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Stellaris Dev Diary #141 - Exploring the Future

Hello everyone!

Today I’m back with a bit of a larger dev diary to share some of my thoughts and ideas. We’ve been busy focusing on the tasks at hand, and now I think it's important for us to share something on a higher level.

A look back
Stellaris has come a really long way since its release on May 9th, 2016, and has undergone a lot of changes since 1.0. The game has been championed by different people over the years, and I’m the third person to be handed the reins. We can look back at posts like The Maiden Voyage or the The Journey Ahead to see how much we’ve achieved already.

Why Stellaris is great
Stellaris is a game with almost infinite potential, and I think there’s a lot of things that set us apart from other 4X strategy games. Stellaris is like a multiverse without a fixed timeline or story. I usually describe it as a table of action figures, and a player picks a bunch of those action figures and puts them in a bag. The bag is their player story, and every story is equally important. Stellaris has endless possibilities and opportunities for players to enact their own fantasies or sci-fi tropes, and that is truly what sets Stellaris apart. I want to enrich the Stellaris multiverse by adding more of these action figures (and gameplay mechanics, of course).

I think we all love Stellaris for its depth, customization and ability for us to tell our own player stories (while still being a complex strategy game).

What we have been working on recently
We’ve been hard at work getting 2.2.6 ready for you to play, and the current plan is to get it into your hands next Thursday (March 7th). In 2.2.6 we have managed to make lots of improvements to the game, with some things highlighted here below:

Patch highlights:
  • Planet interface: The UI has been polished up, and should now look much nicer! It should especially feel much better for habitats, ecumenopolises and similar.
  • Ship upgrading: Fleets will now upgrade ships individually, so if cancelled mid-way, a lot of the ships will already be upgraded. Upgrading also makes use of multiple shipyards. It’s pretty great.
  • Unique features: We’ve started the process to update a bunch of civics and ascension perks to have more unique effects instead of just being a number bonus. This will be an ongoing process for future updates, and my goal is to replace as many as creatively possible.
  • Military AI: We have been working on a new military AI, which should now prove more challenging to face off versus in wars! It's not perfect yet, but it's a very good step in the right direction. With your valuable feedback it can only get better!
  • Improvements & bugs: We’ve made a bunch of smaller QoL improvements and squashed a large number of bugs. More details can be found in the patch log below.
This means that 2.2.6 will go live next week, which also means that the changes from 2.2.5 (beta) will also be a part of that release.

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######################### VERSION 2.2.5 ###########################
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# 2.2 ‘Le Guin’ Free Features
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* Added the new "Legion" flag set, with 6 new flag emblems

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# Balance
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* Pop growth: Reduced Random factor in pop growth, habitability has more of penalty on growth selection, lessened bias towards new species, and traits have a larger effect on Robot selection
* Strike craft now do more damage, have longer range, are faster, and turn and accelerate quicker
* Machine Empires get 50% more resources from mining bases
* Machine Empire Tech Drones now produce 6 energy (up from 4) base. Agri Drones now produce 5 food (down from 6) base. Both of these also apply to Synth Empires.
* Machine Empire Colony ships now add 2 pops to a new colony, but cost 400 alloys (up from 300)
* Machine Empire Outposts now cost 150 alloys
* Machine Empire Fabricators produce 4 alloys (up from 3) at the cost of 8 minerals (up from 6).
* New Machine Empire colonies start with 2 replicator jobs to give a bit of early boost (up from 1), upgraded capitals reduced to give the same number overall. The extra Replicator jobs beyond the 2 granted by upgraded capital buildings now depend on the planet still having >= 10/40 pops, to remove a tedious exploit with resettling pops to unlock the upgrade, then moving them again
* Machine capital planet grants +5% drone output
* Unemployed Machine Pops now use 0.25 Energy for upkeep (down from 1)
* Replicators now also produce 1 Engineering research
* Coordinators now produce 1 of each Research (was 3 Society)
* Each Coordinator on a planet now boosts Simple Drone resource output by 1%
* Energy grids/nexus' are more expensive, but give an additional 5% bonus and add 2/4 Max Generator Districts to their planet. This also applies to Synth empires
* Mineral purification plants/hubs are more expensive, but give an additional 5% bonus and add 2/4 Max Mining Districts to their planet. This also applies to Synth empires
* Robots with Emotion Emulators are now more likely to become maintenance drones
* Citizen Service civic effect on soldier unity generation increased from +1 to +2
* Eco Simulation, Gene Crops and Nano-Vitality Crops technology effect on farmer output increased from +10% to +20%
* Geothermal Fracking, Deep Core Mining, Mineral Isolation technology effect on miner output increased from 10% to 20%
* Field Modulation, Quantum Energy States, Quantum Field Manipulation technology effect on technician output increased from 10% to 20%
* The Repugnant/Uncanny trait now has less of an effect on pops avoiding amenity producing jobs
* Maintenance drone job priority now considers amenity level of the planet
* Simple drones now ponder the empire level food/mineral/energy income when choosing a job
* Made the bad outcome of the Abandoned Terraforming Project event produce a Tomb World, rather than a totally unusable Toxic World
* Added potential negative outcomes the Atomic Clock chain, since previously there was no real choice involved
* Made Fanatic Purifiers always able to choose "no retreat" war doctrine
* Scaled back bonus resources from planet modifiers to just be for chthonian planets and carbon world, for now...
* When freed from the time loop, the Prikkiki-Ti lizards will start with the same level of tech as their closest neighbour. Also their economy and fleet power has been improved
* Telepaths, head researchers, high priests, administrators, executives, researchers, enforcers and entertainers now have weights for ascension/events/uplifts related traits
* Returned removed orbital deposits to uninhabitable Precursor homeworlds
* Species with very low habitability will not generally be selected to grow new pops
* Ministry of Culture for Hive Mind empire now adds Synapse drone jobs, rather than Coordinators

