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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
###################
* 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
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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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"Occupation no longer contributes to war exhaustion", how does that make any sense at all? That should be the main source of WE, because that's what's the clearest sign that you failed at your role of defending the people of your empire and their property.
I believe that they changed it from being part of war exhaustion to being a separate factor for acceptance of white peace and surrender - i.e. they just made things more transparent. I might be wrong though.
 
Great patch coming there. Most of the stuff I really love, especially the fix for Domination tree.

  • Except the dying scientists... maybe if its during exploration being killed by npcs, there still should be a 50% chance to escape in an escape pod.

  • The energy upkeep. At least also fix AI having the same upkeep like players then on Normal. I have to try this to see if its fair. But we are not exactly swimming in energy. This kinda feels like a lucky bonus if you spawn in a resource rich environment

  • The war exhaustion. If both sides are exhausted, it feels unfair if one side does not need specific incomes as much as the other. Simply annoying people with endless wars should not be possible. Especially if players grief in teams (one declaring an endless war, on everybody, the other using this to get ahead). Maybe I understand this wrong, but it sounds like it becomes quite abusable.
 
A way to make the war exhaustion better would be to add a slowly increasing debuff to other thing. The way i see it at 100% war exhaustion you get the -20% happiness and the influence and unity production debuff but over time,You start getting debuff to Minerals and energy production maybe even to ship construction speed and army recruitment speed to represent the weariness of your empire. This way it would eventually force players to quit or see their ability to wage war restricted and ressource production dip in the red if they push too hard pass 100% WE.
 
Being a devouring swarm I can wage war endlessly. My pops don't have happiness and I don't need influence to claim either. The only drawback is unity loss, which is 'meh' at best.
 
It is now possible to mod away serviles & pre-sapient traits if you have completed biological ascension
Does it mean you can remove them but not add?
* Aristocratic Elite civic now gives +2 leader cap and +2 governor max level instead of +4 leader cap and -50% leader recruitment cost
Very strange change. Governors are already highest leveled leaders in the game because of +2 from Colonial Viceroys. They do not need this buff.
 
Adding my voice to those who are speaking out against the +1 energy cost for Outposts. I can appreciate wanting to add some kind of upkeep to them but 1 energy is too much. Maybe .25 or at the very most .5?

Things I also wanted to say thanks for:
--Changing Galactic Ambition to give -20% Starbase Upkeep instead of increasing capacity. Makes that perk more worthwhile.
--Reducing Tradition cost penalty per controlled system from 2% to 1%. Expansion was more painful than it should be.
--Marauders not blowing up everything on their way to the target. If you were next to one of them you were pretty much screwed on a regular basis.
 
I believe that they changed it from being part of war exhaustion to being a separate factor for acceptance of white peace and surrender - i.e. they just made things more transparent. I might be wrong though.

I don't see that. In fact, I don't see why it couldn't be part of both mechanics. If your territory is occupied by the enemy, obviously your empire should suffer war exhaustion from that, because that calls into question both the legitimacy and the capability of how you're governing it.
 
Devs any chance you can bring back the militarists army damage? My bandit commune very strong, barbaric despoilers, better army damage civic (forgot its name) bird people miss having +120% army damage. I'll have to check these changes out in a new game since I dont think I want to try this out with a devouring hivemind as my neighbour. And my energy production will plummet.
 
Devs any chance you can bring back the militarists army damage? My bandit commune barbaric despoilers miss having +120% army damage. I'll have to check these changes out in a new game since I dont think I want to try this out with a devouring hivemind as my neighbour. And my energy production will plummet.

Well probably not since they JUST removed it :p
 
Adding my voice to those who are speaking out against the +1 energy cost for Outposts. I can appreciate wanting to add some kind of upkeep to them but 1 energy is too much. Maybe .25 or at the very most .5?

No upkeep at all worked perfectly well as far as I'm concerned. Early game, you're already making an important investment when you fork 100 minerals and 75 influence for a single system, and you already pay an energy upkeep if you want to actually exploit the resources in the system. More generally, with all the new stuff needing energy since 2.00, energy output was already pretty much as hard to balance as mineral. The energy/mineral balance finally seemed to work well, so I don't quite understand the motivation behind that one change.
 
No upkeep at all worked perfectly well as far as I'm concerned. Early game, you're already making an important investment when you fork 100 minerals and 75 influence for a single system. More generally, with all the new stuff needing energy since 2.00, energy output was already pretty much as hard to balance as mineral. The energy/mineral balance finally seemed to work well, so I don't quite understand the motivation behind that one change.

Probably a misguided effort to halt snowball growth because the war changes just play in favor of snowballing.
 
Any plans to make Empires connected by a Wormhole or Gateway count as neighbours for purposes of Rivalry and other aggressive diplomacy?
Well you can't be adjacent by gateway since, they all work during peace time (you can't travel out of an enemies gateway). Worm hole connection also don't really count as neighbours, since only one side may have researched wormhole using tech.
 
* 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

Does this penalty happen instantly at 100% war exhaustion or does it not kick in until you've declined a peace offer? It feels really strange if the losing side gets this penalty without being able to get out of it. The winning side can just endlessly decline a peace deal to drive their influence and unity into the ground.
 
No upkeep at all worked perfectly well as far as I'm concerned. Early game, you're already making an important investment when you fork 100 minerals and 75 influence for a single system, and you already pay an energy upkeep if you want to actually exploit the resources in the system. More generally, with all the new stuff needing energy since 2.00, energy output was already pretty much as hard to balance as mineral. The energy/mineral balance finally seemed to work well, so I don't quite understand the motivation behind that one change.
was probably to compensate for the extra energy one would get from expansion tree's -20% starbase upkeep cost. You only need 4 energy worth of building upkeep on the starbase for to be less than the current system. The main idea is to probably keep the energy production down.
 
It feels really strange if the losing side gets this penalty without being able to get out of it. The winning side can just endlessly decline a peace deal to drive their influence and unity into the ground.

Apparently it only applies to the attacker, which isn't much better as the defender can still end up winning and exploiting the system exactly as you describe.
 
A simple happiness penalty is far from enough. Happiness and unrest reduction can be stacked sky high and influence/unity production set to 0 is nothing compared to conquering more.
Harmony will become the prime warmonger tradition.
Also, occupations should increas WE a lot more (and also be ticking) instead of not at all.
No player will ever settle for anything less than enforcing all claims (or complete conquest as purifier or pacifist) and not losing any system himself with that kind of weak penalties.

And isnt the expansion tree weak enough already?

I really dont get it. Some people whine because of forced status quo and devs change it on a whimp to a really really weak alternative. Please change it back or consider a stronger option. Dont get this 180 degree change in gameplay goals. Nobody ever admits defeat if he thinks he can still turn the tide even when the probs are very very bad. Sunk cost fallacy.
 
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