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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
###################
* 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

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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

###################
# 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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Agree, the cost of Starbases is already limiting enough so that you won't spam them unnecessarily.
Now we also got upkeep on them.

There are never enough Starbases....

Nah not really the max naval cap is a 1000 the longer the game goes on the more tech you get the less starbases you will need for fleet cap.
I had like 2 vassals give me 300 fleet cap. the -20% reduction in cost is way better then 2 extra bases early on in the game.

Think the new meta will be downscaling of your empire size the longer the game goes on because 2% per system owned will add up very fast when you het repeat techs.
 
how is it possible to deal with this +1 energy costs for outposts?!?! :(

Just did a playthrough on Insane, I actually like the early game a lot now. It's a lot of juggling resources to get enough energy and at one point I was so energy starved I couldn't clear my blockers so I had to start replacing random tiles with power plants :D

Then once you get Starholds, Offworld Trading Company and Trans-Stellar Corporations from Prosperity (crucial!), you are suddenly swimming in energy and can start replacing power plants again.

I personally love this. It makes tech and unity feel truly important for the early game, and having thresholds on your expansion where you FEEL like things are happening makes for a wonderful gameplay experience.

For anyone who played Civ4, that game also has a lot of these threshold techs. It was perfectly possible to over-expand and get into a debt spiral where you ended up spending 30 turns to research currency, but once you FINALLY get there, everything changes and your empire takes off.
 
I feel like the +1 to outpost maintenance is entirely unnecessary.

Sure I don't know how it all works out but we're already scrambling to get influence enough to expand without having our energy hindered which we then need later for matter replicators late game. I'm quite the land grabber in games but this just seems like a complete put off.

i kinda like it, it makes you balance your expansion more. currently i am always running against influence cap as a hive mind but have problems balancing my energy balance. it slows down your system grab game and makes you build up your economy first a bit before expanding more. like it!
 
Hello Guys! I'm new in this forum. First of all I must say Stellaris is a fantastic game as its dev team ! Good job guys!

Recently I found the following bugs:
- after upgrading the ships, fleet power does not change until I split then merge the fleet again.
- after I start the game the music is gradually fall (unortunately much more silent then it was in 1.9.)

I would like to ask that whether this "new" ship upkeep is normal in 2.0? I mean comparing to the previous patches I found creating and maintaining the fleet a little bit frustrating.


Forgive me if i missed to read these kind of problem(s) somewhere in the forum.

ps: You should compose more "Hostile Fleet Deteted" type of music. For me, this is the best soundtrack! :)

Thank you for your continuous effort to upgrading this game!
Best regard,

Holyshout
 
Is there any plan to address how slow the game has become in terms of getting your ships around? Either through the charting of new hyperlanes between owned systems (which can be made to extend farther than the original hyperlanes -- I'd also like it if you could destroy hyperlanes down to one to and from a system), or through not having to travel through own systems at sublight speed to go to the next system? I get what you guys were trying to accomplish but it annoyed me so much I generated it with 5x hyperlanes just so I could get the straightest paths i could to get around in my own empire, which kind of negates the intent of what you guys wanted to accomplish (i also don't really like this 'solution' because now my starbases can be avoided -- as can the enemies). I'm fine with forcing the player into some certain areas so you have to attack choke points, but within allied space I think travel shouldn't be so painful.

travel speed is fine, upgrade your sublight thrusters and lategame build some gateways. solved!
 
With these War Exhaustion Changes, Total War CBs become really, really strong. Especially if you play a Gestalt Consciousness and dont have to deal with happyness. No reason to ever quit a war you are winning before you have gobbled up the entire enemy empire, even if its half the galaxy wide.

I really really hope that this gets reconsidered, because it utterly ruins the concept of War Exhaustion as a means to ensure single wars dont decide the fate of the whole game.

why? hive minds and robots aren't really getting exhausted by war or do they? so them being less affected by such emotional values is understandable. they also needed some buffs ... they have quite a hard time actually growing with all those defensive pacts and federations and artificially war restrictions. this way they are more in line regarding what they represent.

basically an empire similiar to the baddies like prethoryn scourge ... just playable :3.
 
