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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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Status Quo gives both empires any occupied systems they have claims on. If you occupy a system you have not claimed, you do not keep it in a Status Quo peace.

I spent the influence on claiming the systems, the game didn't appear to notice.

Though this was using a mod, maybe that messed things up, even if it was supposed to be compatible.


However, all the screaming I've seen on "how Status Quo was horrible, 1 star, would not play again", mentioned everything occupied just returning to the owner at the end. Which is why I noticed and commented on it.
 
god save the queen if you can make status quo be an offer and not automated whenever you get to 100% WE.... it's a shitty mechanic and i hope you get rid of it as fast as possible
 
However, all the screaming I've seen on "how Status Quo was horrible, 1 star, would not play again", mentioned everything occupied just returning to the owner at the end. Which is why I noticed and commented on it.

Most of the screaming seems to come from people who forgot to make claims or never knew that you needed to.
 
I dont like that the first pirate event shows where they are. You should have to kind of hunt them down. Shouldnt they escape back to base after you have beaten them back? The ones I went up agaisnt fought to the death. Doesnt seem pirat-ie (matey)
 
If you hover over the blue bar on a growing pop, you can get a good estimate (it will tell you that you have 28/50 and are growing at 1.0/mo for instance, so you can deduce 22 month until growth). A bit more difficult when you are at, say, 27/92 and growing at 1.62/mo....but can still get a decent estimate.
Honestly, I don't want to calculate stuff computer can easily and cheaply estimate for me. I'm usually more busy with global strategy parts.
 
I spent the influence on claiming the systems, the game didn't appear to notice.

Though this was using a mod, maybe that messed things up, even if it was supposed to be compatible.


However, all the screaming I've seen on "how Status Quo was horrible, 1 star, would not play again", mentioned everything occupied just returning to the owner at the end. Which is why I noticed and commented on it.
Ill bet you they're clicking a bunch of systems, and then forgetting to hit the "make claims" button.
 
The OFFWORLD TRADING COMPANY building for starbases was changed to give "Resource Reprocessor +2 Energy" but nowhere in the wiki or this forum or anywhere else can I find info about that strange Resource Reprocessor. Before it added +2 energy to the trading hub. Is it still the case, just an incomplete renaming or something?

Just renamed for flavor reasons, same effects. The notes make this clear.

Err... but I get that technology for free by picking a non-hivemind government..?
This doesn't make sense

btw thanks for quick reply

Please tell me where. I did several searches and it didn't come up with anything

5th line under "Features" (I'd group it under UI myself, but meh).

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)
 
Started a new game with 2.0.2 Beta. Here is my feedback so far:

Bugs

- Can't declare rivalries on Purifiers.
Popup says "only empires with relative power greater than Pathetic and less than Overwhelming can be declared rivals".
They are Equivalent to me. If this is on purpose - they are purifiers after all - then the tooltip is wrong.

- No "go to" camera icon on Wraith event popup

- Sector AI builds construction ships even when there are no mining or research stations it can build in its sector

- Pirates sometimes just sit in their base system for decades. Not sure if this is intended... I had no fleets nearby and no upgraded outposts/stations that would lock them in.

Improvement Requests

- Foreign claims popup icon at the top: When clicking on these, should take player to empire making the claim

- War exhaustion ticks up even before a single battle took place or any stations were taken over. This should not be. I think a ticking WE is OK
but it should start with actual hostilities.
 
Is there a possibility that empires don't spawn at the end of a hyperlane?

I never had this problem with mine, but some poor guy was stuck behind a 1k fleet of space amoebas until 2250. When I made contact with them they had no other communications and their fleet power was like, 400. I then ate them instantly because I was fanatical purifiers.

Also, has there been any word on this working for achievements?
 
* 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

Damn, I really like the challenge of planning fleet movements around tough fortress worlds, and having a war dedicated just to break one.


* Tributary wargoal is now a bit easier to enforce

Again, I liked how it took multiple wars to wear someone down before going for subjugation and that it takes multiple fleets and more than one army.

* 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

This is just going to result in few massive long wars again. The quick small wars are much more exciting.
If the penalty is going to be soo weak that anyone can just ignore it then at least make it a togglable option so that I can play all my multiplayer games with auto status quo.
 
This is just going to result in few massive long wars again.
Massively long wars is in most forms of space scifi. Star trek's klingon war, star trek's romulan war, star trek's dominion war, star wars speratist war, star wars rebel war, stargate's goa'uld war, stargate's ori war, in the grimdark future of 40,000 there is only war. I never gave a crap about Halo or Mass Effect's story but reapers/flood comes to mind.

So what that theres going to be a few massive long wars? Some people really like that, like me, and literally everyone else I know.

The quick small wars are much more exciting.
Opinion. You can't alienate an entire playerbase.
If the penalty is going to be soo weak that anyone can just ignore it then at least make it a togglable option so that I can play all my multiplayer games with auto status quo.
No unity is bad, negative influence is worse.
 
This is just going to result in few massive long wars again. The quick small wars are much more exciting.
If the penalty is going to be soo weak that anyone can just ignore it then at least make it a togglable option so that I can play all my multiplayer games with auto status quo.

