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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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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 .

Alternatives are still way stronger unless you got like 100 planets. Habitat even without the upgrade worth twice, and a Ring World worths a LOT more. Unless you play tall, and got nice bunch of planets that ascention perk far better spent elsewhere. If you are tall, then you don't have enough planets to effectively abuse, and if you play wide, then you got resources for much better alternate solutions, and you don't have enough influence until endgame.
 
I just hope this doesn't ruin some mods beyond recognition.
With every major patch you have to asume:
- Mods are broken
- Savegames are broken
That is just SOP with a PDX games, based on how heavily they change with each patch
 
Alternatives are still way stronger unless you got like 100 planets. Habitat even without the upgrade worth twice, and a Ring World worths a LOT more. Unless you play tall, and got nice bunch of planets that ascention perk far better spent elsewhere. If you are tall, then you don't have enough planets to effectively abuse, and if you play wide, then you got resources for much better alternate solutions, and you don't have enough influence until endgame.


you should realy considerate the price that habitats will have , i can't compare it with the current version, they still cost minerals ( 10k ) and double that influence and 5 years to complete.
you take 100 days to complete land clearance .

i've the feeling you keep thinking about your wide empire and that you want to have evrything , exluding non-meta perk , something like " you must have hab because you must build megastructure " . just so you know, wide , don't need megastructures in any way , if not for the RP or personal sadisfation ( well, exept you want to use 3 ascension perk to have the Sentry Array that may be worth it :D) .
a tall can use both . land clearance and building up hab , because they have the influence for it ( if the price will remain as they are ) .
 
Will there not be some way to prevent the effects of planetary bombardment to some extent? There's ground armies to obviously defend against a planetary invasion as it occurs (with those buildings defending those armies from the orbital bombardment) but there isn't anything to defend against or counter orbiting enemy fleets or bombardment on the planet itself.

Obviously you use your own ships or have space defenses to counter enemy fleets directly, but the lack of buildable planet-based defenses to hold out with seems a bit strange, the ability to make a heavily fortified planet like Reach from the Halo series or Cadia from W40K is something that the game is sort of missing at the moment.

FYI, there are a couple of mods which add planetary guns which do damage to orbiting fleets, they might be what you're looking for. So it's technically possible to do in the game.
 
I think we should have the option to stockpile more than 5000 units of food but any amount larger than that would give a small -% to food generation to show that some of it is expiring while in storage.
 
I think we should have the option to stockpile more than 5000 units of food but any amount larger than that would give a small -% to food generation to show that some of it is expiring while in storage.

To expand on that, I think it should be something that is in some way noted on the planet its stored at. (Yes I want to steal it form you.)
 
I think we should have the option to stockpile more than 5000 units of food but any amount larger than that would give a small -% to food generation to show that some of it is expiring while in storage.
We do not know what the 2.2 rules for Food storage are. Some 2.2 Teaser showed a "Food Policy" Policy, set for "Dietary Balance":
https://twitter.com/Martin_Anward/status/1035088536557498368

The Stream said Wiz's plan is to have more policy that limit Species settings, with factions being all about the policy settings (rather then specific instances).
 
I hope they make us ship all strategic resources to where they need to be, where they're stored, and also make us make a shipper fleet including big ol' transport units to get them where I need them (or at least to protect the non state units getting them there.)

That's just me though. Having a special crystal refinery and storing system that are important to my technology and economy seems more intriguing than protecting another energy or minerals planet. Strategic resources will give the game's empires a lot more personality.
 
I hope they make us ship all strategic resources to where they need to be, where they're stored, and also make us make a shipper fleet including big ol' transport units to get them where I need them (or at least to protect the non state units getting them there.)

That's just me though. Having a special crystal refinery and storing system that are important to my technology and economy seems more intriguing than protecting another energy or minerals planet. Strategic resources will give the game's empires a lot more personality.
As far as we know there aren't any immediate plans for for all resources to become "tangible", but at the very least the whole Trade Route/Trade Value mechanic lays the groundwork for it. There'll be a mod before long, and maybe if it works well enough the devs will incorporate something like it into the base game.

I'd love for us to have to worry more about those sort of logistics, personally.
 
I hope they make us ship all strategic resources to where they need to be, where they're stored, and also make us make a shipper fleet including big ol' transport units to get them where I need them (or at least to protect the non state units getting them there.)

That's just me though. Having a special crystal refinery and storing system that are important to my technology and economy seems more intriguing than protecting another energy or minerals planet. Strategic resources will give the game's empires a lot more personality.