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# UI
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* Added missing modifiers on army strength to some tooltips
* Fixed some text overlaps in the empire creation screen for Robot Empires in Russian language
* Fixed missing tooltip on leftmost trait, if a leader had more than three traits
* Removed some obsolete modifiers from the shipyard UI
* Fixed resource cost display in colonization menu showing all required resources as red, even if you were only short on one of them
* Updated Machine inteligence food tooltip to mention that Cyborgs need food too. Don't let your Cyborgs starve!
* Unhallowed Ground Traditionalist pop faction demand tooltip now clarifies that even terraforming tombworlds upsets them
* Clarified relative power requirement to offer subsidiary status in the tooltip for this diplo action
* Fixed the Expansion Tradition finisher effect not being displayed in tooltip about max district numbers, making the math look really broken
* Fixed bug where closing planet view side panel brings up redundant window for a split second
* Plasma Accelerators no longer display Caravan Cannon tooltips
* Migration pull tool tip now displays actual pull with factors
* Fixed tooltip that wrongly stated that only full citizens can take ruler jobs
* Fixed debug string shown in the tooltip of certain diplomacy interactions with fallen empires
* Fixed broken string in tooltip for event option you absolutely should not click, you have been warned

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# AI
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* Machine and Mechanical AI empires will favor generator districts a bit more
* AI will not build housing buildings when it doesn't need them
* AI will no longer start scrapping buildings immediately once it decides it doesn't need more of them, it will just stop building new ones for a while
* Improved AI budgeting for megastructures
* AI empires will generally not build more than 2 buildings of the same type per planet
* AI should be keen on building Organic sanctuaries if their bio-trophy pops are unemployed
* AI only becomes more interested in building commercial zones if it needs energy and amenities (was previously overbuilding these)
* AI will check for surplus population before making buildings
* AI now budgets the full total available resources into categories

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# Performance
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* Reduced performance cost of the outliner
* Threaded calculations for rendering planet icons on the galaxy map
* Cached habitability calculations for planet icons on the galaxy map

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# Modding
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* Changed scope of the faction_approval trigger from pop scope to pop_faction scope, making it not broken anymore

