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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.

#################################################################
######################### 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!
 
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That's a wasteful use of a habitat. Also gamey as heck.

Gamey how? You built a giant habitat full of defenses and buried a dozen FTL inhibitors in it. It'll take a while to find them all, whether you send in troops or just bombard it with your spaceships.

What's gamey is the devs deciding that 'habitats aren't for that', so unlike planets or space stations it's impossible to put an FTL inhibitor on them for some reason.
 
So I'm asking this here as the game is running the beta.

I had the game give me a random species and my species is Servile, which among other things gives a -1 to leader level. So the question is how can I get the scientist level max up, I know it's possible, but I've never had to worry about it actively so I don't remember the specifics, but level 4 max scientists is going to be a problem quickly, even with the 33% less exp.

I posted a picture in the strange screenshots topic, but if you want I can put one here too. :p
 
That's a lot of disagrees for something I thought would be fairly uncontroversial, because so far I've seen a few people complain about the new travel times, and no one bothering to defend them.
Now, that discussion is probably too far off topic for this thread, but can someone point me towards threads where people argue in favor of the new travel times?
The new travel times mean that placing fleets is actually strategic, so you can't take your doomstack out of the enemy empire, across your own, and arrive before the planet is occupied when you've been flanked. It means you actually have to put thought into where you place your fleets and defences.

I think most people who support nerfs or otherwise restricting the power available in game for the purposes of making the game have more depth don't feel like arguing for it because you have to argue against people's desire for everything to be simple or easy, which is hard to do without sounding like you're being a jerk and critiquing someone as a person (e.g. "Lern 2 strategy, filthy casuals" etc etc), which I don't want to do because I don't support or hold those opinions, I've just got a preference for how the game should be.
 
Playing Ironman, year 2600+. Do I need to start fresh game after 2.0.2 hits? Also please do fix pirate empires. AI seems to be buying their service all the time and because there is no visible timer how long their raid last, I cannot hire them fast enough before AI empire does.
The AI should have a cool down before buying again, and AI who've been waiting should have at least a half a month or something (randomised) before they "realise" they're available and buy them, and you should be able to get information on how long it is until you can hire them.
 
Didn't see it in the notes, but you should also be cautious to suppress offers to hire attacks from pirate empires to gestalt consciousness empires, or at least, reflavour them so that they say something like "We've sent out for bids to attack you again, primitive machine/dirty hivelings." :)

Missing strings/Eklund pls: tr_supremacy_natural_order (& its _desc)
It's probably on your list, but I thought I'd note it because it's not tagged with "Eklund pls" ingame.
 
Honestly, just making it so war exhaustion isn't insanely high fixed my problems with it and wars ending too early(fanatical militarist for the win).

I haven't ran into a forced status quo yet, buuuut theres the issue of you almost take a planet(takes a long time to take a planet) and then "nope status quo" which I haven't experienced but I can see happening.

Make 100% war exhaustion reduce your mineral surplus to 0, that way people can finish taking planets, but also you can't stay in war forever with max exhaustion.

Bare in mind, I mean mineral gains, not out. If you have a fleet that requires 100 minerals and you're making 200 a turn, you don't start losing minerals, you still make enough for upkeep, but you cannot gain a surplus.

I think that'll make all sides happy:
Carebears don't have to worry about most empires steamrolling the galaxy
Players who are on the verge of taking a planet before 100% exhaustion don't have to worry about losing the progress on the planet
And amazing players (like myself) who has massive reserves of minerals at all times can drag out a war for a century.
As long as there are other penalties, like a ramping happiness penalty that eventually reaches 100%, and a ramping energy production debuff that eventually reaches -50%, that and the current drawbacks would be a good option to kick in at 100% WE. Wars have flexible timing to end, if you want to push your luck you can, but you can also overextend yourself and end up with a worse loss for not surrendering earlier.
 
Maybe it's my old age but I don't see fixes to the AI cheats Wiz fessed up to (Namely the 50% discount on upkeep and consumer goods, which direly needs to go or be nerfed down to 10% like, this patch) nor the "Pirates not spawning in AI territory" issue, this doesn't need a "Casual" setting, Normal setting should mean the AI plays by the same rules as the player, can we see a proper baseline implemented?
 
