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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
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* 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
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* 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

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# UI
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* 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
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* 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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So incredibly situational, but will we see an update that provides a diplomatic option to request a gateway be repaired?

So to explain, there's a gateway my neighboring empire hasn't repaired, but it's on the far side of their territory from mine. However, there's a cluster of planets i want to colonize there but without the gateway it'd be incredibly risky/hard to defend it (without stationing a whole fleet in that sector which i cannot afford with a marginally angered fallen empire neighbor.) So I don't want to war with my ally to get this gateway under my control to repair it.

But rather, I'd like to see a diplomatic option to repair the gateway. Something like, you click on one in a friend's territory and say "hey can you fix this?" and thus has say... three options? "I pay all" and pay full repair cost.
"I can split it" and you pay half, and then
"I demand it" and just bit more of a forceful way of doing it.

Just a comment/suggestion.
 
If you're going to make outposts cost 1 energy at least give us solar panels back for starbases or larger so we can try to make up the deficit?
Well depending on the system you can build a trading hub, which provides +2 energy and you can just fill the slots with it. Then a module with some tech i forget the name of gives you the "offworld trading company" which provides an additional +2 energy per trading hub. So you can easily offset the cost with a trading station just dedicated to that. (Though is has specifics. It needs a trading enclave or colonized planet in the system for the trading hub )
 
Hi thanks for the great game. I'm having a lot of fun with it.
I'm here to report an annoying issue I've been having with pirate stations. Basically, they spawn way too frequently, and every time they do, the pirate fleet trashes all the mining stations in a system before I can get to them. This is a new issue with 2.0. I preferred before when I could develop more peacefully.
 
Hi thanks for the great game. I'm having a lot of fun with it.
I'm here to report an annoying issue I've been having with pirate stations. Basically, they spawn way too frequently, and every time they do, the pirate fleet trashes all the mining stations in a system before I can get to them. This is a new issue with 2.0. I preferred before when I could develop more peacefully.

This is working as intended. Pirates now spawn much more frequently in 2.0 on purpose. There are a few ways you can counter this though. First, make sure you don't have any "holes" in your borders (an unclaimed system surrounded by claimed ones). These holes make pirate spawns a lot more frequent. Second, build a starbase in the systems that are attacked most often. The starbase will either slow down or entirely defeat the pirates. You can even build defense platforms on your outposts, although you can only build 3 of them per outpost. Third and finally, split your fleet up into multiple fleets earlier than you are forced to due to command limit. FTL travel in 2.0 is much slower than in prior versions, so you can't respond as quickly. If you have a fleet close to those unclaimed systems you will be able to put an end to the pirates much faster.

Hope that helped.
 
This is working as intended. Pirates now spawn much more frequently in 2.0 on purpose. There are a few ways you can counter this though. First, make sure you don't have any "holes" in your borders (an unclaimed system surrounded by claimed ones). These holes make pirate spawns a lot more frequent. Second, build a starbase in the systems that are attacked most often. The starbase will either slow down or entirely defeat the pirates. You can even build defense platforms on your outposts, although you can only build 3 of them per outpost. Third and finally, split your fleet up into multiple fleets earlier than you are forced to due to command limit. FTL travel in 2.0 is much slower than in prior versions, so you can't respond as quickly. If you have a fleet close to those unclaimed systems you will be able to put an end to the pirates much faster.

Hope that helped.
Yeah, I learned about the "no holes" thing quickly (which is part of what makes the outpost upkeep even more annoying, since some of those holes are otherwise useless systems) but I also discovered the pirates were outpacing my fleet production - I was at fleet cap and had a 2k fleet, and not enough energy income to maintain more ships anyhow, and the pirate fleet spawned at 1.8k. Beatable, and I could recover afterwards, but if I had split my fleet either would have been lost. Then the next one was a little bigger, I hadn't fully repaired yet, and I just had to let it blow everything up until I could finally go after it. And then I ragequit when the one after that was actually more than my entire fleet could handle...

Guess that will teach me to want a playstyle that doesn't want to put naval yards in every station! :-/
 
Yeah, I learned about the "no holes" thing quickly (which is part of what makes the outpost upkeep even more annoying, since some of those holes are otherwise useless systems) but I also discovered the pirates were outpacing my fleet production - I was at fleet cap and had a 2k fleet, and not enough energy income to maintain more ships anyhow, and the pirate fleet spawned at 1.8k. Beatable, and I could recover afterwards, but if I had split my fleet either would have been lost. Then the next one was a little bigger, I hadn't fully repaired yet, and I just had to let it blow everything up until I could finally go after it. And then I ragequit when the one after that was actually more than my entire fleet could handle...

Guess that will teach me to want a playstyle that doesn't want to put naval yards in every station! :-/

The problem isn't that you had too many naval yards. There is no such thing as too much naval capacity. Don't take this the wrong way, but the fact that you weren't outpacing the pirate fleets in terms of overall fleet strength is telling. Try to spend more time on infrastructure so you can sustain a bigger fleet, make sure you research the +naval cap techs, build up a bigger navy, and turn those pirates into stardust.

As a note, if you have the Leviathan DLC there are stronger pirate fleets that spawn on game start. They never leave their home system and are different from the "random" pirates that spawn to attack your empire.
 
The problem isn't that you had too many naval yards. There is no such thing as too much naval capacity. Don't take this the wrong way, but the fact that you weren't outpacing the pirate fleets in terms of overall fleet strength is telling. Try to spend more time on infrastructure so you can sustain a bigger fleet, make sure you research the +naval cap techs, build up a bigger navy, and turn those pirates into stardust.

