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Hi all, Jamor here. I'm filling in for Wiz this week, as I want my Game Director to focus on post-launch support for Cherryh, our biggest update yet.

Today's dev diary is about 2.0.2_beta: the new build available as an optional beta for Steam users right now (note for Paradoxplaza Launcher users: we're using Steam as our beta testing platform at this time, if you want to try it out please use the Steam key that came with your Plaza purchase).

When we made 2.0, we knew that the scale of changes would be huge, and therefore I budgeted a larger than normal amount of dev time for post-launch support. The objective is to absorb and process player feedback, and perform bug fixes as well as balance tweaks and general improvements. There are almost as many unique play styles as there are Stellaris players out there, and our objective is to hit a good balance point for the maximum number, which you can then further tweak to your own preferences with the new game customization options.

2.0.2 is planned to be a "rolling beta", meaning we will continue to update it at intervals when we have new tweaks/fixes that we want to push to you. Your feedback on it will be crucial for determining the content of the final, official version, so please continue to play and tell us how it goes.

We especially want to make sure we get War Exhaustion/Status Quo Peace right, so that it produces believable and satisfying war results for the greatest number of people. As such, the initial changes in this patch are experimental and we'll continue to iterate on them throughout the test period. Please don't hesitate to give us your constructive feedback.

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######################### VERSION 2.0.2 ###########################
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# Feature
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* You are no longer forced to make peace at 100% war exhaustion, instead your Influence and Unity monthly gains are reduced to 0 and a happiness penalty is applied to all Pops until you make peace
* Occupation no longer contributes to War Exhaustion, but instead is displayed as a separate factor in war overview, to make it clearer what you need to do in order to enforce demands
* War Overview no longer attempts to calculate a winner in battles, but simply displays war exhaustion gained by each side
* Marauder raiding fleets are now neutral to everyone except their intended target so they won't wreck everything in their path when they go a-viking
* Fixed Gestalt Consciousness empires using Trading Hub starbase module and Offworld Trading Company starbase building, they now use Resource Reprocessor and External Acquisitions Area (name/flavor difference only)
* It is now possible to test-fire a World Cracker on habitable (but uninhabited) planets in your space
* Added tier 5 Dark Matter thrusters that can only be gained by scavenging Fallen Empire ships
* Transcendent Learning ascension perk has been added to the game, and it increases leader level cap and empire leader cap
* Megastructure resources are now affected by country modifiers
* Ship sizes now have a default combat behavior and will prefer computers of that type if auto-generated (Picket for Destroyers, etc)
* Added some more logic for making sure ship auto-complete doesn't switch your desired combat role
* Space stations now use the country_mult modifier instead of the tile_mult modifier and no longer get the tile_add modifier
* When a new ruler is elected, the previous ruler that was voted out of office (if alive) will now attempt to take over the job that was opened up by the newly elected ruler, assuming the leader class matches. Back to the mines, Mr. Ex-President.

###################
# Balance
###################
* Reduced War Exhaustion per ship and army killed
* Militarist ethics now gain -10%/-20% war exhaustion gain instead of army damage bonus
* Technologies that reduce claim cost now also decrease war exhaustion gain
* You now get war exhaustion a bit slower while fighting a Liberation War
* Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance
* Base unity income increased from 1 to 2
* Base tradition cost increased from 56 to 100 (does not affect the cost increase from number of traditions)
* Tradition unity cost per system reduced from 2% to 1%
* Corvette/Destroyer/Cruiser/Battleship build speed techs now also reduce build cost of that ship type by 5%
* Habitats now have their own fortress building (Security Zone) that is effective at unrest reduction but provides only a few defense armies and no FTL inhibitor or bombardment protection
* It is now possible to mod away serviles & pre-sapient traits if you have completed biological ascension
* Egalitarian ethics effect on faction influence increased from +15%/30% to +25%/50%
* Corvette Focus trait now requires Destroyers tech (as it's hardly a 'focus' if it's the only ship type possible)
* Scout admiral trait reduced from 20% to 10% speed (so Gale-Speed is faster)
* Admiral now always dies when last ship in fleet is destroyed and there are no disengaged ships to move to
* Drone Mining Lasers are now a bit worse against hull and a bit better against shields
* Broken and shattered planets spawned on galaxy generation can now have deposits
* Thrusters now cost different amounts of minerals and give different amounts of evasion based on which ship size they are for (corvette thrusters are cheaper and add more evasion, etc)
* Reduced cost of hiring Marauder leaders to 2000 energy
* Having an enclave in your border now gives +1 opinion per year instead of +1 opinion per month, as the latter made all other opinion boosts rather meaningless
* Increased opinion bonuses for ally of ally and mutual rivals
* Increased opinion penalties of allying rivals
* Tributary wargoal is now a bit easier to enforce
* Combat computers now give evasion_mult instead of evasion_add
* Asteroid Sighted can no longer pop after the first 50 years, to avoid it happening in large sprawling empires with limited time to respond
* First pirate event now tells you the system where they are based
* Increased time limits of all Special Projects requiring a ship in orbit (new minimum is 3 years)
* Federation fleet is now limited to an absolute max naval capacity of 500
* It is now possible to get the gateway activation tech if you know any other empire that has the technology
* When a Federation enforces ideology on an empire, that empire now gets opinion boosts with the entire federation

