the rate their pops grow via technology. The other issue is that they need to take a look at warfare. I'm very much in the camp that doesn't like how conquest is one and done, so you get to quickly turn around new gains into optimally productive colonies and systems. I don't think it should be viable to rush down an empire, take over their world and have them serve you until the end of the game (or they get conquered, blown up and/or eaten by someone else). Also there is the whole issue of how you can get unwinnable wars because someone started a separate war from you against the same empire. Finally, not a big fan on how the primary benefactors of a war are the main defender and the main attacker, unless one of the secondary people have a bunch of claims on some one and can make good on getting them. It's just bad design and gets annoying when someone attacks an ally that sets the war goal, while you get to spend resources on a war that might have nothing really to offer you (you might not always want more systems bumping up your sprawl and might not have a way to get pops out of the deal). Anyways, the issue with go alloy monke, is less to do with tech and more to do with conquest being nonsensically easy and nonsensically rewarding.
@lordjustinian2913
@lordjustinian2913 5 ай бұрын
This is why I think potentially it might be a good idea to create roleplay technologies(what I mean by this is not technologies that are only for roleplaying) but rather specific technologies that can be unlocked more quickly or unique technologies to civics, ascension path traditions and origins and sometimes even combine two for ultra unique techs. Like it would allow for all empires to feel incredibly different in terms of playstyle. I think unique technology would have to be a very small increase to abilities or tech as gamebreaking techs would basically be against the point but being able to terraform tomb worlds early on as a Post Apocalyptic and environmentalist empire would give you a reason to pick those civics and origin to create a unique playstyle. The Relentless Industrialists and Materialists could increase robot output on Any planets, thus making you want to play as the civic or origin or ethic you have picked instead of making every empire feel similar with slightly different tech paths. Like I could imagine a Pacifist empire has a really low chance of rolling weapon techs but in return you get techs that benefit your empire sprawl or happiness or stability.
@charlieblocher7456
@charlieblocher7456 5 ай бұрын
It seems like they're going really heavy on the debuffs to tech. Hopefully it'll mellow out during the beta.
@corvo564
@corvo564 5 ай бұрын
Hey Montu! Is it safe to buy First Contact DLC now? I am on a really tight budget and would like to know if they have ever updated it since the launch of the DLC. Your insight will help me very much. Keep up the awesome work!
@MontuPlays
@MontuPlays 5 ай бұрын
What issues did you have with it at launch? What didn't you like?
@corvo564
@corvo564 5 ай бұрын
@@MontuPlays I watched your video on that topic and it's thumbnail says "probably not". Your views on this DLC are similar to mine. So what I am asking is did they update the DLC since the launch to the point that now you can safely say "you should probably buy this DLC". TL;DR is it worth buying now, in contrast to it's launch state? Thank you for your answers by the way 💙
@CptProtonicus
@CptProtonicus 5 ай бұрын
If the goal is to make it take longer to get to repeatables, they could also add in more techs. Why only 5 tiers instead of 8 or 10? More techs gives flexibility to make them less individually impactful so it has potential to balance better too: Right now the first 20% boost you get to things is huge, but if it were 10% in 2 techs it could smooth out the tech tree.
@cbh123456789
@cbh123456789 5 ай бұрын
Im wondering what people's thoughts are on bioships. Like most hive minds in movies tend to have ships make from biomass and less made of metal. Im wondering how people feel about something like that and how that would be balanced.
@Rurumeto
@Rurumeto 5 ай бұрын
*headcanons catalytic processing*
@MarlKitsune
@MarlKitsune 5 ай бұрын
Rollback gang continues to be justified.
@hiroshi248
@hiroshi248 5 ай бұрын
for a player that always played in x5 tech/tradition as myself, that sounds great! :D
@kevinhowe543
@kevinhowe543 5 ай бұрын
Honestly, my favorite changes are the separate sliders for tech and tradition costs.
@Xaphnir
@Xaphnir 5 ай бұрын
That's something that's very welcome. Hopefully that's something they just straight up put in 3.11, instead of keeping it in a parallel development track.
@ReinKarstein
@ReinKarstein 5 ай бұрын
Tierlist of tech soon please ? :)
@vi6ddarkking
@vi6ddarkking 5 ай бұрын
Let's face it when it comes to balancing the first tool is always the hammer, not the scalp.