As a note, if you have the Leviathan DLC there are stronger pirate fleets that spawn on game start. They never leave their home system and are different from the "random" pirates that spawn to attack your empire.
You misunderstand - I didn't have *enough* naval yards. And until I started getting hit by pirates every so often I didn't need a large fleet... and my research was crippled because I expanded WAY too much, so when I did need the fleet I didn't have the tech to support it.

My current game I'm expanding much more conservatively, hoping that will help.
 
I am experiencing a very strange bug in 2.0.2 - traditions unity cost is much less than it should be according to the formula (even if systems give just 1%). Two examples: 1) very early game: base cost 100+262, 1 colony (no discount from courier network) and 3 systems. The cost is 404 instead of 470. 2) late game: base cost 100 + 9640, 20 colonies (with discount), 59 systems. The cost is 28667 instead of 87 800 (almost 3 times lower than expected!). By the time my unity output is 1,2k per week so it makes no sence.

Where I should report (except for this thread)?
 
Big problem with the marauder fix!!

I have a station that walls off my empire from another's. One branch from it goes into my empire, one branch goes into a hole in my empire (about 20 systems).

The marauders were neutral to me, walking through my starbase. Then they go through the hole (systems I had locked down completely) and attack my empire from the rear! This definitely shouldn't happen, it made my entire starbase defense setup useless.

I was inaccurate about this. I was confused about a different marauder fleet walking across me. The fleet that attacked me actually reached me a different way - going *through* a *xenophobic* fallen empire.

Marauders probably just shouldn't path through fallen empires at all, especially xenophobic ones.
 
The problem isn't that you had too many naval yards. There is no such thing as too much naval capacity. Don't take this the wrong way, but the fact that you weren't outpacing the pirate fleets in terms of overall fleet strength is telling. Try to spend more time on infrastructure so you can sustain a bigger fleet, make sure you research the +naval cap techs, build up a bigger navy, and turn those pirates into stardust.

As a note, if you have the Leviathan DLC there are stronger pirate fleets that spawn on game start. They never leave their home system and are different from the "random" pirates that spawn to attack your empire.

Bothering with Infrastructure is why pirates outpace. The Economy is so utterly FUBARed right now that if you aren't a militarist and focusing everything on ships you can not keep up with pirates
 
I am experiencing a very strange bug in 2.0.2 - traditions unity cost is much less than it should be according to the formula (even if systems give just 1%). Two examples: 1) very early game: base cost 100+262, 1 colony (no discount from courier network) and 3 systems. The cost is 404 instead of 470. 2) late game: base cost 100 + 9640, 20 colonies (with discount), 59 systems. The cost is 28667 instead of 87 800 (almost 3 times lower than expected!). By the time my unity output is 1,2k per week so it makes no sence.

Where I should report (except for this thread)?

yeah it has has been reported by multiple people someone figured out it is not calculating planet malus.
 
* Fixed scientists not dying when their science ship was destroyed in battle
And i thought that this was intended change to make early game much less random and frustrating.
before fix losing science ship was small, yet significant drawback. (100 minerals to rebuild ship isn't free)
currently you can be screwed at any time by space monsters camping on hyper-lanes entrances. In recent MP game i lost 3 scientists(and ships) within first 10 years. it was kinda over for me.
it is more than just 600 energy and 300 minerals as you lose experienced staff that way and you operate in the dark due to lack of scouted systems
 
Maybe a bug or working as intended?

I lost my Colossus because of the Scourge, didnt rebuild.
Now i want to claim 2 Systems for War, but: "With a colossus we have no need to make claims on neighbors"... i dont understand

How do i go to War with this neighbour? Just rebuild the Colossus, fly over there and pewpew without war declaration?

Another Empire, with the Colossus Tec has Claims worth -130 Diplomacy on me...
 
Here a few thoughts on how to do the War mechanics also with regards to machines and hives and some realistic feel to it:

- War exhaustion should be more or less an interpretation of how much the war has worn you out as an entire nation. Logistics are strain, supply routes might not work so well, reinforcements take more time, are harder to replace and so on. It does not necessarily only mean the mood of your citizen.

Unter this assumption a few things will be possible.

Every x% war exhaustion
- Production times (buildings, ships, starbases etc) become longer
- Citizens of non hive or mechanics become more unproductive, as the war takes away so much
- Production becomes a bit more expensive
- Upkeep grows steadily higher, potentially every couple of % war exhaustion could mean 1% higher upkeep
- Groundforces should be limited maybe in a manpower kind of way and cant infinitaly be built and built and built (new mechanic not a quickfix) if you have manpower you have an instant limit to how many worlds you can invade, which makes this a strategic choice
- Research could suffer for every x% of war exhaustion you get a penalty on it, as the war efforts inflict even your research centers due to stuff war does do :)
- Influence generation goes down for every x% since you obviously are not as influential if you take high casualties :)
- unity production drop a lot the higher the war exhaustion goes, cause it put your entire nation under a lot of stress

All these factors can seriously cripple all involved parties to a point where everyone just wants peace. Because they cannot keep on going. Since these are relative values you can apply them to a hive aswell as a machine world. They might not become unhappy, but they are not magicians. Their supply lines, factories, processors or shared minds will feel some war related stress too, that might wear them down in ....well different ways.

PS: i might even think about some kind of permanent war exhaustion that will fade after a while...like if you end the war half the exhaustions goes away, but the rest takes a few years to wear off. OFC this means the war exhaustion cant build up as fast as it does now :)

You realise that Manpower would have zero effect on how many armies you could field in this game, since you would have billions of manpower which would replenisch extremely fast due to how time passes in this game. Even your first planet at 2200 would have a manpower of 1 billion+. Also, armies only consist of up to 300k soldiers max. Thus, you can already field 30 armies with a single planet at the start of a game.

TL:DR: There is a reason why manpower isn't a thing in stellaris.
 
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