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?

Certainly achievement compatible...gotten a couple since applying the beta.
For the poor AI...you should see the poor sod in my game.... he's stuck behind an ether drake w/ all of 3 systems to his name....!

B75470561D05AEF786830E3441AF1D67C1EAC44B


Now 184 years into a game and he's still stuck there!
 
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According to the devs multiple hotfixes are in the make, so maybe this is already the devs' intention, but is it an idea to seperate bug hotfixes from balance patches?
Keep the balance patches in beta for a while to gather feedback, but release hotfixes to the bugs right away.
 
I'll admit that I haven't read through the thread so I might be repeating someone, but the unity calculations are still wrong.

Unity comes in far too quickly, now - I'm on track to finish every tree by 2350 at the latest, with 32 planets and 107 systems.

Yeah, that's because it's now bugged to ignore the colony penalty entirely while doubling the defined system penalty. So we're currently playing with a 0% colony and 2% system penalty. There's a bug report here:
https://forum.paradoxplaza.com/foru...colonies-2-for-systems.1074367/#post-23887470

How was it okay before 2.0 to have infinite wars and now it is such an issue? It makes me think majority of people are okay with long wars..

Many people, myself included, had gotten very bored with Stellaris before 2.0 came out because war was boring and thus were simply not playing it. 2.0 fixed that, and we came back. Then (in some of our opinions), 2.0.2 unfixed some of it.
 
This patch makes Cherryh feel more like the way it was intended at last, with the major bugs ironed out.

Fleet manager isn't mentioned in patchnotes, but it seems to have some tracking of outdated designs, as it shows an upgrade arrow on outdated ship number. Not sure, but I'm not risking the mess I got myself into, last time I left auto templates on, just to check it out.

I can see a lot people complain about the outpost cost, but I don't really get where is it coming from. I for one welcome the change, because in 2.0 even after stripping thrifty off my guys, I still had several constructors dedicated to building new outposts exclusively in every game, and it felt like 50% of my gameplay time was microing expansion. Is it some kind of EU map painting thing? I pick clusters of profitable sectors and just connect them with possibly reasonable number of other ones to keep territorial continuity. Maybe it's a matter of how you perceive resources - ie. when you expect similar energy surplus like with minerals vs. just try for it to be above zero like with food? I noticed it mentioned in relation to synthetic empires, and in this regard I don't know, as I only play organics, but if so, isn't it actually a problem with them? I think the new cost easily communicates the need to actually only blob when it's reasonable, unlike the somewhat more indirect other maluses from sector count. And, no I'm not spreadsheeting anything, I play everything by ear, on hard difficulty. Nor am I trying to mock anyone, I'm genuinely astonished where are those problems coming from.

Marauder neutrality also, seems like a fine bandaid for now, not because of other empires, but the neutral menaces I've seen them crash into on their way. But it might be better to give them some logic not to pick a fight they can't win.
 
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Since the removal of the WE as we know it, I reckon that the station upkeep will put a brake on the early game expansion, which for me is fine, because you will need to plan where to expand. Even so a lot of star systems give a few energy points on the star, so it kinda pays for its upkeep.
 
No one says about gateway multiple construction limit... Why i can build only ONE gateway at one time in huge galaxy? Please, fix it.

I presume gateways are considered megastructures?? If so, that is why you can only build one at a time...it's a limitation on megastructures.


Well...I take that back...according tot he wiki at least "It is only possible to build, upgrade, or restore one megastructure at a time, except in the case of Habitats and Gateways."
 
Thank you for the beta patch changes. Status quo surrender is not my idea of fun. One side should surrender, not both surrendering to each other. This will be more fun.
 
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.
If you don't have an empire that is too sprawling you can set up those hyperlane speed up modules as a highway system through your empire .
 
Something that I have had an issue with is the auto status quo because when I attack about halfway through they will basically surrender but i cant choose what i get even if i am destroying them. They give me whatever even if i have claims on their whole empire. Also is liberation gone? I cant seem to find how to liberate. Also vassalization and tributary demands are unclear as well. I would like to be able to choose what i get in the war if i am the aggressor. The war setup is very weird and hard to understand.
 
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