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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.

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# 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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* Aristocratic Elite civic now gives +2 leader cap and +2 governor max level instead of +4 leader cap and -50% leader recruitment cost

What exactly is the use of +2 governor max level? We already get +2 from traditions.

We take Aristocratic Elite because leader slots are so rare and precious.
 
@Radene - I play isolationist, so I am hardly qualified to speak for unchecked wars as a playstyle, but I have engaged in total war with fanatical empires.

I've said this before but the reason to not play as fanaticd should be popular opinion, and that your neighbors, let alone the galaxy are at best cautiously hostile towards you. Not to mention being locked out of trade and defensive pacts. This is why I think satisfactory resolution will only come with a diplomacy overhaul.

So if nothing else I understand where you are coming from, we seem to be fated to disagree for now.
 
If 2.0.0 had been an open beta, and 2.0.2 your release version, you guys would have spared yourselves a lot of trouble. Probably not too realistic changing that approach for the future, just saying.
 
The only Empires that are effortlessly swimming in energy are Corporate Dominions, which are completely broken right now.

Haven't tried corporate dominion, but my empires are usually effortlessly swimming in energy.

And for those moments when I am not, I can trade away special resources to get obscene amounts of it from the AI.
 
@Radene - I play isolationist, so I am hardly qualified to speak for unchecked wars as a playstyle, but I have engaged in total war with fanatical empires.

I've said this before but the reason to not play as fanaticd should be popular opinion, and that your neighbors, let alone the galaxy are at best cautiously hostile towards you. Not to mention being locked out of trade and defensive pacts. This is why I think satisfactory resolution will only come with a diplomacy overhaul.

So if nothing else I understand where you are coming from, we seem to be fated to disagree for now.

Yeah, I'll just have to take a break and see how things develop in the near future. Thanks for being a good sport.
 
I really feel like removing the autopeace but not even adding a cost to declining peace will be counter to the goal of not having having every war be a total war.

Unity and Influence aren't enough to trade systems for and hive minds/gestalt consciousnesses won't even be affected by the decreased happiness.
 
You guys are doing an amazing job, keep up the good work! One suggestion is with the gateways. Great concept but it would be interesting to see them used similar fashion to Mass Effect with younger civilizations relying on them for long distance movement and greater war strategy relying on them. So the tech to activate them be a little easier to achieve earlier on but building them still late game? Just an idea. Still very impressive work and thank you for the fixes.
 
You guys are doing an amazing job, keep up the good work! One suggestion is with the gateways. Great concept but it would be interesting to see them used similar fashion to Mass Effect with younger civilizations relying on them for long distance movement and greater war strategy relying on them. So the tech to activate them be a little easier to achieve earlier on but building them still late game? Just an idea. Still very impressive work and thank you for the fixes.
I don't know this for a fact but your access to the technology is based on exposure. So if you boosted the number in the galaxy this might be semi-feasible if they didn't all need repairing.
 
Hello, after playing the new update, I have been playing a hive mind. I noticed since the changes to claiming systems, i don't see and option for liberating planets in stead of just claiming planets as a hive mind and eating the populace. am i missing something as to liberate planets now? cause before it was just a simple claim to liberate instead of occupy
 
There are techs for Starhold -> Star Fortress -> Citadel.

Here's a pic of the tech tree.
I know that about Starbases. I checked the new tree and couldn’t see Defence Stations and Fortresses, the old improvements
 
I know it has been said already, but I will add both my voice and the voice of a few friends that play with me.

The patch looks mostly good. A lot of really good stuff needed. Such as the WE fix. The only thing that might make it better is when the enemy hits 100% WE they get an option to pop up to sue for peace, and if they reject that popup then they get the penalties. Same thing when both hit 100%. White peace appears, but if rejected. The Empires get hit for not working it out.

So as I said. This is a good patch. But the biggest problem that all of us dislike is the Energy Credit for outpost. That seems excessive. We are already paying energy credits for the upgraded stations. Then we are paying energy credits for each building and module. Boosting it up more is just going to hurt the early game, and slow it down to a crawl. More so if you are playing on the larger galaxies.

There has to be a better way than adding the upkeep. Perhaps a one time energy credit fee instead of long term. So maybe 50 energy credits for establishing the Station along with the other costs, or some other way to burn energy credits. I don't know what tricks, or black magic others are doing to make energy credits, but for myself and a few others getting energy credits seems about balanced, or even hard to maintain. My current game would be bankrupt by this change.

Anyway. That is just my group's opinion about this patch. It looks really good, and 95% of it we want right away, but with that change to power. It makes the opt in a no go for our current games, and kind of makes us not want to restart with a new galaxy.
 
Btw, has anyone tested how the AI fares with the new non-forced Status Quo? I am pretty afraid they will be now just stuck in endless war, each AI stubbornly deciding it can win and trying to fulfill its wargoals, never generating unity and influence again while crumbling under the unrest...
 
Super unhappy with the war exhaustion changes, for reasons others have said, but basically, it's not enough of a penalty to stop someone who's winning from continuing the war and I liked the old forced peaces. Just reduce the speed it happens at.

It feels like an over-reaction to criticism though I'm sure it wasn't, since I have been told it wasn't. Remember the old rule, people who are happy with something (the new changes too!) don't come to forums/reviews to complain!
 
I'd like to add my voice to the growing chorus of those complaining about the drastic change in outpost upkeep. Free upkeep is silly, but so is 1 energy per system. That just feels waaaay too punitive for a wide playing style. I'd like to see it around .5 energy for a basic outpost, so that the -20% upkeep tradition is meaningful. As it is, beelining that particular expansion tradition has become mandatory now, and we are now back to a situation where influence will pile up faster than it can be spent on expansion, as energy upkeep has skyrocketed.

At this point, to salvage my savegame, I've had to remove Planetary Shield Generators from my worlds (I only have five habitable planets in 84 systems), scrap anything on a blank tile that isn't a Power Planet in order to build more, and sacrifice any meaningful growth bonus from excess food as now any food above cap needs to be replaced by Power Plants.

There has to be a less punitive way to limit expansion if expanding too quickly is the concern.

I don't know if this is possible, but maybe an alternative is to keep the outpost upkeep at 1, but decrease the it by 0.1 for each mining/research station subsequently constructed, to signify that remote outposts are more expensive to maintain than outposts in more commercially viable systems? Sort of how Hawaii's or Alaska's cost of living is higher than that of Indiana or Nebraska. Just a thought.

Edit: clarified suggestion in last paragraph
 
War Exhaustion changes look extremely promising! Can't wait to try the changes out <3

Though the penalty for War Exhaustion still seems weak. I still suggest having it be a ramping up of happiness, with 100% war exhaustion being a -50 happiness, or something along those lines. War Exhaustion going up slower, and thus allowing the AI and player to really play the field of WE and the war itself, giving both sides time to outplay/outwit each other and enough time to finally call the war and end it where it should.
 
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