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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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* Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance
# Traditions
* Galactic Ambition expansion tradition now gives -20% starbase upkeep instead of +2 starbase capacity
Making outposts (which just claim space) cost 1 energy to maintain is really harsh, even with the -20% from Galactic Ambition. I mean, I understand the reasoning of having a maintenance cost, but in decently sized empires with 50+ starbases, this one change will do havoc on the economy, especially for players who get unlucky with energy placement in RNG. Energy maintenance is a hard enough line to keep in the mid-late game anyways, especially in empires with robots. A change like this should come with a similar increase in some other form of energy production. Might I suggest a significant boost to Trading hub energy production, either the module or the building to offset this new energy demand?
 
I think if you are a devourer, any war can be a war to the death if you are winning. I think that for other societies, especially the ones that are more "peaceful" or have individual freedom, the penalties should be higher. Instead of a weird mallus thing, why not have unrest in various forms pop up on homeworlds? That way, if you want, you can use your armies to suppress your citizens, meanwhile you have rebel factions popping up over time..
 
Making outposts (which just claim space) cost 1 energy to maintain is really harsh, even with the -20% from Galactic Ambition. I mean, I understand the reasoning of having a maintenance cost, but in decently sized empires with 50+ starbases, this one change will do havoc on the economy, especially for players who get unlucky with energy placement in RNG. Energy maintenance is a hard enough line to keep in the mid-late game anyways, especially in empires with robots. A change like this should come with a similar increase in some other form of energy production. Might I suggest a significant boost to Trading hub energy production, either the module or the building to offset this new energy demand?

This is unlikely to happen, because there's some indication that trading hubs are actually too good.

There's a thread on the Stellaris Reddit (don't believe I can link to it...) where someone is earning 115 energy from planets, 500 from stations and 315 from starbases.

Remember you can place up to 6 trading hubs on a single starbase, plus the building that increases their output...
 
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.

Have you been watching the same material I have? What do you consider massively long wars?
In Star Trek, there wasn't one Klingon war - there were several wars interspersed with periods of tension. Until Star Trek VI, the Klingons were always "enemies" but they weren't always having open battles with the Federation. The Romulans even more so - when Picard dealt with them at the end of the first season they hadn't even made waves in the Federation for 50 years. With the Dominion, again you had tensions but no open warfare for quite a while, and when it finally happened it ended pretty quickly.
In Star Wars, the Separatist Wars had roots in the Trade Federation conflict but didn't really start until Episode 2. The actual war only lasted about 5 years. The Rebellion was more a series of terrorist cells and you can't really call it warfare until much later. However, going from birth of rebellion to Emperor's end is about 23 years.
In Stargate, the fight against the Goa'uld was 8 years, but even that wasn't a single war. The Goa'uld weren't a single nation, and even fought each other. Humanity's war was actually with various system lords - Apophis, Anubis, Bhaal... and none of these wars lasted the whole 8 years. The Ori war was only 2 or 3 years.

Compare this to real world conflicts: World War 1 was 4 years, WW2 was 6 years, US Civil War was 4 years, Korean War was 3 years, War of the Roses was 32 years, the first Punic War was 23 years, and the US has been in conflict in Afghanistan now for 17 years.

If anything, wars in sci fi are actually pretty comparable to real world ones.
 
* Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance

eeek, there goes my energy income :(

at least there is reduction of tradition costs... but is the cost still exponential?

you guys/gals are my favorite dev team :)
 
I’m sorry I didn’t have time to read 28 pages of posts, so forgive me if this has already been handled, but concerning the +1 energy maintenance for outposts...

What if there was a Listening Post that could be constructed that costs no maintenance, does not extend your borders and does not allow any mining or research stations to be built BUT it extends your sensor range AND prevents pirates from spawning there? That way the actuall outposts can be built in cherry picked systems to avoid so much maintenance but we have a sensible way (and I think appropriately RP way) to prevent pirates from spawning in our backfield...

Thoughts?
 
Same issue as another in this thread, being spammed about the Colossus CB being able to be used against me. It is however 2233 and I barely got Destroyers... This occurred after I got rivaled by a nearby empire. After that, each day produces a warning about the Colossus CB.