As far as we know there aren't any immediate plans for for all resources to become "tangible", but at the very least the whole Trade Route/Trade Value mechanic lays the groundwork for it. There'll be a mod before long, and maybe if it works well enough the devs will incorporate something like it into the base game.

I'd love for us to have to worry more about those sort of logistics, personally.
They might develop some internal shipping lanes based on the Trade Routes, but I would not bet on it.

Such a change would either be bland and meaningless. Or change everything from colonisation to warfare.
 
FYI, there are a couple of mods which add planetary guns which do damage to orbiting fleets, they might be what you're looking for. So it's technically possible to do in the game.
I can't help but to wonder why Planetary Guns aren't already in Vanilla...

For the Topic: Curiosity: How would people feel about Habitat Viability if Habitats could stick a couple Starbase-like Guns onto them & actually defend themselves, unlike Planets & their sorry excuse for lack of Guns...?

Also, this is my first Post here. Hiya everyone! :)
 
I think we should have the option to stockpile more than 5000 units of food but any amount larger than that would give a small -% to food generation to show that some of it is expiring while in storage.


EMH.. in the stream it show that now all basic resources have a storage of 10000 at the start of the game... just so you know :p ( btw, food is consumed by pops, so it doesn't spoil that frequent)
 
I hope we see army stances in a later update or maybe this one. Defensive, Balanced, Offensive. Could lead to cool situations where you get Stalingraded and have to siege a planet for a long period of time.

Also 'manpower' is an interesting idea I've seen brought up in threads that I think could be cool, if done right. If you have a massive planet invading force and it gets wiped out there should be some pretty severe consequences rather than just the inconvenience of queing up lots of armies across different planets.
 
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 .
When does this end game happen? When you've built habitats on every single planet?
I've never gotten to the point where I can spend my influence on habitats faster than my minerals, and that's with 16 influence a month and constant humiliation wars against fallen empires.
 
When does this end game happen? When you've built habitats on every single planet?
I've never gotten to the point where I can spend my influence on habitats faster than my minerals, and that's with 16 influence a month and constant humiliation wars against fallen empires.

As a super wide conqueror the only part when i can reach high influence is with the colossus at the endgame year. Before that my influence always spent on claims, and expansion. In order to keep conquering i refuse to spend any of it other than claims, and expansions until it hit that 1000. Exception if i desperately need extra resoruces for some reason.

Even at that point my mineral income is enough to spend all my influence on habitats, and megastructures with 15 influence/month. I guess the only possibility, that you stop expanding with a few to several cluster, and then all you do is wait for stuff get done with no war for claiming, nor further expansion. With that style you could have low enough mineral production, that you stak up more influence, than minerals to spend.
 
I hope we see army stances in a later update or maybe this one. Defensive, Balanced, Offensive. Could lead to cool situations where you get Stalingraded and have to siege a planet for a long period of time.

Also 'manpower' is an interesting idea I've seen brought up in threads that I think could be cool, if done right. If you have a massive planet invading force and it gets wiped out there should be some pretty severe consequences rather than just the inconvenience of queing up lots of armies across different planets.

I don't use MY people to invade planets.
Men, breed some more xenomorphs.
 
When does this end game happen? When you've built habitats on every single planet?
I've never gotten to the point where I can spend my influence on habitats faster than my minerals, and that's with 16 influence a month and constant humiliation wars against fallen empires.

you trolling right? you litteraly just have to do the math , with no costruction speed bonus , you spend 200 influence , the time to build 1 habitats is 5 years , if you make 10 influence a month , you make 600 influence by the time you complete 1 habitat.

since you can't build more than 1 habitats for time, hero you go . even with bonusses (all of them) you go with 280-300 influence by the time the habitats is over .

if you are wide, you would take AGES to build them up on all planets , you are better off with ringwolrd for evry system.
 
Alternatives are still way stronger unless you got like 100 planets. Habitat even without the upgrade worth twice, and a Ring World worths a LOT more. Unless you play tall, and got nice bunch of planets that ascention perk far better spent elsewhere. If you are tall, then you don't have enough planets to effectively abuse, and if you play wide, then you got resources for much better alternate solutions, and you don't have enough influence until endgame.


ehm ... thats the point , is not a perk for (all type and situation) of wide :D . we still don't know what "resources " we will have in lategame , it seems we are going to make much more influence thanks to the little faction rework .

and this perk take almost no-time ( 100 days vs 5 years) if you use it 6 time , you still have plenty of more time , you just spend 3 time the influence ,to get the same amount of size much faster , and the price in resources is NOTHING in comparison . since you can't build up more habitats while building an habitats , if you use both of them at the same time ( a tall could) you would get realy big place to put your pops .