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# Bugfixes
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* Fixed broken targeting for strike craft that caused them to meander out to the edges of the system rather than engage enemy fleets
* Fixed some Planetary Features (and thus Districts) not surviving the terraforming process to Gaia planet class, because what's a paradise planet if you can't strip mine it and turn it in to a honeycombed shell?!
* Foundry level 3 now correctly gives Machine Empires Fabricator jobs instead of Foundry Drones
* Fixed Private Colony Ships being generated without names in some circumstances
* Fixed an issue where the "Galactic Market Hub Nomination" Decision would once again become available if a nominated planet's rating was boosted past a certain point
* Orc and cyclops portraits from the Humanoid species pack no longer have a shoulder clipping through their clothing
* Fixed an out of sync due to parallelization of pops calculation
* Fixed a source of OOS on reconnect
* Fixed OOS introduced by caching starbase related values
* Fixed clicking "colonize" on a planet not working for Machine Empires (planet naming didn't work, colony ship insta-builds but did nothing, this bug was a real champion)
* Free movement faction demand no longer cares about robots or their rights
* Pops without military service rights will no longer take soldier or enforcer jobs
* Fixed not being able to assign/unassign leader (by clicking portrait) from fleet manager view
* Fixed literally unplayable typos in certain Italian names in the human namelist
* Fixed a case where a build outpost command inside space you already own would wrongly claim you were trying to build in another empire's territory
* Finally got around to adding a proper confirmation click sound when adding claims on the galaxy map
* Fixed cases where pop growth would not overflow properly after a new pop is spawned (99+3 used to = 100), causing all sorts of weirdness with pop growth modifiers
* Fixed cases where science ships on auto-explore would just stop, or randomly choose a crazy indirect path to the next unexplored system
* Fixed the supply ship wreckage event to not fire if the other party is a genocidal empire, since it makes little sense for them
* Fixed Expansionist Overtures leader agenda appearing before you've made contact with any other empires
* Fixed an issue where a Fallen Empire's Shielded World would not spawn
* You can now build multiple habitats at the same time, in the same system
* Fixed the "Ships Lost" outcome of the Fleet Maneuvers event sometimes not having any effect, by preventing it firing if there are too few ships in the fleet to destroy
* Updated the text in some of the Synth Uprising events to better convey the scale of the disaster, since while we'll never tell how many beings compose a Pop, it's probably more than a dozen
* Removed nonfunctional and unintended "merge fleets" button for things like the lost amoeba, that are not supposed to merge with normal fleets
* Fixed a pathfinding issue that would cause fleet to not move towards their destination
* Fixed ship losses not being correctly counted in the battle list in the war overview
* Fixed a bug from 2016 (!) where if you split a fleet, then tried to drag-box select both, only one would be picked
* Atomic clock follow-up anomaly rewards that grant Engingeering deposits will now correctly convert any existing Mining Stations into Research Stations
* Fixed duplicate component slot and moved slots around on the Automated Dreadnought
* Fixed bug where deposits granting districts wouldn't actually grant the districts until a game reload
* Bonus minerals from planet modifiers will no longer overwrite the dragon hoard
* Fixed bountiful plains (level 1 food deposit) not showing up on savannah worlds
* Fixed workers abandoning the mines to displace specialists, leading to basic resource starvation and a lot of unemployed high strata pops later in the game. No social mobility for you!
* No longer possible to sometimes rival countries that have pathetic relative power
* Made sure to cull the old, empty lost amoeba fleet from the fleet manager as the amoeba matures
* Ensured capital buildings can convert to the correct type when a planet of primitives/machines/hive minds is taken over by another empire type
* AH4B from Distant Stars can no longer change composition to prevent naval capacity bypass exploit
* Dead/killed slaves are now properly culled from the slave market, so no more invalid entries, you heartless monsters
* Added checks to help ensure that buildings specific to one empire type are properly destroyed/converted when the world is taken over by a different empire type
* Fixed primitives and fallen/awakened empire pops not being purged by the Prethoryn and Contingency (Valar Morghulis)
* Fixed the Horizon Signal's "waiting world" events erroneously occurring on Ecumenopolises
* Coloniziable planets will no longer be clear-cut and paved over to hold a single mineral or energy deposit by survey teams who become over-excited at their planet modifiers
* Caravaneer weapons should no longer appear at game start
* Fixed pop growth bravely continuing even while the planet was being purged by the Prethoryn
* Fixed coming across the Caravansary home base (before encountering a Caravaneer Fleet) not giving you communications with them
* Added fixes for more cases where the Scourge would sometimes stop expanding
* Fixed Contingency and Scourge not being able to purge the final pop on an occupied planet, because thoroughness is important
* Fixed An Odd Factor event triggering even if no pop had the Odd Factory Worker job, and pops not actually being removed by event despite claims to the contrary
* Fixed broken pirate ship turret graphics
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######################### VERSION 2.2.6 ###########################
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# 2.2 ‘Le Guin’ Free Features
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* Added a new, more user-friendly planet screen, with better organization and display of info and buttons
* Ship upgrading is now handled individually, on a per ship, per shipyard basis. This means if the process is interrupted part way, some of the ships will still be upgraded, rather than losing the entire upgrade progress. Also, alloy costs are now deducted one ship at a time, rather than for the entire fleet in one go, so you don't have to wait until you can afford everything to start the upgrade process
* Warrior Culture civic no longer reduces army upkeep, but instead makes Entertainment buildings replace Entertainers with Duelists. Duelists turn 1 alloy into 3 unity, 12 amenities and 2 naval capacity
* Added Logistical Corps tradition custom flavour text swap for Hive Minds
* Added Great Game tradition custom flavour text swap for Devouring Swarms
* Added new animation to Plantoid 13 (cactus) portrait. It will now have some butterflies as company!

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# Balance
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* Pop growth further adjusted to put less priority towards minority pops
* Battle Thralls can now take enforcer jobs
* Hallucinogen Removal special project cost reduced from 5000 to 3000
* Breaching the Shroud special project cost reduces from 50000 to 20000
* Transcendent Learning ascension perk effect on leader pool removed and replaced with Leader Experience Gain +50%
* Reduced the machine empire bonus to orbital station production to 10% (was 50%, which turned out to be rather OP)
* Rogue Servitor tweaks:
-Organic Sanctuary/Paradise no longer provide housing, instead Biotrophy jobs eliminate those pop's need for housing
-Artisan Drones produce 8 Consumer goods for 8 minerals (up from 6 of each)
-Biotrophy Jobs now also increase Complex Drone putput on their planet by 0.25% each
-Starts with 1 additonal Nexus District
* Driven Assimilator tweaks:
-Bio pop growth reduced by 40%
-1 fewer Replicator job per level of capital
-Now start with +100 food, and 100 less energy
* Ship upgrades are cheaper due to refund amount from old components being increased to 90% (was 50%)
* Pops have a wider possible range of Political power, so for example you can care less about unhappy slaves since it's not as though they can vote or anything
* Meritocracy Civic effect on leader pool size removed and replaced with specialist output +10%
* Clone Vats are no longer required to build Clone armies, they are now unlocked by the Gene Banks tech (resolves an issue where this tech had no benefit for assimilators)
* Technological Ascendancy ascension perk now also makes rare technologies 50% more common
* Shroud entities have been tweaked slightly. Corrupted Avatar now has lower total HP, but has increased regen. Shroud Avatar is now slightly stronger in its total HP and regen. End of Cycle entities have also been tweaked similarly
* Transcendence, Evolutionary Mastery, Synthetic Evolution ascension perk slot requirement reduced from 4th to 3rd
* World Shaper ascension perk slot requirement reduced from 3nd to 2nd
* Imperial Prerogative ascension perk no longer has any slot requirements
* Eternal Vigilance ascension perk no longer has any slot requirements, but instead requires the Star Fortress technology
* Eternal Vigilance ascension perk now also increases starbase hull points by 25%
* One Vision ascension perk now also reduces pop amenities usage by 10%
* Numistic shrine now costs 4000 energy to buy and 1000 minerals to build
* Clerks and Preachers job weights no longer care about being strong, weak, or proles
* Miner job weights DO care about being proles
* Synth Empires pay only alloys for Colony ships, like Machines