Playing Determined Exterminators on a Large spiral galaxy map on Hard.
 
I'll reserve my opinion for after the patch hits live, but with 2.0.0 I have plenty PLENTY energy to go around, so much so I can afford to keep science buff with enclave and still have remaining energy to trade for minerals out of every other empire of the galaxy.

So... maybe you are doing something wrong or had bad luck with energy sources.
 
Making vassals is still wayyyyy too hard. I am currently trying to vassalize an empire that has a defensive pact. I already conquered all planets of the to be vassal and half of the other empire and I'm still unable to enforce the war goal.

That's stupid. Actually, it would have been easier to just conquer the vassal entirely and then release the planets as a new vassal.
 
Okay, so i played 3 until lategame multiplayer rounds on the beta now and would like to give some feedback:

- great patching of the War exhaustion system, i would like to see further adjustments though to make tributary / vasallation abit easier.

- I love all the minor changes but some things are still not working accordingly:

The battle behaviour / ship behaviour system needs an update. right now cruisers and destroyers are sort of worthless compared to battleships and corvs. they get immidiately killed in battles. i dont know why but thats what i had to learn the hard way in those games, so please put your attention on that.

The sector building AI doesnt work well. The sector focuses heavily on unity and for example spams empty tiles with strongholds (because they provide unity i assume). At the point of the game where people use sectors they want to have a reliable build up of their eco / science though, not necessarily masses of strongholds. Please fix that. Also to make specialised sectors it would actually help if they dont have to be neighboured so that you can mesh up planets that are science focused togetehr even if they are geographically not close, get what i mean?

Focussing on food is not really rewarding right now, i would wish a overflow of food would actually for example alter happyness to some extend.

Science/unity focused empries seem to have quite an advantage compared to militaristic oriented ones. this is mainly through the reason that expanding wide gives too much mali on science / unity still. it got abit better with the change form 2% to 1% but the science malus is untouched and as it is now expanding wide is not really worth it compared to building up tall. A solution might be to give special perks/buildings/whatever that lower the malus for expansionistic empires ont heir unity/science. Something in this direction would fit very well in the expansion tradition tree for example

Regarding controls: I would really appreciate if you can see somewhere visually int he overview if a planet has "assisted research" by a science ship and to have an option to give a science ship the order to assist the research of "any" planet so that you dont have to worry about it just like automated exploration.

If you agree to those things please press "agree" so that this gets abit attention and a chance to be seen by a dev.
 
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Making vassals is still wayyyyy too hard. I am currently trying to vassalize an empire that has a defensive pact. I already conquered all planets of the to be vassal and half of the other empire and I'm still unable to enforce the war goal.
You should be able to do it with 50% occupation of the alliance if you can get them to 100% war exhaustion and you have the full +50 bonus from having a far superior fleet to them.
 
Haven't read all messages over here, so sorry if pointed allready:

is it possible to fix "Outliner Options" - sort bug for 2.02?

NOTE: don't try to re-arrange your outliner with Options, it's quite difficult (if possible at all) to get it sorted to wanted order...
 
The thing with war exhaustion balance is that it's trying to do the same for two different archetypes, even though they have completely different ways in which they want to wage war.

Non-diplomatic states want to have a total victory, which in 2.0 they couldn't ever realistically get in the time that ran before war exhaustion reached 100 %, unless it was late game. This meant wars in 2.0 were just about defending your own outposts from being sniped and taking as many of theirs+planets until the timer inevitably ran out.

Diplomatic states have access to wargoals that tick up before a total victory, and so will naturally conclude their wars earlier. What was effectively a hard-cap on war duration, therefore favored diplomatic states in the balance metagame very heavily (at least before late-very late game hit).

Likewise, "unlimited" war timers makes the cleansing etc. CBs much stronger, and the claim-conquer CBs comparatively weaker (when you factor in truce timers).

I understand why warscore was removed, but as it is now the rather simple war exhaustion system needs an overhaul with more (not less) conditions that add and take away from it - if the goal is a balance that doesn't make any archetype clearly better or worse.
 
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