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Greetings Earthlings!

Today’s dev diary is an important one, because it deals with something that makes Stellaris stand out, something that really defines the early stages of the game: the Science Ships. These bad boys are necessary to survey unknown planets and other objects in space, finding out which resources they contain and making sure habitable planets are actually safe to colonize. Although a Science Ship can operate without a Scientist character as captain, it is strongly discouraged because skilled Scientists are required to research many of the strange anomalies you will find out there...

stellaris_dev_diary_07_01_20151102_survey.jpg


I like to compare these intrepid explorer-scientists with the questing heroes you might see in an RPG. They fly around the galaxy exploring, having little adventures, gaining experience and perhaps picking up some new personality traits. The galaxy is, after all, ancient and full of wonders. The way this works in the game is that when a Science Ship completes a survey, it might uncover an Anomaly of some sort. Each Anomaly has a difficulty level, so you often want to delay researching some of them until you have a Scientist with a high enough skill. Researching an Anomaly takes time and may result in success, failure, or, sometimes, catastrophic failure… For example, if the Anomaly consists of some strange caves on an asteroid, the Scientist could find out their origins and learn something of value, come to a wrong conclusion (the Anomaly would then disappear forever), or accidentally trigger a fatal explosion which might knock the asteroid out of orbit and put it on a trajectory towards an inhabited planet.

stellaris_dev_diary_07_02_20151102_anomaly.jpg


Anomalies are thus quite like little quests, and usually require some player choices (exactly like the “events” you’ve seen in our other games.) Some options are only available under certain conditions. For example, a special option might require that the Scientist or empire ruler has a specific personality trait.

The biggest challenge we face when writing these Anomaly events is to provide enough variation that players keep getting surprised even after several complete playthroughs. Therefore, we work with rare branches and having multiple start and end points, so that you might initially think you’ve seen the Anomaly before, only to find that this time it plays out differently...

There are other important tasks for Science Ships as well; they are required for many special research projects and for analyzing the debris left behind after a battle, perhaps managing to reverse engineer some nifty technologies (the subject of a future dev diary…)

That’s all for now folks! Next week Henrik "GooseCreature" Eklund will talk about the “Situation Log” and special research projects.
 
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@Wing_008 @Sindai I noticed that too. After seeing these screenshots, I don't think I'll be able to play other space 4X game simply because the planets in Stellaris look so beautiful.
 
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I wanted to come out of lurking to say Stellaris looks great, keep up the great work Paradox!

I am wondering what happens when you change your scientists. Does your research vessel have to go back to one of your worlds or can you instantly switch them out wherever the vessel is? Is there a timer of some sort?

I can see how the latter could be very advantageous to the player;
- You could remove your top scientist from the vessel if it comes under attack from an enemy fleet.
- If you discover an anomaly that requires a high level scientist on the other side of the galaxy you could simply switch one.
- etc..

The former feels like it offers much more depth and consequence to the game. It would require you to plan out research routes with your best scientists, perhaps even do a mass survey before you commit your top level to cruising around certain sectors and wasting valuable time.
Safeguarding your top levels would also be paramount since you couldn't instantly transit them out of a dangerous area.

These things would force players to think ahead and plan as well as giving them more responsibility for their missions and overall success of the game, allowing the players skill level to more greatly determine their overall success and failure.

Just my two cents ;)
 
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Nice DD! I've been waiting to hear more about how these scientist work.
 
Having seriously mixed feelings about this one. On the one hand, I love exploration and discovery, and this fits right in with that. It will be a treat, especially the first four or five plays, to go out and find all these weird things and see what they can do.

On the other hand, I'm getting flashes of Civilization's goodie huts here, and I've always found those to be horribly disruptive to the early-game (due to how much of a boon or how awful of a penalty you can wind up getting from them, depending on the title). And the straight-up chance of success / failure mechanic is surprisingly boring; it's mostly just going to provoke a whole lot more save-scumming as I really detest gambling decisions in strategy games.