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# UI
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* Added missing modifier icons for mote harvesting traps and extractors, also updated old icon
* Added a bunch of shortcuts to the planet view
* Added shortcut "U" to upgrade starbase platforms button
* Added shortcuts for upgrade "U" and trade route "T" buttons in starbase interface
* Strategic resources summary on the top bar will now show in red to let you know if any are in deficit
* Fixing devastation progress bar reaching 100% and disappearing

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# AI
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* Big rework of military AI making it a lot smarter and more aggressive in war: better selection and maintenance of the aim, better follow through on invading worlds they are bombarding, not so easy to kite with tiny decoy fleets, more willing to reinforce neighboring friendlies under attack, etc
* AI is not so maniacal about crime that it rush builds 3 precinct houses on every planet
* The sector AI should now be better at upgrading buildings relevant to its selected focus
* Improved the AI's budgeting of Alloys
* AI will now only consider enacting population control if it cannot produce more housing
* Sector automation will now clear blockers if able, and if it is not building a building or district at that moment
* Rogue Servitors Less keen on building organic sanctuaries unless bio-trophies need them
* Sector AI will now upgrade buildings if possible
* All Sector Focuses will now try to upgrade their colony capital buildings if there are no other pressing needs
* AI will no longer obsessively shuffle scientists from one role to another every few days
* Lowered the AI's mineral budget allotment for ground armies (they were producing way too many)
* AI empires with alternative cost types for colony ships will now budget the correct resource for it
* AI prefers City districts over Housing buildings a bit more
* Fixed some edge cases where the AI would attempt to build its way out of unemployment with districts and buildings that its pops can't work

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# Performance
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* Removed redundant double calculations related to end game crisis that caused them to very negatively affect late game performance
* Reordered some operations in the invasion calculations to make sure the most expensive are done last

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# Modding
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* Added 'hyperlane_distance = { min max }' and 'hyperlane_jumps = { min max }' to system initializer 'neighbor_system = { ... }' block
* Pops now use the asset_selector again to choose their clothes
* Added new "is_scope_type" trigger that lets you know if you're a scope of a particular type: "is_scope_type = fleet"
* Removed the forced clothes index in pop categories and job types, to let the clothes selector do its magic
* There are now multipliers for previous job, previous tenants, survey and unemployment to the AI score used to fill in jobs

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# Bugfixes
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* Fixed edge case where multiple megastructures could be built in the same system
* Fixed missing missions for primitive observation posts
* Fixed planets still being colonized generating emigration push to other worlds. I know the offworld colonies weren't the paradise the holovid adverts made them out to be, but give them another generation or two...
* Fixed a broken string in the tooltip for the Egalitarian ethic
* Fixed guaranteed ideal nearby systems generating based on absolute distance rather than max jumps from homeworld, which could cause them to be isolated by unlucky jump lane network generation
* Fixed population controls disabling robot construction as well, so you can now improve the meatbag to metal ratio of your society
* Planets under colonization will no longer generate low stability alerts
* Fixed Strategic Resource notifications appearing for resources hidden behind Anomalies
* Winning an "impose ideology" war will no longer overwrite the defeated empires civics
* Impose Ideology war now properly creates an ally instead of a vassal
* Fixed a crash that happened when a ship was destroyed while being upgraded
* A lack of Nanites will now properly trigger a deficit warning and stop the resource production of Nanite Transmuters
* Fixed robots/synths being treated as organic when conquered by hive mind empires, and getting locked in the livestock job
* Fixed vassal integration wrongly costing no influence
* Fixed an issue where conquering Hive Minds could take over inappropriate buildings they have no use for, like Holo-Theatres
* Maintenance drones now correctly increase in priority when amenities are negative, and now don't have increased priority from traits when amenities are high
* Slave processing centers should no longer vanish when build anywhere but a Thrall-World
* Fixed some edge cases where the Life-Seeded Civic would not create a Gaia homeworld
* Head Researcher and Executive now have Amenity output modifiers and weights for several relevant traits (Repugnant, Charismatic, etc)
* Fixed Strong, Very Strong, Weak traits not being applied properly when playing as a gestalt empire
* Fixed displacement purge type wrongly applying the genocidal diplomatic opinion penalty
* Fixed "The Shattered Loop" event firing twice upon death of the Worm-in-Waiting
* Fixed a literally unplayable localization error in the Xeno-Compatibility tooltip
* Fixed Prikkik-Ti empire spawning on a planet without enough districts to support it
* Prikkiki-Ti will no longer spam player with multiple communications established messages
* Planets taken over by the Scourge or Contingency will now swap any capital buildings to a correct Machine or Hive capital
* Preferred habitability is no longer strictly tied to starting planet class if a civic changes the starting planet
* Fixed developing colonies being hidden in the outliner's Sectors group if on completion a new sector would be created
* Fixed pre-sapient policies disappearing if you purge all of them from your space, making fulfilment of certain faction demands impossible, because what are the screams of the innocent next to that sweet, sweet influence?
* Changed wording on the Strong/Very Strong traits. It was wrongly implying that is should affect the outcome of ALL worker strata jobs, not just basic resource extraction ones. Even if your clerks never skip leg day, they probably shouldn't benefit from these traits
* Added piracy suppression values to event generated ships that were missing them
* Fixed a few more cases of techs with the wrong specialty group assignment
* Fixed a minor discrepancy in the tooltip of the Sins of a Sun anomaly vs its actual in game effects
* Fixed a nasty exploit with downgrading fleets that could result in free alloys (thanks for the heads up on this, Reddit user nonium)
* Added missing torpedo components from the Spiritualist Fallen Empire Zealot-Class ship type
* Added a basic Zro income to Spiritualist Fallen empires to allow them to properly produce reinforcements for their damaged fleets
* The modifier for Refinery worlds should also now affect Gestalt jobs
* Fixed several ship weapons which had incorrect resource costs
* Energy/Culture Habitat districts should convert properly if a gestalt empire takes it from a normal empire, or vice versa
* Fixed a crash when a country gets a trade route that used to belong to someone else
* Fixed tooltip that hilariously claimed that setting a species to purge (except neuter) was a requirement for the Decent Living Standards