# Civics
* Citizen Service civic now also increases unity output from fortress and strongholds by 1
* Aristocratic Elite civic now gives +2 leader cap and +2 governor max level instead of +4 leader cap and -50% leader recruitment cost
* Distinguished Admiralty civic increases leader cap by +2
* Driven Assimilators now have the 'Assimilate' total war CB
* Purifier and anti-Purifier CBs no longer require neighboring status (was confusing and unintuitive to players)
* Nationalistic Zeal civic now gives -10% war exhaustion gain instead of +1 rivalries
* Free Haven now gives xeno migration attraction instead of migration attraction

# Traditions
* Expansion adoption effect now gives +50% colony development speed (down from +100%)
* Galactic Ambition expansion tradition now gives -20% starbase upkeep instead of +2 starbase capacity

# Ascension Perks
* Shared Destiny effect on integration cost reduction changed from -50% to -75%
* Nihilistic Acquisition can now be taken by purifier-style empires

# Edicts
* Drone Campaign food cost increased from 100 to 500
* Learning Campaign food cost increased from 50 to 500
* War Drone Campaign food cost increased from 50 to 500
* Patrol Drones planetary edict is now available to all Gestalt Consciousness-empires

###################
# UI
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* Added building descriptions to traditions that unlock buildings
* Starbase upgrade cost and Module/Building building cost now properly show modifiers affecting them
* Renamed Growth Speed to Pop Growth Speed to be clearer
* Added the correct icons for megastructures and starbases in the control-groups UI
* Contacts view has been improved
* Government view now displays ruler & heir skill stars
* Heir tooltip no longer displays skill effects (as heir has no skill effects until they become ruler)
* Clicking your ruler or heir name in Government View will now allow you to change their name and/or title
* Galaxy resources now show the amount actually collected, and the tooltips give you the list of applied modifiers
* Resource modifier no longer show decimal values
* Removed pointless decimals for starbase caps, planet caps, naval command cap, and naval capacity
* Added the country resources add and multipliers modifiers to the budget tab
* Improved how the speed modifiers are shown in the starbase upgrade time tooltip
* Added a more clear warning that deleting templates will also disband ships
* Fixed several instances of a Status Quo peace being called a White Peace in peace messages
* Alert for High War Exhaustion is now more helpful
* Traits that are already present in species can now always be re-added while in process of modifying template
* Aura tooltip now differentiates between system-wide friendly auras and fleet-only friendly auras
* Changed the current value of template designs in fleet manager to show the current amount of ships including ones that only are scheduled for retrofit

###################
# AI
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* AI now activates some of its anti-crisis logic when under threat from a mid-game crisis like the Great Khan
* AI no longer picks shared destiny unless it has at least one vassal
* Added separate definitions for mid-game and end-game crisis factions, with slightly different AI logic to respond to them
* Fixed another cause of AI endlessly inviting player to the same war

###################
# Modding
###################
* Added a country modifier for war exhaustion gain (when multiple countries are involved on the same side in a war, the averaged modifier of all of them is used)
* add_threat effect now once again takes country scope (generates threat scaled towards whole target empire)

