• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.
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.

#################################################################
######################### VERSION 2.0.2 ###########################
#################################################################

###################
# 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!
 
Last edited:
Fleet manager isn't mentioned in patchnotes, but it seems to have some tracking of outdated designs, as it shows an upgrade arrow on outdated ship number. Not sure, but I'm not risking the mess I got myself into, last time I left auto templates on, just to check it out.

Next to multiple active bug reports on the Fleet Manager there is already an Improving the Fleet Manager suggestion thread going on: https://forum.paradoxplaza.com/forum/index.php?threads/improving-the-fleet-manager.1071998/
 
Last edited:
I can see a lot people complain about the outpost cost, but I don't really get where is it coming from. I for one welcome the change, because in 2.0 even after stripping thrifty off my guys, I still had several constructors dedicated to building new outposts exclusively in every game, and it felt like 50% of my gameplay time was microing expansion. Is it some kind of EU map painting thing? I pick clusters of profitable sectors and just connect them with possibly reasonable number of other ones to keep territorial continuity. Maybe it's a matter of how you perceive resources - ie. when you expect similar energy surplus like with minerals vs. just try for it to be above zero like with food? I noticed it mentioned in relation to synthetic empires, and in this regard I don't know, as I only play organics, but if so, isn't it actually a problem with them? I think the new cost easily communicates the need to actually only blob when it's reasonable, unlike the somewhat more indirect other maluses from sector count. And, no I'm not spreadsheeting anything, I play everything by ear, on hard difficulty. Nor am I trying to mock anyone, I'm genuinely astonished where are those problems coming from.

It depends how much you want to be skipping systems, I think. Personally I want to see mostly contiguous empires, but with a few Swiss cheese holes and maybe a few small sections left empty. I prefer when the cost is mostly making you prioritize some systems before others, rather than leaving whole swathes of space useless.

The new pirate spawn mechanic, as well as the extra influence cost for building outposts away from your existing borders, seems to indicate Paradox doesn't intend the latter scenario either.

Personally I do think there was a bit too much energy going around, and adding a bit of energy upkeep to outposts could be reasonable. I just think 1 energy per outpost is too punitive - 0.5 would be my suggestion.
 
The only thing i see i rly dislike is that you guys took aways FTL traps from Habitats. There often is wide areas of Space where no Planet is anywhere near to create a chokepoint when you want to defend yourself. Creating FTL traps with the already significant Ressource cost you put in when building the Habitat was in my eyes a decently balanced aproach to it.
 
They should reduce it to 0.5 energy per station or if they keep it at 1, it should not increase with each upgrade. I mean at citadel level it would have a base energy maintenance of 5 in addition to all of the modules and buildings you have on it. This forces you to upgrade only a select few systems to star ports and above (which I already do anyway).

And I do not see why everyone says they are swimming in energy. My energy income has not gone over 400 and I am in the year 2480 with 2 habitats dedicated to energy production and spitting out 12 energy for each tile and one planet focused on energy.
 
Last edited:
It depends how much you want to be skipping systems, I think. Personally I want to see mostly contiguous empires, but with a few Swiss cheese holes and maybe a few small sections left empty. I prefer when the cost is mostly making you prioritize some systems before others, rather than leaving whole swathes of space useless.

The new pirate spawn mechanic, as well as the extra influence cost for building outposts away from your existing borders, seems to indicate Paradox doesn't intend the latter scenario either.

Personally I really like the new expansion system, in my opinion it is far more realistic to claim only the profitable systems, especially in the early game. Only a late game civilization controls everything (in between). However currently the linear increase in influence cost actually steers me in taking system by system, because I decide not to care about the unity/research penalty.

Talking about balance, yeah I grasp that something is amiss. In the early space race, surely mass expansion should be very expensive. But I don't believe the solution has to be of an universal nature, nor does the proposed maintenance cost have to be linear, meaning it could scale or be depended on certain technology. Take EU4 as an example: you have the rate of oversees expansion characterized by a number of colonists, but you are free to go over that limit, albeit paying a steep cost. Also maybe adding a civic or two and some more traditions to make smooth expansion more feasible to civilizations that opt to blob.

Then those nasty pirates occupying the pocket systems, they are a pain in the ass, especially in larger empires where gateways are not yet up and running and since hyperlane travel is kinda slow. One way to effectively counter their harassment might be how EU4 handles rebels, add a button to the fleet display to automatically search for and kill pirates. This way I could keep one or two policing fleets around and automate the process. I do would want to have a sort of indication of their potential strength and possible arrival/uprising time.

Coming back to this, I believe Stellaris should adopt an overextension mechanism, controlling the rate of expansion and effecting the number and frequency of pirates.
 
Last edited:
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.
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.

Those are two very great decisions.
Even for the player who understands the appearance of new bugs when there are major changes, it is always frustrating to wait too long for the fixes for a newly published version. It can ruin the "magic" of the discovery of new or modified content and mechanics, and that is specialy grave when there is a percentage of players returning anxious to see and enjoy certain changes/improvements announced, subjectibly for the player, long time ago. The worst part is that I think the type of player that most suffer the waits beetwen fixes are the core players that will mantain Stellaris "alive" no matter the frequency or flashiness of the new content.
I encourage to use this approach not only by the scale of the changes, but also for the demand or importance of them from the player point of view.
 
The only thing i see i rly dislike is that you guys took aways FTL traps from Habitats. There often is wide areas of Space where no Planet is anywhere near to create a chokepoint when you want to defend yourself. Creating FTL traps with the already significant Ressource cost you put in when building the Habitat was in my eyes a decently balanced aproach to it.