The future
I have a lot of thoughts of what I want Stellaris to explore over the next coming years, but first I would like to talk about some of the things we want to tackle in the near future. Pop growth and sectors are two systems that we feel are not in a place where we would like them to be.

For sectors we want to give players better control and automation, so that sectors can better help alleviate the need to micromanage very large empires. We haven’t decided on the details yet, but the ability to shift planets between sectors seems like something we would want, as would the ability to give a sector monthly subsidies for its development. As always, your thoughts are very valuable to us, so we would love to hear what it is that you want the sectors to do for you.

The pop growth system is problematic in the sense that it introduces a lot of unnecessary micromanagement at the moment. In an ideal world, pop growth would migrate to where the jobs are, to save you the need to resettle pops to where you need them. Balance-wise, multiple planets are also a bit too strong in terms of pop growth right now, and we will be looking into how we can make it work more like we would like. Although we’re a lot happier with how the tweaks have worked out, we’re still not entirely happy with habitability and base pop growth being exponentially too powerful. We will be looking into what can be done here, without having to do too many sweeping changes.

Although it is far too early to make any promises, I do feel like I would like to share my thoughts on things I would like Stellaris to explore sometime in the future. With diplomacy obviously being one of the bigger “boxes” we haven’t tackled yet, I’d love to see better interactions with subject empires, expanded federation features and much more. Espionage, religion & cults are other concepts that I would like to explore as well.

DISCLAIMER: THIS IS NOT AN EXHAUSTIVE LIST, NOR IS ANYTHING FINAL OR CERTAIN TO HAPPEN

Future goals (in no particular order):
  • Pop growth: Look into how immigration/emigration works, try to make base growth across multiple planets less powerful, make habitability matter more again
  • Sectors & automation: Allow players to nudge which sectors planets belong to, reduce micromanagement by improving sector management tools
  • Backgrounds: Split up some civics into backgrounds, and add more backgrounds.
  • Civic flavour: Spend more time on making the civics feel more unique and fun
  • Institutions: Define which institutions make up your empire’s internal departments (such as Diplomatic Corps, Xenology Bureau etc.), and their funding, size and power.
  • Espionage: Intel to determine how much you know about another empire, spy actions, cloaking, sabotage & general mischief.
  • Religion & Cults: Similar to factions, cults could appear in your empire during certain circumstances. Spiritualist empires would most likely have “imperial” cults. Worship of powerful entities etc.
  • Archaeology: Explore the ruins of ancient civilizations
  • Subject contracts: Allow overlords to better customize what type of subjects they have, tribute levels, benefits to subject etc.
  • Federation depth: Allow federations to level up, have different election types, taxes etc.
  • Galactic Council: Create a sort of a ‘space UN’ with galactic politics and diplomacy
  • Primitives: Allow for more interactions with primitive pre-FTL species
As previously mentioned, this is not a promise of features to come, I am merely sharing some of my more high level thoughts and ideas.

Tune into our livestream today where I’ll be talking about the future and taking questions! Starting at 16:00 CET over on twitch.tv

P.S. forgot this cool thing:
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Archaeology is too cool an idea to not be in the game, but honestly, at this point I'm severely tempted to just mod the relevant Scientist trait out of existance due to its sheer terribleness. I've written about it before, but I'll collect my thoughts here, in a subsequent post.
I really want to make archaeology a major part of Stellaris, something that actually deserves its own scientist specialization and so on. It's largely a game about exploring an old and life-rich galaxy, after all! The exploration in Stellaris is one of its key differentiators from practically every other 4X/GSG out there, be they space-based or not.

