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Stellaris Dev Diary #128 - Decisions and Planetary Bombardment

Hello everyone! We’re back yet again for another Stellaris development diary. Today we're going to continue talking about the 2.2 'Le Guin' update, and as promised last week, the topic will be Decisions and Planetary Bombardment.

And before we get right into it I of course have to reiterate that we're not yet ready to reveal anything about when 2.2 ‘Le Guin’ is coming out, and that screenshots may contain placeholder art, interfaces and non-final numbers.

Decisions
Planetary edicts are gone - long live Decisions! Decisions is a new feature that will replace the old Planetary Edicts. We’ve always wanted to do more with planetary edicts, and Decisions now allow us to do a lot more cool stuff. Some Decisions can be enacted on any planet (colonizable or not) in your empire’s borders. Decisions can cost any resource, and can also require a certain amount of time to pass before the effect will take place. For example, the Mastery of Nature Ascension Perk now allows you access to Land Clearance – the Decision (see image below). Some Decisions will have toggle options – like for example Martial Law. Enacting the Martial Law Decision allows you to later on Revoke Martial Law should you wish to do so.

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The system will be fully moddable and we’re looking forwards to seeing what cool stuff the community can come up with.

Planetary Bombardment & Devastation
To better fit with the new systems, bombardment has been slightly reworked.

When a planet gets bombarded it will suffer Devastation. Devastation ticks up from 0 up to 100, and is a direct penalty to your planet’s housing, amenities, trade value and pop growth. Clearing Devastation will take time and cost resources, as one would expect.

Fleets, as you know, have different Bombardment Stances – each with its own effect on how fast Devastation ticks up and how large chance there is for a Pop to be killed during bombardment. The higher the Devastation is on a planet, the higher the chance is for a Pop to be killed. When a building slot becomes invalid due to no longer having the amount of Pops required for it to operate, the building occupying it will become Ruined. A Ruined building may be repaired once the requirements of the building slot are once again met.

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For those concerned that Devastation is too punishing, rest assured that we will be looking into that. Recovering from Devastation should never feel like an impossible task.

Next week our we will continue covering the features of the 2.2 ‘Le Guin’ update with the topic of Tradition rework. Because this week’s dev diary is a bit shorter, I’ll leave a teaser for next week. Enjoy!

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Mastery of Nature could really use some love now. Just remove the influence cost, and it will be fine. That +1 size for 100 influence is terribly bad.
The size increase depends on the current size. Of course a Size 21 only get's +1 when around 25 is still the Planet Size cap.
 
In the current system.

The new text we saw makes no mention of such, and we know that size can work differently now, so there's no way to know if 25 is even the maximum anymore.
The new UI side limit seems to be around Size 50. That is what the Ringworlds use in the current itteration. And that Size can easily support 250 Pops with the current housing/City.
"While Size 1000 is possible, it would be terrible to use" (Wiz, last Stream).
There always has to be some effective limit.

If you want more advanced planets, it might be simpler to just repalace Districts and Buildings with better version. The habitats already do that: Size is cut to 6, but the Districts and Buildings are way more powerfull then planetary ones.
 
The new UI side limit seems to be around Size 50. That is what the Ringworlds use in the current itteration. And that Size can easily support 250 Pops with the current housing/City.
"While Size 1000 is possible, it would be terrible to use" (Wiz, last Stream).

If you want more advanced planets, it might be simpler to just repalace Districts and Buildings with better version. The habitats already do that: Size is cut to 6, but the Districts and Buildings are way more powerfull then planetary ones.
Oh, sure.

But my point is very specifically that criticisms of Land Clearance based on it "only being +1 size for 100 influence, thats terrible" ignore the fact that it no longer has any indication of being "once per planet" or having a direct cap of how much space can be cleared. That limitation is clearly signposted in its current form- that the new version doesn't specify such means it makes a lot of sense that you can just... keep using it. Take a size 9 planet and bump it up to a size 25 over enough time.
 
But my point is very specifically that criticisms of Land Clearance based on it "only being +1 size for 100 influence, thats terrible" ignore the fact that it no longer has any indication of being "once per planet" or having a direct cap of how much space can be cleared.
In understood that you mean "maybe we can re-use it now?" There was never a technical reason it could not be applied more then once. They actually had to add a planetflag to make the mutual exclusion.
If you could turn all planets to size 25, there would be no more tradeoffs with planets. They all would turn to size 25 eventually.
If you can spam it to size 25 or size 50, that stays true. So re-application of it is not feasible for totally different reasons.

