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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
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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

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# 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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I had an idea for the warscore thing which would make it easier to balance: make it so you can reduce its effects. either through techs or buildings or planets and such. then it would be a case of balancing the rate at which a player gets acess to exaustion reduction and not making 1 system work for the whole game.
 
If the neighboring requirement was dropped for casus belli due to it being too confusing why was it kept for rivalries?

It wasn't dropped for everything only a specific set. Subjugation for example still needs the neighboring requirement. It was confusing for purifiers as they shouldn't care if it's a neighboring system or not.

* Purifier and anti-Purifier CBs no longer require neighboring status (was confusing and unintuitive to players)
 
Devs, please just only grant the penalties to an empire (attacker OR defender) that refuses a status quo offer when being at 100% WE.
Or return old status quo enforecement, just make it slower.

Also please make occupation the MAIN source of inflicting WE.
 
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* Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance

Early game this is down right crippling. After 50 years, i have 32 systems and the Only reason i am running a surplus of energy right now is because i was lucky enough to get 2 plantes with a total of 4 betharian stones on them + capacity overload.

As a side note to the above chance, the tool tip on building outpost still reads "0 energy upkeep", although this MAY be a rounding issue since i pay .8 energy per outpost right now.
 
Devs, please make Wormhole count as neighbours for purposes of Rivalry and other aggressive diplomacy.

Please also fix weapon range artillery behaviour.
 
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Most changes, except the WE/occupation ones are nice and all. It is still disheartening that how every major patch released needs a follow up patch like this to fix all those quite obvious problem/bugs... A lot of balancing issue really just need one play through to realize that how problematic they are. :/
 
I played a bit with 2.02 and the war exhaustion penalty is laughable. I don't even feel -20 happiness with just the harmony tree finished (+10 finisher, +5 dome). The only thing that even remotely hurts is that you get no influence, but I gladly take that for conquering more.
 
Ok here is my Feedback for Cherry:

The games did not change to the degree i had hoped for.
In hindsight the game seems even more undynamic as before.
Doomstacks are still present. The AI now just stacks its Fleets when attacking and you get screwed over when you don't do the same because every Empire that isn't a fallen is in most cases equal in strength so you can't split your ships to far because the combat is based around who has the higher numbers. You can fix this by removing the non interactive combat and give us direkt control over the fleets in battle so we can make maneuvers and add a penalty for ships when they get shot in the back or flank. Additionally give us Abilities based on Admiral Skills (Short range ftl jumps, Shield designation to the front, Boosted gun batteries in short range, cloaking etc...). Just borrow more of the combat system from Sins of a Solar Empire or Battlefleet gothic. Just make the combat more Tactical and Interesting.
The next step to remove doomstacks is a logistic and supply system. You need to implement this to prevent the stackling of fleets and finally add the last missing layer of complexity in this paradox titel. Starbase could provide a basic form of supply and when you want to extend the reach of number of your fleets in enemy territory you need to add supply modules to the Starbases. Also Admirals could get a trait for lower supply consumption. You could add a supply stockpile that gets drained during war and can be filled to prepare for a war. Supply could get transported by ships to your fleet so the enemy could intercept those to cut off your fleets from supply etc... the possibilitys of cool gameplay mechanics are nearly inexhaustible with a supply system.

Attacking is in most cases a stupid idea because of the starbase, so you wait until the AI Fleet dies in your starbase system where you also stationed your fleet and after they died you launch your counter attack and steamroll them. With the hyperlanes and chokepoints there is no other way to win a war efficient anymore. After the implementation of a supply system and a direct controlled fleets the enemy could not stack his fleets anymore and the player could not stack a fleet of the same strength in the same system with a starbase that is focus on defense modules and not supply stations. So it balance it self in the end. Additionally it would be a nice thing if a fleet could just bombard a station from afar. It would take longer than a direkt fight and it would not damage the station as fast. Giving the Defender time to react and the attacker the choice of a fast hard strike or a longer safer approche.

Wiz mentioned it in one live stream. "The game should feel more like you controle an empire."
 
I know it's easy to calculate...I do it routinely....I was assuming the casual user didn't want to do the math him/herself.....just put that out there in case they didn't know the mechanic was available :)
 
To summarize what I want from War Exhaustion:

1. I want to be able to enforce enemy into status quo if he hits 100% WE. If he declines, he must suffer really major penalties. If he goes bankrupt, status quo is enforced.
2. There must be no principial difference between attacker and defender in terms of general WE rules.
3. If it is I who hit 100% WE, I want to be able to spend my stashed resources to prolong war a little bit to take away from enemy some precious system.
4. Occupation must be major source of WE, because failure to protect population (death from bombing, slaughter from invasion) must directly contribute to WE.
5. Destroying 0lvl Outpost should contribute little to WE, because they can easily be retaken in course of war.
6. Fighting a fleet battles which lost ships' cost is small compared to territory/economy of fighting side should not contribute significantly to WE (to allow long wars between large empires).
 
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Question: Any plans to get the marauders to actually conform to crisis strength settings? I had mine set to 0.25x in my 2.0 game, and tonight - using 2.0.2 - the marauders united under the Great Khan. They have 202k fleet strength to my 19k. And I'm the strongest in the galaxy, except for the FE.
 
Devs, please make Wormhole and Gateway count as neighbours for purposes of Rivalry and other aggressive diplomacy.

Please also fix weapon range artillery behaviour.
Wormholes yes, gateways no. You can't and shouldn't be able to invade through gateways. They are a built structure controlled by owner.
 
Some comments from multiplayer:
The update is awsome, but it has some week points. Below I will state things that should be balanced but it shouldn't undermine the great work devs did.
1. There are still desyncs. They are probably not that often but happen (one of the desyncs happened on ransomers event after i failed to rescue the team)
2. War exhaustion was growing fast before the update, but it was pretty much the winning option for weaker empires. Through guerilla warfare you could exhauste your enemy and force white peace on him with low losses or even little winnings even despite being a weaker empire. It was a sudden counter meassure to death stacks, because enemy would be forced to split forces to counter guerilla warfare or otherwise even with bigger fleet he would loose systems through status quo. As it is now, death stacks rule the galaxy once again and the penalty from war exhaustion is way low. The idea of forcing peace because of war exhaustion was quite a historical one (like germany or russia in WW1 because otherwise people would rebel, oh wait, they did in russia). So if you do not want to go back to the instant peace, you could do some rebellions starting on war exhaustion of 100%. Maybe even make it grow further on to 200% to explain how is the rebellion growing. And not only planet rebellion, maybe increased pirate attacks, etc. The same could apply for robots, even being soulless machines they are AI, which could mean they were created to think free. If not, they should have some other penalties with gestalt consciousness, for example droping pop productivity because in war they woukld be forced to work without pauses and eventually breakdown.
3. Stronghold defences still can be bombarded making them quite useless for defending
 
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