With that said, here are my thoughts on the current problems with the Archaeologist trait:
  • It currently only applies to Precursors instead of applying to all the other "some old civilization was once here" anomalies.
  • It only applies to anomalies, not even to the special projects they reveal.
  • There are only six anomalies per percursor, so the trait is literally only ever useful six times.
  • The bonus isn't very big. "Carefree" is 70% as effective at precursor anomalies (and is outside of them, too), but more importantly, amonaly research time for hard anomalies scales roughly exponentially with level difference (doubling ever two levels between -3 and -8) so the +50% research speed (multiplies the research time by 2/3) is only slightly more effective than gaining one additional level on those six anomalies. For example, a -5 without any modification to anomaly research takes 1080 days, while a -6 with Archaeologist takes 960 days. That's awfully minor, and the high level of the precursor anomalies means you *need* to level up your Achaeologist (doing non-archaeology things) before tackling the precursors or it'll take so long you'd be better off with a random level 3 scientist.
  • While it's technically beneficial (unlike negative traits), it's possible to start with it, polluting your leader pool or even your starting explorer with a nigh-useless trait in their sole slot guaranteed to have something beneficial. In most cases I'd rather the scientist have nothing and be allowed to gain two traits from level-ups, as that has a better chance of producing something useful. In other words, it has a huge opportunity cost.
Things that would make it less-awful (pick any combination):
  • Repeatable research projects to study precursors once you find their homeworlds, providing a continuous stream of minor but non-trivial rewards. Archaeologists could complete these projects much faster, or simply be necessary to research them at all.
  • Far greater numbers of precursor anomalies, either because there are more precursors and/or because such a massive and important empire somehow managed to leave more than seven (counting the homeworld) signs of its existence (each)…
  • Give Archaeologists some substantial utility related to ruined megastructures.
    • Gain general research from them
    • Gain specific tech progress from them
    • Make it take less time to repair them
    • There are lots of options!
  • Give Archaeologists some substantial utility related to tomb worlds.
    • Find cultural remnants (Unity!)
    • Research the society that destroyed itself (Society!)
    • Study the lessons of the dangers of existential threats (Influence!)
    • etc.
  • Give Archaeologists provide a bigger boost when assisting research on any homeworld (which will at least give them some special utility while waiting until they have the levels to tackle level 6 - level 10 anomalies). Optionally, make it extra-good for precursor homeworlds
  • Give Archaeologists a minor boost to anomaly research on non-precursor anomalies, like a mini-Carefree. Alternatively, give them their full boost on any archaeological-themed anomaly, regardless of whether it involves precursors.
  • Make Archaeologists faster at precursor-related special projects, in addition to anomalies.
  • Make the bonus much, much bigger (like, +200% or simply "as though three levels higher") so that even if they're only useful six times, they're actually meaningfully more useful those six times than any random scientist who is merely slightly more experienced.
Archaeology really seems like something that could be useful throughout the game. After you've exhausted all there is to learn about your homeworld (because that's ever going to happen), and your local precursors (because people who could build planet-wide cities and ringworlds and such aren't going to be interesting enough to take more than, oh, a decade or so of research), and random other events and worlds scattered across space (seems like there ought to be a lot to learn from tomb worlds...), maybe they could cease to be specially useful... but until then, they should have some real impact.
 
My personal gripe is that ship designs need to be more consistent over time. It really breaks immersion for me when I can upgrade missile frigates into rail-guns and then later on upgrade them again to fire energy weapons.
When the only thing consistent about a ship is its class name, that just destroys it for me. There is nothing more to "upgrading" my ships than opening the designer, swapping EVERY part out at my whim into whatever my military needs happen to be at that exact moment, or whatever technology happens to be the most advanced at the time. Then press the upgrade button, and its done shortly. Far quicker than building brand new ships.

For all its faults, I really thought the system in Sword of the Stars 2 made a lot of sense. Maybe not the prototyping aspect, but the upgrading a ship's systems within the same weapon type was fantastic.
 
None of those things are relevant to the problem outlined by the previous poster. It wasn’t a general complaint about micro. The complaint was that you must frequently resettle pops to avoid having your economy crash. That is not a problem that actually exists. It’s entirley possible to play a game from start to finish without ever resettling a single pop.

If it matters my first game under 2.2.0 was as an Egalitarian. For RP purposes I chose not to resettle. Seeing as I was playing against vanilla AI though it didn't really matter. In my next playthrough [vanilla machine empire] is where I felt the power of resettling :)
 
@grekulf

For sectors we want to give players better control and automation, so that sectors can better help alleviate the need to micromanage very large empires. We haven’t decided on the details yet, but the ability to shift planets between sectors seems like something we would want, as would the ability to give a sector monthly subsidies for its development. As always, your thoughts are very valuable to us, so we would love to hear what it is that you want the sectors to do for you.

.....

wasn't that sort of how the OLD system for sectors worked?

Backgrounds: Split up some civics into backgrounds, and add more backgrounds.
  • Civic flavour: Spend more time on making the civics feel more unique and fun
  • Institutions: Define which institutions make up your empire’s internal departments (such as Diplomatic Corps, Xenology Bureau etc.), and their funding, size and power.
  • Espionage: Intel to determine how much you know about another empire, spy actions, cloaking, sabotage & general mischief.
  • Religion & Cults: Similar to factions, cults could appear in your empire during certain circumstances. Spiritualist empires would most likely have “imperial” cults. Worship of powerful entities etc.
  • Archaeology: Explore the ruins of ancient civilizations
  • Subject contracts: Allow overlords to better customize what type of subjects they have, tribute levels, benefits to subject etc.
  • Federation depth: Allow federations to level up, have different election types, taxes etc.
  • Galactic Council: Create a sort of a ‘space UN’ with galactic politics and diplomacy
  • Primitives: Allow for more interactions with primitive pre-FTL species


  • ALL OF MY YES FOR ALL OF THESE!