###################
# Bugfix
###################
* Fixed system/colony tradition costs being multiplied on each other instead of additive
* Fixed additional potential out of sync issues in multiplayer
* Afterburners can no longer be installed on defense platforms, as lovely as it was to uselessly vent fuel in to space as a gesture of contempt to environmentalists
* Deep Space Black Site now requires you to own a planet in the system, instead of erroneously using the same trigger as trading hub
* All Satrapies are now properly liberated when the Horde fractures into the Diadochi
* Fixed bug where the planet class transition effect started too late
* Fixed adopting the Domination tradition tree not unlocking certain diplomatic actions for eligible Machine Empires
* Fixed auto-exploring science ships doubling up (exploring the same system simultaneously)
* Fixed a CTD. Could sometimes try to merge invalid fleets.
* No longer possible to hold Casus Belli on non-empire factions such as Crises and Marauders
* Galactic core visibility is now lifted when you explore all systems adjacent to it, instead of just one
* Fixed empires not being able to see primitives in other empires' space due to lack of comms spread
* Ships merging in to fleets directly from stations now behave properly
* Fixed scientists not dying when their science ship was destroyed in battle
* Fixed raiding stance not having bombardment graphics on planet being raided
* Fixed tooltips for status column in contacts view to reflect accurately what they represent
* Fixed raiding not always abducting pops when it should, due to bad habitability calculation
* Fixed raiding stance not having the correct pop limit (would abduct at >6 instead of >4 pops)
* Fix a freeze when trying to upgrade technologies more than their max levels
* Fixed Determined Exterminators starting with a farm building
* Construction is now paused for starbases in combat
* Fixed force ethics not correctly calculating a government for the defeated empire's new ethics
* Enigmatic fortress now properly disables even after saving and loading the game (status was not properly saved)
* Iron Fist governor trait is no longer available for Hive Minds, making it disabled for all types of Gestalt Consciousness-empires
* Fixed being unable to land armies on a colony seized by Mutants
* Fix bug where queued items wasn't moved to the new fleet design when a design upgrade becomes available
* Fixed Slaving Despots being far too common an AI personality because of wrongly scripted weights
* Disables the bypass cache when calculating the distance to capital modifier, hopefully solving an OOS issue
* Fixed a crash when quitting to the main menu in the middle of a war
* It should no longer be possible to try to spawn a star system with an invalid star class
* Fix crash when comparing the relative power of a country that has no power
* Prevented fake country from trying to initialize a technology module it does not have for some reason
* UNE now uses correct name list when spawned in Commonwealth games
* Fixed revolting slaves greedily snatching the capital planet when they're not supposed to
* No longer possible to force ideology on Fallen Empires
* Fixed Omega Theory tech sometimes not appearing at the end of the Horizon Signal chain
* Fixed an event-spawned science ship not getting a hyperdrive
* Fixed planet unrest modifiers not being properly recalculated
* Fixed Ascension Theory tech not being available to players who do not own Apocalypse

PLEASE NOTE: THIS IS AN OPT-IN PATCH. YOU HAVE TO CHOOSE TO JOIN IN ORDER TO TEST THE NEW VERSION.

Here's how to opt in:


Right click on Stellaris in your Steam library -> select Properties -> go to the Betas tab -> select "2.0.2_beta"

I'll of course ping this thread and let you know when an updated version of the beta goes out. Thank you all for your support, we think it's really great that we get to work with our fan community to constantly improve the game together.

Make sure to check out next week's Dev Diary for a first look at our development priorities going forward in the...wait for it...POST-APOCALYPSE.

(I've been waiting so long to say that)

Have fun everyone!
 
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That's a lot of disagrees for something I thought would be fairly uncontroversial, because so far I've seen a few people complain about the new travel times, and no one bothering to defend them.
Now, that discussion is probably too far off topic for this thread, but can someone point me towards threads where people argue in favor of the new travel times?

I think the new travel times are quite nice, given the addition of wormholes and gateways. It makes you split your ships in order to control a larger territory and it actually adds to the feeling of vastness of space. Also the new system makes both types of engines useful at all times, not only in combat; and also it feel a lot more realistic now that the ground forces travel behind the ships - before it was possible to have your ground forces wiped on the way if they jump a second later and get caught by someone jumping in.
 
Playing Ironman, year 2600+. Do I need to start fresh game after 2.0.2 hits? Also please do fix pirate empires. AI seems to be buying their service all the time and because there is no visible timer how long their raid last, I cannot hire them fast enough before AI empire does.
 
I think that infinity wars just don't fit for Stellaris because those types of wars in sci-fi tend to be a lot more of "technical wars" where there is opposition, probably a declaration of war, and maybe even occasionally some fighting, but nobody is actually obliterating themselves every second, constantly smashing fleets at each other head on, and while there are a good few exceptions to that many of those wars are more comparable to the Korean War, where they are still technically at war, but nobody is really doing anything about it in the conventional warfare sense. And Stellaris doesn't really have a way to represent that, the closest to that is the rivalry system kinda.

