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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 ###########################
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# 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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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.

How is this energy thing a problem? playing as FP I am usually swimming in 30k energy reserves and +300-+500 energy per month at 2300.

If you have huge energy income it's at the expense of something else, either greater mineral, science or unity income. It's not that we won't be able to make up for this increased maintenance it's that it's an indirect nerf on other resource gains. Now that's not necessarily bad, if it's a better balance then great. My only worry is that it will probably slow down the very early game somewhat but not the end of the world.
 
If you have huge energy income it's at the expense of something else, either greater mineral, science or unity income. It's not that we won't be able to make up for this increased maintenance it's that it's an indirect nerf on other resource gains. Now that's not necessarily bad, if it's a better balance then great. My only worry is that it will probably slow down the very early game somewhat but not the end of the world.
PDX reduced (or failed to currently) the unity cost from 2% to 1% and in exchange added a 1 energy cost. Would you trade 1 energy for 1% unity?
 
Also, not getting war exhaustion from occupying systems and worlds seems to make it impossible for a loser to hit an undefended flank and force a peace, or at least a penalty, under the current rules.

Really, please, go back to the old war exhaustion, but tweak it so it happens a bit slower.
 
I know lots of people love the forced "status quo" peace, but in my recent game I had an inferior neighour I was trying to tributary. I didn't want their crappy planets, which would increase my tech/unity costs. They had a defence pact with a sprawling but equivalent overall and inferior fleet power empire the other side of them.

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

That was very immersion breaking, and I think has finally lead me to give up on 2.0. I have put about 30 hours into trying to play this - completely different - game since the patch, but... it's just an exercise in tedium.
You read the 2.0.2 Patchnotes?
 
For me the expansion tradition tree adopt still shows, that it increases colony development by 100% (but the food edicts already cost 500, so the patch is active). Also, the Supremacy tree's middle perk tooltip is bugged.
 
If you have huge energy income it's at the expense of something else, either greater mineral, science or unity income. It's not that we won't be able to make up for this increased maintenance it's that it's an indirect nerf on other resource gains. Now that's not necessarily bad, if it's a better balance then great. My only worry is that it will probably slow down the very early game somewhat but not the end of the world.

It's not even an issue, unless the AI doesn't pay it themselves? Because if they don't, hoo boy. :p
 
According to Wiz, the AI pays only 1/2 of all upkeep costs. This fact has been deliberately hidden until very recently.

I'm not certain but I think it's only half for minerals so it may not affect this. It's easy enough to check by switching to observe mode.

It's not even an issue, unless the AI doesn't pay it themselves? Because if they don't, hoo boy. :p

Yep, pretty much. Like I said my only real concern is the pace at the beginning of the game. But even that isn't such a big deal really.
 
I'm not certain but I think it's only half for minerals so it may not affect this. It's easy enough to check by switching to observe mode.

It's half of ALL upkeep, Wiz said specifically.

And no you cannot check it by observing, it is deliberately hidden and if you switch to the player then you become a human player and lose the bonus. The modifiers are not displayed in the defines either, thus hidden from modders as well. It was deliberately hidden.
 
Nice list of fixes bois. Only bug I've encountered that I'm missing is an enemy fleet suddenly turning completely invulnerable (although I've only encountered that once, and haven't played the patch enough yet to actually make a solid case for that). Hope that'll pop up on the radar some time soon. Until then, excited to play the new beta patch.
I've had this happen to me too, in 2.0. Admiral suddenly goes AWOL and the fleet forgets how to use their weapon or FTL, they get slaughtered to the last even though they have twice the enemy firepower.
 
I've been playing and I *think* the outpost maintenance should be 0.5 instead of 1 energy. I understand the devs want to tone down the money ingame but 1 per outpost feels a bit too much. 0.5 would probably be the sweetspot.

War Exhaustion changes also seem a bit overboard, specially with occupation not contributing anymore (seriously guys, wtf?). But I feel it's mostly going the right path.
 
I don't agree. "Empires that rely on wholesale destruction" should not be given a free lease just because subjecting them to the same rules would make them more difficult to play. Except they really were meant to be the "Mindless map painting" type of gameplay. In fact, the system getting replaced was supposed to make attackers consider what they could accomplish, and instead of adapting to it, people got grumpy over not accomplishing what they set out to do, instead of them adapting their gameplay, they demanded the system to be changed to fir their playstyle.

Now the forced peace is out of the picture, and occupations don't even tie into the war exhaustion mechanic anymore. That simply makes no sense to me. It's as if Paradox wants to make the "endlessly expanding and exterminating" playstyle the only viable one.

Yea does seem that way. Although I would prefer a more realistic approach to conquering to be honest. The most extreme expansionist governments should have little to stop them from conducting war other than military defeat (Ie. Rome Empire, WW2 Germany or Japan for example) but would rather see other systems that make galactic conquering very difficult. Stellaris doesn't have a good vehicle for a lot of these mechanics but I would find it much more satisfying if things like partisans, economy, and opposing alliances is what limited your expansion. For example, if I am in a life or death stellar war and I am about to lose a planet I would totally have my citizens burn everything to ground and fight to the last man if they can't get off world which would make the conquering aspect harder and less rewarding. Sure a big alliance might let you take over a small neighbor (ie Germany with Austria or Czechoslovakia) but if you take on too much expect a large chunk of the galaxy to come knocking at your door.

Obviously if you run a pacifist empire it should be much more difficult to sustain war but overall I feel like the game is lacking a bit in realistic motivation in regards to war.
 
* 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
Damn those tree huggers. They win this round!
 
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.

YES! Finally at long last my starting ruler won't just disappear into thin air!


Although I'm saddened to see Militarists don't get Army bonuses now I'm happy about the reduced rate of War Exhaustion.

Still I see we still don't have the one thing that I've been asking for for a long time:


When are we going to be able to mod systems into a nebula!?!??!? I've been waiting for that for two years now! Where is it?! Please let us mod systems into nebulas!
 
* 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

Worst change ever! Down with Conservationist empires! Down with PDX! :mad:

:p
 
from a tactical point of view would you rather have a system that made you hop from one star to the other or let you skip past 5 jumps to get to where you wanted in half the time. the answer seems pretty obvious.
 
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