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Hi all, Jamor here. I'm filling in for Wiz this week, as I want my Game Director to focus on post-launch support for Cherryh, our biggest update yet.

Today's dev diary is about 2.0.2_beta: the new build available as an optional beta for Steam users right now (note for Paradoxplaza Launcher users: we're using Steam as our beta testing platform at this time, if you want to try it out please use the Steam key that came with your Plaza purchase).

When we made 2.0, we knew that the scale of changes would be huge, and therefore I budgeted a larger than normal amount of dev time for post-launch support. The objective is to absorb and process player feedback, and perform bug fixes as well as balance tweaks and general improvements. There are almost as many unique play styles as there are Stellaris players out there, and our objective is to hit a good balance point for the maximum number, which you can then further tweak to your own preferences with the new game customization options.

2.0.2 is planned to be a "rolling beta", meaning we will continue to update it at intervals when we have new tweaks/fixes that we want to push to you. Your feedback on it will be crucial for determining the content of the final, official version, so please continue to play and tell us how it goes.

We especially want to make sure we get War Exhaustion/Status Quo Peace right, so that it produces believable and satisfying war results for the greatest number of people. As such, the initial changes in this patch are experimental and we'll continue to iterate on them throughout the test period. Please don't hesitate to give us your constructive feedback.

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######################### VERSION 2.0.2 ###########################
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# Feature
###################
* You are no longer forced to make peace at 100% war exhaustion, instead your Influence and Unity monthly gains are reduced to 0 and a happiness penalty is applied to all Pops until you make peace
* Occupation no longer contributes to War Exhaustion, but instead is displayed as a separate factor in war overview, to make it clearer what you need to do in order to enforce demands
* War Overview no longer attempts to calculate a winner in battles, but simply displays war exhaustion gained by each side
* Marauder raiding fleets are now neutral to everyone except their intended target so they won't wreck everything in their path when they go a-viking
* Fixed Gestalt Consciousness empires using Trading Hub starbase module and Offworld Trading Company starbase building, they now use Resource Reprocessor and External Acquisitions Area (name/flavor difference only)
* It is now possible to test-fire a World Cracker on habitable (but uninhabited) planets in your space
* Added tier 5 Dark Matter thrusters that can only be gained by scavenging Fallen Empire ships
* Transcendent Learning ascension perk has been added to the game, and it increases leader level cap and empire leader cap
* Megastructure resources are now affected by country modifiers
* Ship sizes now have a default combat behavior and will prefer computers of that type if auto-generated (Picket for Destroyers, etc)
* Added some more logic for making sure ship auto-complete doesn't switch your desired combat role
* Space stations now use the country_mult modifier instead of the tile_mult modifier and no longer get the tile_add modifier
* When a new ruler is elected, the previous ruler that was voted out of office (if alive) will now attempt to take over the job that was opened up by the newly elected ruler, assuming the leader class matches. Back to the mines, Mr. Ex-President.

###################
# Balance
###################
* Reduced War Exhaustion per ship and army killed
* Militarist ethics now gain -10%/-20% war exhaustion gain instead of army damage bonus
* Technologies that reduce claim cost now also decrease war exhaustion gain
* You now get war exhaustion a bit slower while fighting a Liberation War
* Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance
* Base unity income increased from 1 to 2
* Base tradition cost increased from 56 to 100 (does not affect the cost increase from number of traditions)
* Tradition unity cost per system reduced from 2% to 1%
* Corvette/Destroyer/Cruiser/Battleship build speed techs now also reduce build cost of that ship type by 5%
* Habitats now have their own fortress building (Security Zone) that is effective at unrest reduction but provides only a few defense armies and no FTL inhibitor or bombardment protection
* It is now possible to mod away serviles & pre-sapient traits if you have completed biological ascension
* Egalitarian ethics effect on faction influence increased from +15%/30% to +25%/50%
* Corvette Focus trait now requires Destroyers tech (as it's hardly a 'focus' if it's the only ship type possible)
* Scout admiral trait reduced from 20% to 10% speed (so Gale-Speed is faster)
* Admiral now always dies when last ship in fleet is destroyed and there are no disengaged ships to move to
* Drone Mining Lasers are now a bit worse against hull and a bit better against shields
* Broken and shattered planets spawned on galaxy generation can now have deposits
* Thrusters now cost different amounts of minerals and give different amounts of evasion based on which ship size they are for (corvette thrusters are cheaper and add more evasion, etc)
* Reduced cost of hiring Marauder leaders to 2000 energy
* Having an enclave in your border now gives +1 opinion per year instead of +1 opinion per month, as the latter made all other opinion boosts rather meaningless
* Increased opinion bonuses for ally of ally and mutual rivals
* Increased opinion penalties of allying rivals
* Tributary wargoal is now a bit easier to enforce
* Combat computers now give evasion_mult instead of evasion_add
* Asteroid Sighted can no longer pop after the first 50 years, to avoid it happening in large sprawling empires with limited time to respond
* First pirate event now tells you the system where they are based
* Increased time limits of all Special Projects requiring a ship in orbit (new minimum is 3 years)
* Federation fleet is now limited to an absolute max naval capacity of 500
* It is now possible to get the gateway activation tech if you know any other empire that has the technology
* When a Federation enforces ideology on an empire, that empire now gets opinion boosts with the entire federation