You get FTL inhibitors on Starbases.
 
Eh, one doubt. In offworld trading company it says it gives energy to resource reprocessors in contrast to the previous bonus to trading hubs. What are resource reprocessors? Tried searching it with no result. I guess maybe its trading hubs and nebula refineries and so on but can anyone confirm this?
Resource Reprocessors are renamed Trading Hubs for Hive Minds, I think. I also have this issue where the Offworld Trading Company incorrectly refers to Resource Reprocessors rather than Trading Hubs. I can confirm, however, that the Offworld Trading Company correctly increases the energy output of Trading Hubs. (I apologise if someone has already replied, I'm new to these forums and don't know how to check)
 
I don't see the problem with making outposts cost 1 energy just like almost everything else does - buildings, mining and research stations, etc.

I was swimming in energy, to the point i was not building energy mining stations in systems I claimed. And when I did, I just trades the excess to the trader guilds for more minerals.

I would like to see us start the game with 200 energy instead of 100 though.
 
I don't see the problem with making outposts cost 1 energy just like almost everything else does - buildings, mining and research stations, etc.

I was swimming in energy, to the point i was not building energy mining stations in systems I claimed. And when I did, I just trades the excess to the trader guilds for more minerals.

I would like to see us start the game with 200 energy instead of 100 though.
I started a game in 2.02 beta yesterday, and having tried it I don't think it's too bad. It simply adds one more aspect to the decision of whether to claim systems or not. I assume that the reason for the change was to make energy matter more, which is generally a good idea.
 
+1 Energy for outposts will really impact the early game. It won't make any difference to late game where you can easily run in at 600+ energy even without the dyson sphere. It will also disproportionately affect machine empires as they already have tremendous difficulty balancing energy early to mid-game. If each outpost takes 1 energy then it massively hampers the ability to grow your borders, especially as the AI doesn't seem to care about it.

I think it would be better to rethink the outpost energy costs and apply a different penalty if you think they're too strong, but as growing your borders now absolutely requires then as opposed to 1.9 where it happened organically, I think this will render playstyles unavailable, rather than opening playstyles. It will also cripple machine empires excepting determined assimilators, who will simply be forced to use their cyborg race to populate all their planets.
 
I don't see the problem with making outposts cost 1 energy just like almost everything else does - buildings, mining and research stations, etc.

I was swimming in energy, to the point i was not building energy mining stations in systems I claimed. And when I did, I just trades the excess to the trader guilds for more minerals.

I would like to see us start the game with 200 energy instead of 100 though.

I started a game in 2.02 beta yesterday, and having tried it I don't think it's too bad. It simply adds one more aspect to the decision of whether to claim systems or not. I assume that the reason for the change was to make energy matter more, which is generally a good idea.

I guess I play differently from others or I expand very slowly. I never have an issue with too much energy. If anything, my income constantly usually remains equal with my mineral income.
 
Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance
That will be a very expensive transition at my point in the game. I’ll definitely need some more energy income before the transition. :)
 
I still dislike the change to starbase upkeep. As I have said it is already slower to grow and advance your empire, so why make it even slower? Energy can be scarce in some games - going whole systems without finding a single energy deposit - so why decentivize people to expand?
 
I know lots of people love the forced "status quo" peace, but in my recent game I had an inferior neighour I was trying to tributary. I didn't want their crappy planets, which would increase my tech/unity costs. They had a defence pact with a sprawling but equivalent overall and inferior fleet power empire the other side of them.

I rolled the tributary target, occupied all his worlds and systems. Still no where near accept demands. Started rolling his ally. ~10 systems and 5 planets in, I ran out of WE (despite having barely lost anything) and despite my +50 fleet power, zero systems lost, OH WELL LET'S JUST HAND EVERYTHING BACK AND END THE WAR.

That was very immersion breaking, and I think has finally lead me to give up on 2.0. I have put about 30 hours into trying to play this - completely different - game since the patch, but... it's just an exercise in tedium.

The problem here is not the war exhaustion, but your enemy don't giving up with 100% occupation. That should be always impossible. You occupy all their systems, including the capital. So if they don't give up you just execute all their leaders and install new ones. You will deal with the massive rebellion later on, but you make them give up. So please, balance so someone with 100% occupation and 100% WE surrender, because the opposite doesn't make sense.
 
+1 Energy for outposts will really impact the early game. It won't make any difference to late game where you can easily run in at 600+ energy even without the dyson sphere. It will also disproportionately affect machine empires as they already have tremendous difficulty balancing energy early to mid-game. If each outpost takes 1 energy then it massively hampers the ability to grow your borders, especially as the AI doesn't seem to care about it.

I think it would be better to rethink the outpost energy costs and apply a different penalty if you think they're too strong, but as growing your borders now absolutely requires then as opposed to 1.9 where it happened organically, I think this will render playstyles unavailable, rather than opening playstyles. It will also cripple machine empires excepting determined assimilators, who will simply be forced to use their cyborg race to populate all their planets.
Yes, it has an impact, but I do not think it is necessarily a bad one.
It makes energy matter in the early game, and gives you a good reason to invest your early minerals and population in stuff that produces energy.
Before, the (in my opinion too) obvious strategy for the early game was to focus on minerals and unity, and only ever use planet tiles and excess minerals for energy production when you started to run a deficit. Having your capacity to sustain rapid expansion dependent on energy - along with the new energy-based campaigns - makes investing in energy early on a valid option, while keeping minerals and unity relevant as well.
Making choices more meaningful is always a good thing in a strategy game, even if it makes the game a little harder.
 
Status
Not open for further replies.