I also actually don't mind the travel times if we had a better way of dealing with them before building gateways, like a hyperlane highway system or something. Its just kind annoying that we need to pull the late game to do anything when travel time is still somewhat of an unreasonable issue in the mid game.
 
Pirates generating in systems I cannot populate.... ex. I've currently got the ancient ship (can't remember the name) in one system with another 2 completely isolated systems behind it. Pirates generate regularly in the system removed and sneak past the ship on a regular basis and raid into my systems. As well I've got a military isolationist FE, meaning that I cannot really settle those systems on the border. Hence once again I have pirates regularly generating with stronger and stronger fleets in those systems I cannot settle and 100% of the time raiding into my systems rather than the other empire on the other side of that system.... I've resorted to building a fortress with 4 platforms in my system, which were just clean wiped by a galleon and another 2k fleet along with that galleon...

So every 5-10 years I'm dealing with pirates from the exact same system every single time being more and more powerful than the last...
 
I mean, it's a bit hard to translate warhammer 40k in to stellaris, but it's not like the tyranids are rebuilding and throwing fleets back in as fast as they die forever. You wipe out fleet and that's that, wait for the next "war."
Octarius would like a word with you.
 
Okay and if we start arguing for memes within sci-fi settings though we won't get anywhere. You simply can NOT have a game function as complicated as stellaris while still adhering to all the various sci-fi trope rules from different settings.
I mean, it worked for the past two years. If you want to remove infinite wars altogether, then I guess Scourge, Unbidden, and the contingency has war exhaustion too?

I don't think you realize this but scourge are basically tyranids. "infinity wars don't fit for stellaris because imagine if warhammer 40k ended with "and then we conquered all the tyranids forever!!!"" that happens when you kill all the scourge worlds, lol.
 
Okay, played for a bit. Was the main point of this release, to show us why War Exhaustion is important? Because this, as expected from just reading the patchnotes, feels like you just reverted back to the old system.So far the AI has always accepted "take ally our claims fromme", before I even came close to reaching the WE limit. The only thing holding me back now is the claim system.
This, as far as I can say this early, leaves the following szenarios:
Enemy is stronger: I dont attack him
Enemy is equally strong: I conquer the claimed systems easily and then some, AI accepts peace after a while. I get the claimed systems
Enemy is weaker: I steamrole everything. I get the claimed systems.

This feels incredibly boring right now.
 
Okay, played for a bit. Was the main point of this release, to show us why War Exhaustion is important? Because this, as expected from just reading the patchnotes, feels like you just reverted back to the old system.So far the AI has always accepted "take ally our claims fromme", before I even came close to reaching the WE limit. The only thing holding me back now is the claim system.
This, as far as I can say this early, leaves the following szenarios:
Enemy is stronger: I dont attack him
Enemy is equally strong: I conquer the claimed systems easily and then some, AI accepts peace after a while. I get the claimed systems
Enemy is weaker: I steamrole everything. I get the claimed systems.

This feels incredibly boring right now.
Honestly, just making it so war exhaustion isn't insanely high fixed my problems with it and wars ending too early(fanatical militarist for the win).

I haven't ran into a forced status quo yet, buuuut theres the issue of you almost take a planet(takes a long time to take a planet) and then "nope status quo" which I haven't experienced but I can see happening.

Make 100% war exhaustion reduce your mineral surplus to 0, that way people can finish taking planets, but also you can't stay in war forever with max exhaustion.

Bare in mind, I mean mineral gains, not out. If you have a fleet that requires 100 minerals and you're making 200 a turn, you don't start losing minerals, you still make enough for upkeep, but you cannot gain a surplus.

I think that'll make all sides happy:
Carebears don't have to worry about most empires steamrolling the galaxy
Players who are on the verge of taking a planet before 100% exhaustion don't have to worry about losing the progress on the planet
And amazing players (like myself) who has massive reserves of minerals at all times can drag out a war for a century.
 
how is it possible to deal with this +1 energy costs for outposts?!?! :(
Thrifty, also every system has at least 2 resources from it's star so it's relatively easy to have plenty of energy. I have a entire habitat full of mineral fabricators.

I realize habitats are usually bad but I built this one on Uranus because lulz
 
Thrifty, also every system has at least 2 resources from it's star so it's relatively easy to have plenty of energy. I have a entire habitat full of mineral fabricators.

I realize habitats are usually bad but I built this one on Uranus because lulz

wondering if the AI can handle this as well
 
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