# Civics
* Citizen Service civic now also increases unity output from fortress and strongholds by 1
* Aristocratic Elite civic now gives +2 leader cap and +2 governor max level instead of +4 leader cap and -50% leader recruitment cost
* Distinguished Admiralty civic increases leader cap by +2
* Driven Assimilators now have the 'Assimilate' total war CB
* Purifier and anti-Purifier CBs no longer require neighboring status (was confusing and unintuitive to players)
* Nationalistic Zeal civic now gives -10% war exhaustion gain instead of +1 rivalries
* Free Haven now gives xeno migration attraction instead of migration attraction

# Traditions
* Expansion adoption effect now gives +50% colony development speed (down from +100%)
* Galactic Ambition expansion tradition now gives -20% starbase upkeep instead of +2 starbase capacity

# Ascension Perks
* Shared Destiny effect on integration cost reduction changed from -50% to -75%
* Nihilistic Acquisition can now be taken by purifier-style empires

# Edicts
* Drone Campaign food cost increased from 100 to 500
* Learning Campaign food cost increased from 50 to 500
* War Drone Campaign food cost increased from 50 to 500
* Patrol Drones planetary edict is now available to all Gestalt Consciousness-empires

###################
# UI
###################
* Added building descriptions to traditions that unlock buildings
* Starbase upgrade cost and Module/Building building cost now properly show modifiers affecting them
* Renamed Growth Speed to Pop Growth Speed to be clearer
* Added the correct icons for megastructures and starbases in the control-groups UI
* Contacts view has been improved
* Government view now displays ruler & heir skill stars
* Heir tooltip no longer displays skill effects (as heir has no skill effects until they become ruler)
* Clicking your ruler or heir name in Government View will now allow you to change their name and/or title
* Galaxy resources now show the amount actually collected, and the tooltips give you the list of applied modifiers
* Resource modifier no longer show decimal values
* Removed pointless decimals for starbase caps, planet caps, naval command cap, and naval capacity
* Added the country resources add and multipliers modifiers to the budget tab
* Improved how the speed modifiers are shown in the starbase upgrade time tooltip
* Added a more clear warning that deleting templates will also disband ships
* Fixed several instances of a Status Quo peace being called a White Peace in peace messages
* Alert for High War Exhaustion is now more helpful
* Traits that are already present in species can now always be re-added while in process of modifying template
* Aura tooltip now differentiates between system-wide friendly auras and fleet-only friendly auras
* Changed the current value of template designs in fleet manager to show the current amount of ships including ones that only are scheduled for retrofit

###################
# AI
###################
* AI now activates some of its anti-crisis logic when under threat from a mid-game crisis like the Great Khan
* AI no longer picks shared destiny unless it has at least one vassal
* Added separate definitions for mid-game and end-game crisis factions, with slightly different AI logic to respond to them
* Fixed another cause of AI endlessly inviting player to the same war

###################
# Modding
###################
* Added a country modifier for war exhaustion gain (when multiple countries are involved on the same side in a war, the averaged modifier of all of them is used)
* add_threat effect now once again takes country scope (generates threat scaled towards whole target empire)