@lostbutfreesoul
@lostbutfreesoul 5 ай бұрын
I think I know what I would like: An insane bramble of a Tech Tree...! There is a game out there called Path of Exile, I have not touched it in ages but I will point to the mess of a skill tree as an example of this concept. Lot of branching pathways to create what looks line an insane web, with nodes of choices clustered together by groupings. While going down a single path, taking the time to unlock the side nodes, will leads to a nice synergy... the more interesting combo's require you to expand down different branches of that web. The only way to do that, with the limited resources you have, is by skipping those side nodes. In some places the nodes touch different branches, and can even act as a branch that becomes a form of 'multi-class.' Now imagine some of the paths can only be unlocked with in game choices, and we are getting close to what is going through my brain. Example of those would be nodes that need story-lines to unlock, others behind traditions, leviathan parts, and even a few really powerful ones need ascensions. Unique weapon unlocks, buildings or even specialized ships designs can be hidden in those clusters, while others are just tucked away towards the outer-edges of the web. Depending what path you take, that is what technology you end up using. The end result I desire: I want, at end game, for each empire to be vastly different to each other in as many ways as possible.
@Citadel97501
@Citadel97501 5 ай бұрын
Isn't this going to reduce tech focus, IE If you want to play a missile based empire your still going to balance out to other tech just due to the research costs? However, it might be even better for archaeology or artifact tech? Since that stuff is strong but got overshadowed by the higher tier stuff?
@OnlineKenji
@OnlineKenji 5 ай бұрын
I like the idea of curbing the instant repeatables , but not feeling the hit from all sides though. I don’t mind still using corvettes at year 30, but this sounds like we’ll still be there at year 75 😢
@TehKang
@TehKang 5 ай бұрын
Stellaris has always kind of felt backward to me with how you get punished tech wise for going wide. You would think you'd get MORE research done with more scientists. I think the empire types should be inversed. Wide empires should research faster due to having more scientist but should take massive unity hits since it's much harder to keep a giant, sprawling empire unified and together. On the flip side tall empires should take a research hit since you have far less scientists to work on burning through tech but you are swimming in cheap unity because you are such a small, close knit empire. I think it would make it interesting. It would also force a rework of ascension picks and the tradition trees so the tall empires get power swings from being highly unified but a little technologically backward while wide empires leapfrog technologies but have a very hard time doing anything with traditions due to trying to wrangle their massive, unruly empire.
@user-vg9dl2hp6i
@user-vg9dl2hp6i 5 ай бұрын
I agree 100%. Historically speaking, big empires created opportunities for more resources from all over their empire to be used by more people for bigger things.
@Gary_The_Man76
@Gary_The_Man76 3 ай бұрын
No lol
@gaboratoria
@gaboratoria 4 ай бұрын
I’m happy as long as we don’t end up having to do bonkers amounts of repeatables
@QuestionableObject
@QuestionableObject 5 ай бұрын
I think this is a great direction, instead of just piledriving your way through all the core techs to get all the best stuff as fast as possible it incentivizes you to get all the things that would be useful to you in your current tech tier before investing the time to unlock the next tier, when before you would blast your way down to the end getting the highest tier research and ship sizes and so-on and THEN go back and get all the little nice things before just doing repeatables. You can still be way ahead in tech but its not as easy and requires actual investment and sacrifice.
@diogocastro9128
@diogocastro9128 5 ай бұрын
Personally i love the chances in research and Fleet makes 3 things happen 1° choke points are hard to pass in early game making defence in early and mid game a lot more skilfull to counter the defenses because lower Fleet power 2° Makes research worlds better because less upkeep and making a pop getting happier is better vs adding more pops 3° A lot more power play in spy's networks, other civics, mega structures (science nexos) and traditions that make your pops more efficient (happier/edits/stability) vs straightforward reduction in research speed to hit repeated tech
@PerfectAlibi1
@PerfectAlibi1 5 ай бұрын
I do believe being able to get massive ship build cost reductions is good. But getting to them should force you to neglect other area's of your empire. You basically become hyper specialised for that one thing.
@caelestigladii
@caelestigladii 5 ай бұрын
I like the idea of an empire that sells ships to other empires. Other empires basically have the ability to build their ships at your "for foreign use " shipyards at reduced cost for them and giving you a portion of the cost as income. Or a mercenary enclave empire. You build fleets, others can rent it. You don't pay upkeep while the fleets are leased, and you have option to recall your fleets. Fleet/command caps still apply. Your income will literally be dependent on others hiring your fleets.
@matielholloway
@matielholloway 5 ай бұрын
I would like to see more scaling with weapons. Such as Tier 3 weapons do double the damage as Tier 2. Tier 3 armor/shields have double the hit points as Tier 2. Also, I want ships to be more expensive and take longer. The loss of 40+ battleships needs to be something that hurts. A 350k fallen empire fleet should be something that you have at the end of a game, not at year 50 if you are a min/max player.
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