Now just make sure that when you do a big diplomacy update/expansion, you make sure that espionage, subject contracts, federation depth, and galactic council are all part of it. Might as well do it all at once.
 
About the Galactic Council. Would it be possible that there could be more than one Council in certain situations or that its decisions are not so absolute? Because in Civ games I have always liked the World Council mechanics, but I've also always hated how ridiculously absolute the Councils decisions are despite the fact that even in real life there are those who ignore such decisions or have just outright left UN in protest to some decisions.
So could it be possible to ignore Galactic Councils decisions (naturally resulting in opinion malus) or even leave the Galactic Council and possibly form another one with other nations that are discontent with the current Galactic Council and its decisions?
 
* Fixed pre-sapient policies disappearing if you purge all of them from your space, making fulfilment of certain faction demands impossible, because what are the screams of the innocent next to that sweet, sweet influence?

You can't purge pre-sapients due to bug, what is this talking about?
 
Kick sectors out. They are in the game since 1.0 and never really worked.
Give as instead planetary focus.
When i can give a planet a science focus with one click, why i need a sector anymore? Sectors are total unnecessary and a burden.
Make this build orders modable and the players will optimize them for you so no dev ressources needed later.
Win Win for everyone!
 
No they were not good because of the
mechanics. Sector has its own ressources so they can starve for example. And they give you only 75% ressources back.

When my planets are really my planets, all ressources come and go in one pool. This would be much better, because you know they are my planets and should give me all ressources not 75% or whatever.

And with planetary focus seting the management will be easier.
 
I like everything being considered for the future!
The only thing that's missing as far as what I want is a more interesting and fleshed out first contact process.
"We have discovered intelligent alien life! This is the greatest discovery of our race's entire history!"
You click the notification away, maybe look to see what and where they are, and continue on.
 
Small idea for pop growth migration management.

Problem is too much micro management, but it doesn't make sense if pops can just magically transport to different planets for no cost.

New edict: Migration Subsidies. Costs a bunch of energy, makes pops able to migrate from planets with unemployment to planets with jobs entirely on their own, as if you moved them manually.
 
I hate to be like this but: It's all nice and everything, love the new features and how you fix the problems but what about the performances and the game being absolutely unplayable mid/late-game for a lot, a lot of people?
The lag/stuttering is absolutely massive, even when playing on the smaller scales and having a good machine.
At this point I feel actually bad for buying out most of the expansions (example the War in Heaven features) since a lot of those features that come in the late game...well I can't play the game anymore at this point. It takes up to 10 seconds in real life for one second in the game. This is a problem, and a big one.

I know it is a complicated issue and comes from a lot of sources and would probably take up a lot to fix/improve but I would much like seeing it adressed rather than implimenting new features (that are mostly broken when coming out and stay that way for long) and especially ones that add to the problem. I'm thinking about the enormous amount of patrolling fleets to protect trade by example (wich is an absolutely ridicule system in my opinion and should be completely revamped, it shouldn't be tedious in anyways and having so many fleets moving around obviously add to the performance issue)

It seems like the performances issues will never be properly adressed. Unfortunately I wont be playing this game/buying stuff from it anymore despite loving it, not until I can actually play the god damn game.
With love~
 
loving the proposed changes but please please dont forget about eye candy. more background images for systems especially for those in nebulae

these go a long way in terms of flavor and dirt cheap to make!
 
An obvious one, especially without Xenocompatibility, is for species to grow mostly proportionately to the number of them on that world.
Some disproportionate growth for minority pops is fine. Otherwise immigration becomes less useful because the new pops get drowned in an ocean of your own. The issue was that minority pops were all that grew. Instead of doing some catching up and then slowing down
 
Wow, there's a lot to ponder about. First of all, thank you to the devs, you seem to be aware of the game's most pressing needs, so best luck to Grekulf and the team!

And now, for the rest:

Regarding short term goals

- I do think that automation could work better at a planetary level. Building queues, planet templates and the likes could help to offset a lot of micromanagement problems
- The Sector true potential lies on the political game and the sense of a "galactic geography", rather than being an effective tool of automation, me thinks
- I really have no idea of how to solve the inmigration / pop growth condruum. Perhaps a decision to determine if a planet growth should be focused towards migration towards another certain planet or for pops to stay in their homeworld?
- I say HELL YES to ascension perks and civics being more empire-defining and unique rather than providing a set of straight % bonuses. Why not give unique techs to technological ascendacy? Unique edicts for "executive vigor"? Unique leader traits for "trascendent learning"? There's a ton of things that could be made in order to further differenciate empires with each player decision (hint: Mutually exclusive Traditions, for example).

As for the long term goals:

  • Institutions: Define which institutions make up your empire’s internal departments (such as Diplomatic Corps, Xenology Bureau etc.), and their funding, size and power
It sounds... intriguing. Intra-empire politics surely needs some fleshing out, and so do each different empire's culture. Institutions could be a good alternative way of expending unity, perhaps?

  • Espionage: Intel to determine how much you know about another empire, spy actions, cloaking, sabotage & general mischief.