###################
# Bugfix
###################
* Fixed system/colony tradition costs being multiplied on each other instead of additive
* Fixed additional potential out of sync issues in multiplayer
* Afterburners can no longer be installed on defense platforms, as lovely as it was to uselessly vent fuel in to space as a gesture of contempt to environmentalists
* Deep Space Black Site now requires you to own a planet in the system, instead of erroneously using the same trigger as trading hub
* All Satrapies are now properly liberated when the Horde fractures into the Diadochi
* Fixed bug where the planet class transition effect started too late
* Fixed adopting the Domination tradition tree not unlocking certain diplomatic actions for eligible Machine Empires
* Fixed auto-exploring science ships doubling up (exploring the same system simultaneously)
* Fixed a CTD. Could sometimes try to merge invalid fleets.
* No longer possible to hold Casus Belli on non-empire factions such as Crises and Marauders
* Galactic core visibility is now lifted when you explore all systems adjacent to it, instead of just one
* Fixed empires not being able to see primitives in other empires' space due to lack of comms spread
* Ships merging in to fleets directly from stations now behave properly
* Fixed scientists not dying when their science ship was destroyed in battle
* Fixed raiding stance not having bombardment graphics on planet being raided
* Fixed tooltips for status column in contacts view to reflect accurately what they represent
* Fixed raiding not always abducting pops when it should, due to bad habitability calculation
* Fixed raiding stance not having the correct pop limit (would abduct at >6 instead of >4 pops)
* Fix a freeze when trying to upgrade technologies more than their max levels
* Fixed Determined Exterminators starting with a farm building
* Construction is now paused for starbases in combat
* Fixed force ethics not correctly calculating a government for the defeated empire's new ethics
* Enigmatic fortress now properly disables even after saving and loading the game (status was not properly saved)
* Iron Fist governor trait is no longer available for Hive Minds, making it disabled for all types of Gestalt Consciousness-empires
* Fixed being unable to land armies on a colony seized by Mutants
* Fix bug where queued items wasn't moved to the new fleet design when a design upgrade becomes available
* Fixed Slaving Despots being far too common an AI personality because of wrongly scripted weights
* Disables the bypass cache when calculating the distance to capital modifier, hopefully solving an OOS issue
* Fixed a crash when quitting to the main menu in the middle of a war
* It should no longer be possible to try to spawn a star system with an invalid star class
* Fix crash when comparing the relative power of a country that has no power
* Prevented fake country from trying to initialize a technology module it does not have for some reason
* UNE now uses correct name list when spawned in Commonwealth games
* Fixed revolting slaves greedily snatching the capital planet when they're not supposed to
* No longer possible to force ideology on Fallen Empires
* Fixed Omega Theory tech sometimes not appearing at the end of the Horizon Signal chain
* Fixed an event-spawned science ship not getting a hyperdrive
* Fixed planet unrest modifiers not being properly recalculated
* Fixed Ascension Theory tech not being available to players who do not own Apocalypse

PLEASE NOTE: THIS IS AN OPT-IN PATCH. YOU HAVE TO CHOOSE TO JOIN IN ORDER TO TEST THE NEW VERSION.

Here's how to opt in:


Right click on Stellaris in your Steam library -> select Properties -> go to the Betas tab -> select "2.0.2_beta"

I'll of course ping this thread and let you know when an updated version of the beta goes out. Thank you all for your support, we think it's really great that we get to work with our fan community to constantly improve the game together.

Make sure to check out next week's Dev Diary for a first look at our development priorities going forward in the...wait for it...POST-APOCALYPSE.

(I've been waiting so long to say that)

Have fun everyone!
 
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Please post videos and screenshots of someone confirming the upkeep reduction issue, I would love to see it.

Regardless, my point is that Paradox lied about the AI not getting free resources, then tried to cover it up when they were doing it, and are now refusing to address the issue in any way.
Technically, they didn't lie about how many resources they get, they just didn't disclose the fact that everything is half price for the AI.
 
This is an odd one...

Three resource nodes in one.

upload_2018-3-1_21-17-24.png
 
Technically, they didn't lie about how many resources they get, they just didn't disclose the fact that everything is half price for the AI.

Can you please explain the functional difference between getting cheaper upkeep than the player and getting free resources? It seems to me like getting a discount on Upkeep that the player can never get is exactly the same thing as free resources. Not really a matter of opinion.
 
Can you please explain the functional difference between getting cheaper upkeep than the player and getting free resources? It seems to me like getting a discount on Upkeep that the player can never get is exactly the same thing as free resources. Not really a matter of opinion.
An AI Empire can effectively double their output with the system like this.

However, when/if the AI runs out of resources, they still (presumably) get the same detriments the player does.

Is it fair? No, not really. Does it keep the AI from nosediving it's economy into the ground with a battleship with only energy siphons, yes it does.

Remember, the AI in basically every strategy game cheats in one way or another.
 
If the devs want to keep the energy maintenance for outposts, they could give them a single slot with the option of energy production to offset the maintenance or a weapon for a little bit more defense or slightly improved jump times. Solar panels could make a comeback.
 
An AI Empire can effectively double their output with the system like this.

However, when/if the AI runs out of resources, they still (presumably) get the same detriments the player does.

Is it fair? No, not really. Does it keep the AI from nosediving it's economy into the ground with a battleship with only energy siphons, yes it does.

Remember, the AI in basically every strategy game cheats in one way or another.

I'm really sorry but it doesn't seem like you understood what I said.

Can you explain what about the function of getting reduced upkeep makes it different than free resources?