There can be many reasons the "can only be appleid once" rule was no shown. Anywhere from a bug in the tooltip creation to changing to a dedicated System that prevents re-applicaiton of specific Edicts.
 
i just recently started playing robots again, and with the current notion of hte planet overhauls, i have an important question for machine empires:

HOW WILL HYPERSPECIALIZATION WORK OUT WITH THE PLANET OVERHAULS

(meaning you build specialized machines for certain task, energy bots for energy, drilling bots for minerals, etc)

hyperspecialization is a HUGE part of machine empire gameplay (and feel tbh) so seeing that go would be SUPER unfortunate and kill of a MAJOR part of those "factions"
 
i just recently started playing robots again, and with the current notion of hte planet overhauls, i have an important question for machine empires:

HOW WILL HYPERSPECIALIZATION WORK OUT WITH THE PLANET OVERHAULS

(meaning you build specialized machines for certain task, energy bots for energy, drilling bots for minerals, etc)

hyperspecialization is a HUGE part of machine empire gameplay (and feel tbh) so seeing that go would be SUPER unfortunate and kill of a MAJOR part of those "factions"
I imagine it'll work about the same, but with much less micro required.
 
i just recently started playing robots again, and with the current notion of hte planet overhauls, i have an important question for machine empires:

HOW WILL HYPERSPECIALIZATION WORK OUT WITH THE PLANET OVERHAULS

(meaning you build specialized machines for certain task, energy bots for energy, drilling bots for minerals, etc)

hyperspecialization is a HUGE part of machine empire gameplay (and feel tbh) so seeing that go would be SUPER unfortunate and kill of a MAJOR part of those "factions"
That you could micro them like that to begin with was a bug. A design oversight. This either becomes a automatic feature for all, or a feature for no one.

Making it a automatic feature for all should be simple:
The System can only grow 1 pop/robot at a time. A weighting is used to define wich (sub)species to grow next. If subspeices with unemplyoed pops would be penalized from growing, then over time the Pops would adapt to perfectly fit the jobs on a planet.

And of course there is the manual override to focus on one (sub)species.
 
Why is it pathetic? What makes you so certain that 100 Influence to get an extra district isn't worth it?

Because the size stayed as usual. Compared to the number of districts it's pretty damn small increase for 100 influence. If devs. follow the logic of sizes, then using a habitat will worth twice, than that expansion. 12 tile for 200 influence while the most that can give is 6 for 200 influence. Of course if habitats gona get a huge nerf, then things will change. From the way i see it right now this perk is the same as it is now, but right now it's one of the worse perks.
 
i just recently started playing robots again, and with the current notion of hte planet overhauls, i have an important question for machine empires:

HOW WILL HYPERSPECIALIZATION WORK OUT WITH THE PLANET OVERHAULS

(meaning you build specialized machines for certain task, energy bots for energy, drilling bots for minerals, etc)

hyperspecialization is a HUGE part of machine empire gameplay (and feel tbh) so seeing that go would be SUPER unfortunate and kill of a MAJOR part of those "factions"

Probably will be adjusted with the species modification rework which is also part of the patch. And technically those are the same.
 
Even if goes 1 to 3 it's pathetic for that 100 influence. Now without the influence part it would be quite useful. Especially in mid, and lategame when you are swimming in energy.
The size it gives still low for that influence. The purple mana is expensive stuff.

just no . purple mana is expensive only for wide empire that have to keep expanding and making claims , and even them at some point have nothing to do with that.
ATM i've way too much influence in lategame, energy still have it's use for other things or "buying " energy-deficit empires ( and with the new 2.2 market you will use it for anything) .
at some point i got with +10 influence , that was too fast even if i kept spam gates and megastructure .

i think its a perk realy good for xenophile wide empire, you try to take more races possibile and colonize anyworld you can . byt the time you are in lategame you will have nothing to do with influence and just spam build up planets ( IF you can spam it, and there is a limit to it) .

if it is not limited , its the perfect perk for tall . insteat of taking systems , you increase your **few** planets .