I think corvettes are a little OP right now. I did some battle tests on naked corvettes and bad ass level 5 ones...matched them up with bigger ships and whenever they lost i tried to counter their counter and so on. I ended up using torpedo + stormfire corvettes with tons of targetting. The only ship so far i found to beat that was 1 configuration of destroyers (though i didnt do all possible combinations, there are potentially more). However under the assumption that big weapons are a no go against corvettes, the options are indeed very limited. It also seems like fighters no longer target rockets or torpedos...which makes carriers sitting ducks.

So here is why Corvettes are super super strong right now:
  • Fastest game in the ship
  • Lots of firepower for a small ship with high end rockets/torpedos an if you balance the weakness of the torpedo with another weapon quite omnipotent
  • Hits nearly every ship nearly always
  • Is so fast, its a good firefighter if something happens
  • Is built extremely fast
  • Doesnt even get close to die as fast as it can be replaced
  • Cheap and energy can actually stay at level 5 even if you have a higher level generator...still maxing out effectiveness
  • Considerable amount of bang per buck doesnt feel in line with other ship types

This makes the corvettte the current backbone as you get speed, nearly always on top in most configurations the only enemy is a small weapon/pd destroyer and potentially some other small weapon configs of the same type. You do lose a considerable amount still which can drive up warscore a bit faster but if the enemy does not manage to save his bigger ships, who cares...

I am honestly tired of having to deal with balance problems like this every single patch. There's zero need to reinvent the wheel here; every single other modern space strategy game has figured this out:

- Strike Craft are Rock
- Capital Ships are Scissors
- Everything else is a slightly different texture of Paper

Done.

You get that basic formula in place, and then you can tweak ship roles as needed within the framework.

There's not much excuse for Stellaris to wildly swing from 'Naked Corvettes Best Always' to 'Battleships Best Always' and back again when this shit has been refined into a science by many, many iterations of space games.
 
I am honestly tired of having to deal with balance problems like this every single patch. There's zero need to reinvent the wheel here; every single other modern space strategy game has figured this out:

- Strike Craft are Rock
- Capital Ships are Scissors
- Everything else is a slightly different texture of Paper

Done.

You get that basic formula in place, and then you can tweak ship roles as needed within the framework.

There's not much excuse for Stellaris to wildly swing from 'Naked Corvettes Best Always' to 'Battleships Best Always' and back again when this shit has been refined into a science by many, many iterations of space games.
That's funny because I hear constantly about similar "spam this ship type with this equipment to win forever" strats any time other 4X space games get brought up.
 
I am honestly tired of having to deal with balance problems like this every single patch. There's zero need to reinvent the wheel here; every single other modern space strategy game has figured this out:

- Strike Craft are Rock
- Capital Ships are Scissors
- Everything else is a slightly different texture of Paper

Done.

You get that basic formula in place, and then you can tweak ship roles as needed within the framework.

There's not much excuse for Stellaris to wildly swing from 'Naked Corvettes Best Always' to 'Battleships Best Always' and back again when this shit has been refined into a science by many, many iterations of space games.
You can actually get strike craft to work in this patch? I thought they were bugged.
 
That's funny because I hear constantly about similar "spam this ship type with this equipment to win forever" strats any time other 4X space games get brought up.

Okay then, pop quiz: What do you spam in Homeworld or Homeworld 2 to win every single game?

If that doesn't count because NOT 4X, fine: What do you spam in Mo2 to win every single game? (I'll make an exception here and cry foul if you cite the Creative ability to cheese with Phaser + Achilles Targeting + Structural Analyzer, because the problem in Stellaris isn't that there's a specific cheese build. It's that you must only build mono-fleets and some hull types are just way, way better than others).
 