For something advertised as having "quest"-like properties I really would have rather seen something that actually worked like a quest, such as what Stardock has been doing with its fantasy 4X games for the past few years. For instance, upon scanning the anomaly, you realize you can gain X if you do Y or spend Z. Then you can determine if investing the resources (including time) is worth it for the benefit (or if you're even capable of doing it yet). Now it's a strategic decision instead of rolling dice, and saving and loading won't help you bypass the gating mechanism.

This is the first thing I've seen that's given me pause, though, so it's not derailing the hype train or anything. This is still my most anticipated game of early next year!
 
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Is survey gonna be an ability assigned to a class of starship via a module? We still kind of don't know how ship designer will work, if there is any. In Galactic Civilizations 2, it's possible to have a frigate that have both attack and survey abilities (think Star Trek's Enterprise). Of course, it still helps to have specialized science vessel.
 
This sounds like we will be able to "speed up" research (at a risk) by using low level scientists to excavate high level artifacts early on?
 
"accidentally trigger a fatal explosion which might knock the asteroid out of orbit and put it on a trajectory towards an inhabited planet"
Every time science ships/reserch have been mentioned this seems to be mentioned as well (care to variate? This is the most stated event of the game). I don't min there being catasrophical results of reserch missions but this one feels rather... artificial. I have hard to imagine how a reserch mission would "accidentally trigger a fatal explosion", especially on the magnitude to displace an entire astroid orbit, and especiall that of all places that asteroid would end up going it would be to one of our planets.

Maybe the researcher finds an ancient control panel for an automated, population seeking planet killer created by a xenophobic race and accidentally activates the target seeking and engagement protocols. (And the explosion is just the thrusters firing.)
 
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Each Anomaly has a difficulty level, so you often want to delay researching some of them until you have a Scientist with a high enough skill.

This and the Leave be for Now button suggests you can immerse yourself in space exploration without being in too much of a rush. In other space games I've played its a race to colonise as fast as possible before the AI opponents take everything. Does Stellaris have a fairly relaxed pace to the exploration stage of the game? Or is it a race to beat your opponents to all the colonisable worlds?
 
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Or is it a race to beat your opponents to all the colonisable worlds?

I think that you can only colonise a limited number of planet, at least at the start of the game.

If you look at the top of this picture, you can see a green world with a "1/4". So maybe this is the limit of planet that you can have under your control.
index.php
 
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Would we be able to build a science cruiser with some weapon and armor? In distant world my survey ship suffers a high loss rate as they are very disposable and become useless in later game, but in stellaris science ships are too important to lost so they either need escort or weapon. Standard warship may not suit science ship's working condition (mission time, fuel consume, speed, etc).
 
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Captain Kirk confirmed :)

Really nice that option to terraform a barren world.

No, the scientist is not trying to mate with the anomalies!

Captain Janeway Confirmed!

star_trek___voyager_by_overseer-d3dzk1c.jpg
 
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No, the scientist is not trying to mate with the anomalies!

Well that captain certainly is not doing their job right.


Captain Janeway Confirmed!

Ah so our science ships will be standard light years away from home because they don't know what a timed detonation is? :p
 
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No, the scientist is not trying to mate with the anomalies!

Captain Janeway Confirmed!

star_trek___voyager_by_overseer-d3dzk1c.jpg
They're going to be reaserching anomalies not playing around on the holodeck. Captain Picard confirmed.
 
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The optimal one will probably only be unlocked to those with the right set of ethics or skill.


DD's have already stated that there will be some randomization to this mechanic, such that there is no real "optimum" path, only variations based on Scientist/Empire traits.
(Read: Added replay-ability)
 
Based on things said in earlier dev diaries and in the reviews, there are definitely more events then just the science related ones.
I was also under that impression but the wording of that statement would seem to indicate otherwise.