For example the functional difference between a group room and a private message, for example, is simply the number of people who can read it. Functionally they are the exact same thing: places for people to put text directed at other people.

From my perspective, giving the AI free resources is giving the AI free resources no matter how you arrive at having done it. Do you disagree with that or are we talking past each other here?

Yes, I work in game development. I understand how the AI in games works, thank you though. My issue isn't the AI cheating. It's the dev lying about the AI cheating, not to mention several Paradox employees including Had a dad have told me explicitly that the AI DOES NOT cheat.
 
Please post videos and screenshots of someone confirming the upkeep reduction issue, I would love to see it.

Regardless, my point is that Paradox lied about the AI not getting free resources, then tried to cover it up when they were doing it, and are now refusing to address the issue in any way.

They're in both threads that were locked about this. As far as your point goes, once again I wasn't addressing that at all. I was merely explaining how we can see what the difference in maintenance is. If you want to check how much the AI advantage is. This is not intended to argue against or contradict you one way or the other, except you assertion that you can't figure it out through observe mode.
 
I'm really sorry but it doesn't seem like you understood what I said.

Can you explain what about the function of getting reduced upkeep makes it different than free resources?

For example the functional difference between a group room and a private message, for example, is simply the number of people who can read it. Functionally they are the exact same thing: places for people to put text directed at other people.

From my perspective, giving the AI free resources is giving the AI free resources no matter how you arrive at having done it. Do you disagree with that or are we talking past each other here?

Yes, I work in game development. I understand how the AI in games works, thank you though. My issue isn't the AI cheating. It's the dev lying about the AI cheating, not to mention several Paradox employees including Had a dad have told me explicitly that the AI DOES NOT cheat.
I do not disagree at all with your statement. I just believe that this solution is slightly different than giving the AI a sheer flat bonus to their resource pool based on their size, for example. The costs come directly from maintenance, which means if the AI has nothing to maintain, they still gain the same amount of resources as a similar player with nothing to maintain.
 
I do not disagree at all with your statement. I just believe that this solution is slightly different than giving the AI a sheer flat bonus to their resource pool based on their size, for example. The costs come directly from maintenance, which means if the AI has nothing to maintain, they still gain the same amount of resources as a similar player with nothing to maintain.

But "if the AI has nothing to maintain" isn't a state that has anything to do with a game that's actually being played. It's a made up scenario.
 
But "if the AI has nothing to maintain" isn't a state that has anything to do with a game that's actually being played. It's a made up scenario.
True.
 
I know this is probably me being stupid, but are Defence Stations and Fortress no longer a thing to research? I ask because they haven’t popped for me yet.
Yes I know defence platforms are a thing.
I think the new starbase-system has replaced stations and fortresses. An upgraded outpost is essentially a starport and a station rolled into one, and one of the later upgrades is actually called a fortress. You no longer build military installations like in previous patches.
 
The more blanket buffs the AI requires, the weaker the overall AI logic is in my opinion. The complexity of the game and time constraints for development may make it necessary to a larger degree in order to keep it functional without spending enormous amounts of time coding special cases but that does not mean it is ideal.
 
I'm really sorry but it doesn't seem like you understood what I said.
Pretty sure you're the one failing to understand, since the post you're quoting said "technically" and you responded with "functionally". Why they're technically different is being explained to you, and you're complaining that this doesn't explain them to be functionally different, but that's something that nobody claimed in the first place.
 
I think the new starbase-system has replaced stations and fortresses. An upgraded outpost is essentially a starport and a station rolled into one, and one of the later upgrades is actually called a fortress. You no longer build military installations like in previous patches.
You can optionally add a defense platform to any tier of outpost/starport, though those float around the actual station in question.
 
Pretty sure you're the one failing to understand, since the post you're quoting said "technically" and you responded with "functionally". Why they're technically different is being explained to you, and you're complaining that this doesn't explain them to be functionally different, but that's something that nobody claimed in the first place.

So when I never claim anything about what they technically are people respond that way and it makes sense but if I am always talking about practicality and that doesn't get addressed I shouldn't point that out?

I'm honestly confused by what you're trying to say and it seems like even you aren't sure.
 
The more blanket buffs the AI requires, the weaker the overall AI logic is in my opinion. The complexity of the game and time constraints for development may make it necessary to a larger degree in order to keep it functional without spending enormous amounts of time coding special cases but that does not mean it is ideal.

True. Not sure anyone ever claimed that Stellaris AI was even good, though, let alone ideal.
 
True. Not sure anyone ever claimed that Stellaris AI was even good, though, let alone ideal.
It gets by. There's a few common exploits that should be worked out (1 corvette redirecting an entire fleet for example), of course, but it's pretty decent for what it is.
 
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