Hopefully when the 2.02 beta transitions into a full patch, the issue of trade deals working (and responses displaying) properly will be addressed. Otherwise I'm having lots of fun and loving 2.02 and all of its tweaks!
 
any chance of getting a federation re balance so federation ships are not 100% free,

I keep running into doomfleets = up to 150 to 200 power rating at times, along with using federations to just creat insane size fleets my self my last game i had a free fleet that was 4 times larger then my real fleet my real fleet was maxed out at total power of 40k but federation fleet i controlled with my 4 allys was 250k and that 250k was just one fleet all by it lonesome.

and there was not even any battleship technology in game we where mid game.
for each member in federation you get .5 half a full fleet based on every ones naval cap all free.

so four members means 2x fleet size free no cost.

I only lost game cuz there was a federation in game who had 5 members and there doomsday stack was 350k maintenance free.

it also makes it impossible to play against federations if your not in one or if you are a smaller fedration.

bigger always wins cuz they get that many more free-ships as along as they can build them.

there no way to compete at all to that, because every other way to make ships cost maintenance except that way.

so if you are not in a federation and you run against a federation of 2 or 3 you will have to always fight 2 or 3 times the number of ships vs what you will have.

you have to fight the ships they pay maintenance on and the 2x that number that they have for free.

so if you have member 1 has 200 fleet cap you have 200 fleet cap and member three has 200 fleet cap that means in total federation fleet cap is 300 so you have to fight fleet cap of 600+300 free ship cap of there federation

if its two member it be 400 +200 that you would have to fight if you are a single empire fighting 400 vs 200 be hard enough yet along anther 200 fleet cap worth or freeships that are all in one fleet.

which is other issue with it now, federation fleets auto = total size of there fleet cap brought in by all members and empires can not match this yet alone also matching the ships of members that are not free.

no other trait or ability gives you free ship maintenance which means to win you have to be in a federation no matter what - if you are going to play large maps with 30 AI

on smaller maps this is not quit as big of an issue but on larger maps the more unbalance the federations get.

on a large map best way to win is spam naval anchors and get as many members as you and then just create doomsday federation fleets and hope to god you do not run into a larger one and majority of my loses all of them been when i had small federations or tryed playing single empires.

all my wins been 4+ federations my last win was 2.0 and that was also with being in a 4+ member federation..
 
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Not sure if this has been mentioned.

The new penalty for ignoring the 100% war exhaustion is rather good for machine empires, the -20% happiness penalty will not affect robot populations, just the influence cost.

Perhaps for machine empires ignoring war exhaustion gives a hit to mineral/energy production or unity instead to balance it.
 
Maybe it's my old age but I don't see fixes to the AI cheats Wiz fessed up to (Namely the 50% discount on upkeep and consumer goods, which direly needs to go or be nerfed down to 10% like, this patch) nor the "Pirates not spawning in AI territory" issue, this doesn't need a "Casual" setting, Normal setting should mean the AI plays by the same rules as the player, can we see a proper baseline implemented?

AI cant learn from previous games like we can. It needs things to prop it up.
 
Not sure if this has been mentioned.

The new penalty for ignoring the 100% war exhaustion is rather good for machine empires, the -20% happiness penalty will not affect robot populations, just the influence cost.

Perhaps for machine empires ignoring war exhaustion gives a hit to mineral/energy production or unity instead to balance it.

Why would a machine, a hive mind or a devourer ever get tired of war? It seems like it would have a single minded purpose, until given another reason
 
I really like these changes, especially with war exhaustion. No more rushing systems when you are about to peak at 100% WE. From the few 2.0 wars I've done already, I would have loved the penalty instead of the forced peace.

* Clicking your ruler or heir name in Government View will now allow you to change their name and/or title
HAHAHA Time to have my rulers be like the Louis' in France. No more weird names for you!

* Fixed a crash when quitting to the main menu in the middle of a war
Might be useful depending on the state of the war, but not for most wars I'd imagine. :p

I like what I see and can't wait to try out the new patch in beta! Keep it up! ;)
 
Why would a machine, a hive mind or a devourer ever get tired of war? It seems like it would have a single minded purpose, until given another reason
You look at a brain the size of a galaxy, trillions of processes all operating in parallel, diverse tasks, needs, wants, all striving to be part of the one...

And you think it simpler than a brain with only four lobes that gets bored of sitting in a chair for too long. Than the competition of id, ego, and super ego. You think it no more complex than a toaster, capable of only one thing until repurposed.

This is why coexistence can not be.
 
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