I agree, the back and forth war was very good. Now there will be one big war that you can't get back from. Me and my neighbour battled back and forth (he won, I won and so on, untill now tho when he broke me).
 
* Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance

My Empire would capitulate under that financial stress. No please no.


* Clicking your ruler or heir name in Government View will now allow you to change their name and/or title

Amazing! Finally!
 
Massively long wars is in most forms of space scifi. Star trek's klingon war, star trek's romulan war, star trek's dominion war, star wars speratist war, star wars rebel war, stargate's goa'uld war, stargate's ori war, in the grimdark future of 40,000 there is only war. I never gave a crap about Halo or Mass Effect's story but reapers/flood comes to mind.

So what that theres going to be a few massive long wars? Some people really like that, like me, and literally everyone else I know.


Opinion. You can't alienate an entire playerbase.

No unity is bad, negative influence is worse.

Yes, science fiction writers generally like their infinity wars, they are not a very inventive bunch when it comes to conflicts. I still think that lots of small wars back and forth is lots more exciting than one big war.

Yes, it is an opinion. I don't believe it is alienating the entire player base.
From the forum threads I have seen so far it looks more like a 50/50 split between people who hate/love auto status quo.

It is not negative influence, it is just no influence gain.
Not gaining any influence/unity for a decade while finishing subjugation of a medium size empire is negligible. The eventual payout is simply too great.
 
Yes, science fiction writers generally like their infinity wars
Stellaris is a game that pays homage to science fiction writers, which you admit like their infinity wars. It's only fitting that the game has infinity wars.

Checkmate.

They are not a very inventive bunch when it comes to conflicts.
Stargate: Ori and Goa'uld wars were pretty inventive, granted replicators are just a copy of the Borg.
Star Trek: Borg changed the landscape of science fiction forever, and Voyager had it's fair share of fascinating wars like with Year of Hell, Species 8472, and the episode "The Void" is pretty inventive.
Warhammer: Literally everyone is fighting for different reasons. Imperium cause aliens and heresy is bad, tau because communism, tyranids because they're hungry, and Orkz cause it's fun.

I still think that lots of small wars back and forth is lots more exciting than one big war.

Yes, it is an opinion. I don't believe it is alienating the entire player base.
Making wars auto status quo is.
From the forum threads I have seen so far it looks more like a 50/50 split between people who hate/love auto status quo.
Disagree, seems to be a vocal minority or yesmen.

It is not negative influence, it is just no influence gain.
Not gaining any influence/unity for a decade while finishing subjugation of a medium size empire is negligible. The eventual payout is simply too great.
If you're using influence for something like a defensive pact, don't you get negative influence?

Also forgetting the hit to happiness. Letting wars go on forever is usually not the best idea when it is such a massive hit to your resources. I don't see them lasting forever unless you're in a war where if you status quo, you lose or be put into a position you cannot recover from.
 
What are you talking about, energy surplus?

In the game I'm playing I've gone pretty big, but I didn't take the Expansion tradiition because that hadn't been the original plan. If every outpost costs 1 energy, that empire goes bankrupt. Forcing people to go one way is not a good idea.
 
I'll admit that I haven't read through the thread so I might be repeating someone, but the unity calculations are still wrong.

I'm unsure on if the Colony costs are still multiplicative or if they're just additive now, but the System cost is still 2% per system even though the UI shows it as 1% and the amount per tree unlocked is multiplying the total amount.

I'm looking at a cost of 761 unity with only 1 planet and 16 systems (15 for calculations) I have the Discovery tree finished, so 5 traditions unlocked.

Here's what the unity overview shows me.
Base: 100
7 Traditions: 457 (I don't understand why it says 7 either, does the finisher effect count as a tradition as well for this?)
1 Adopted Tradition Category: +5.00%
15 Systems: +15.00%
Cost: 761

So the equation that I'm seeing is: 557x1.3x1.05
When it's supposed to be: (.15+.05)557
 
Also forgetting the hit to happiness. Letting wars go on forever is usually not the best idea when it is such a massive hit to your resources. I don't see them lasting forever unless you're in a war where if you status quo, you lose or be put into a position you cannot recover from.

Really? That -20 can be nearly completely countered by the harmony tree alone. You do not feel the happiness penalty at all. Look in the infinite war thread for examples.
 
So this basically means the new meta in SP is when you want planets, never declare war but instead bait the AI into attacking you with insults. This will allow you to eventually take ALL your claims (occupied or not) when you force the AI to surrender by holding their influence and unity income hostage by refusing to make peace because you have no WE penalties as the defender.

Erm... what? Why not just only grant the penalties to an empire (attacker OR defender) that refuses a status quo offer? This implementation seems insanely exploitable.

In my numerous Inward Perfection games I have never had the AI declare war on me, even at -1200 opinion with Highly Aggressive AI. This is likely because I build up a strong navy, but it is slightly disappointing. As a Fanatic Pacifist the only time I get to test my fleets out are against the leviathans and the crisis, which really isn't useful.

I find the energy cost for Outposts to be a bit too crippling in the early game, but I imagine that will be balanced out eventually.

On an unrelated note, after downloading the beta my anti virus software flagged Stellaris as potential malware when the launcher tried to connect to the internet. While I'm sure it's just a false positive, I felt I should mention it.
 
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