Yes! Give us way to mess around with other empires outside open war, please. Also, spec-ops, guerillas and false flag attacks! This could also be a golden opportunity for fleshing out leaders, which are one of Stellaris more under-developed and under-utilized aspects.

  • Religion & Cults: Similar to factions, cults could appear in your empire during certain circumstances. Spiritualist empires would most likely have “imperial” cults. Worship of powerful entities etc.

That would be awesome. Empire's influencing each other via spies, religion and culture would be something to behold. Also, it would be great to see religions and "imperial cults" differenciating from each other. I really would love if my pacifist cult of mother Earth would have different bonuses from Death cultists. Also, this is a really great way of expanding the Shroud's reach and interactions.

  • Archaeology: Explore the ruins of ancient civilizations

The game would vastly benefit from a mid and late game exploration phase, with anomalies changing your empire in dramatic ways. Also, xenology, archeology and the study of alien races should really be tied into diplomacy somehow, and require a resource investment, so you would have some well-known neighbour races while other ones would remain shrouded in mystery until the end of the game (unless you devote enough resources in order to unlock their secrets...)

  • Subject contracts: Allow overlords to better customize what type of subjects they have, tribute levels, benefits to subject etc.
  • Federation depth: Allow federations to level up, have different election types, taxes etc.
  • Galactic Council: Create a sort of a ‘space UN’ with galactic politics and diplomacy
  • Primitives: Allow for more interactions with primitive pre-FTL species

Empires having a hidden agenda (aka: winning conditions) would help a lot with all of that. Also, Federations should be a kind of a "high risk, high reward" type of investment, rather than a no-brainer for non-genocidal empires: Join a federation in order to enjoy its bonuses (perhaps, create different bonuses for each different type of federation) but expose yourself to the risk of being politically absorbed by said federtion if any member musters enough influence / favour / votes / resources to bid for unification. It could really offer some interesting dynamics that would translate very well into multiplayer as well!
 
Any possibilities of robotics pop xenos/non-xenos identification?
I can't assimilate or purge, or even stop building non-ascension robotic pops as a materialist-xenophobic-egalitarian synthetic ascension empire.
 
I hope the military AI changes make more of the controls available to modders. As it is right now, modders haven't been able to fix the military AI.

And, while i know i'm a bit of a broken record, I feel the game needs a LOT of AI improvements. The way the current building AI works makes it harder to mod/fix than it should be.
 
These are some exciting notes and future plans!

As self proclaimed ambasador for all things related to economy-AI i would for now just like to frame/reiterate concerns on this subject, already voiced here.

There may be more being worked on than was shared here - but not much was shared on this issue - an issue that is arguably quite devisive in the community.

Sounds like an excellent list for future development, however it's missing some separately needed improvements to the research system. First, the AI needs to get better at keeping up with the player in researching new techs. the current default strategy to win is to just turtle and tech up for a century until the AI's left in the dust, which should not be the case. Either the AI needs to be rebalance to prioritize tech better to keep up with the player, or some sort of tech diffusion mechanism be introduced to boost empires that have fallen behind. Second, I'd love to see more variety to the tech tree. Currently every game feels like you go through the same old tech tree with only the ascension path affecting the few techs you get... it'd be great if you could go down different tech branches depending on civics, traditions, your actions, or even random chance.

As for a couple other nitpics, i agree that Ecumenopoli and ringworlds need to be rebalanced... maybe require a hundred or so pops to enact the ecumenopoli decision so that they feel more like a natural development of your city worlds? As for ringworlds, the main benefit from them aside from the size is easy access to space from the rim... maybe give them a custom "spaceport" district that generates trade, naval capacity, and could even give a boost to ship production?

Also, please, please, PLEASE give us an option to swap leaders so I dont have to go manually assign my scientists to ships when swapping one out for their research bonus!

In my experience, unmodded AI falling behind in tech is a symptom of rather deep issues across different categories ai decision-weighting. Especially lately, as the tech speed penalties are quite easily outpaced by high volumes of scientist jobs.

@grekulf Thank you, that was a good insight. Two things that jumped out for me: first, this:



Come on, spill it. What happened? This is what we had before 2.2, and it strikes me as really weird how yourself here, and some other devs in a few other cases, seem to have just forgotten that you already went through this. Why wasn't the pre 2.1 sector stuff ported and adapted, instead of ripped out and replaced with the current rubbish?

Second thing: The AI. Glad you're targeting specific issues with planetary development and giving the combat an overhaul. However, still very concerned that a more thorough overhaul of AI budgets/economy/planetary development is needed.

What about the Economic AI? The mil AI is nothing withoutt an economy to support it?


Imho these two should be part of post Update support and be incoporated in a 2.2.7 Patch before moving on. For me the game is not enjoy able at all in a wide empire at the moment.
And the Pop growth mechanic feels so extremly wonky i dont want to play biological ascension or egalitarian empires at all.
This means i am severly limited in my play style options right now. :(

Ive been thinking about this recently; about how to best/simplest illustrate how AI military capability is underpinned by a fee economic parameters - that in turn depend on many moving parts.

Very exciting but I hope to see the braindead AI doing a better job in this patch or the next.

In general I love the update. It clarifies where the devs want to take the game. My only reservation is that I would have liked more of a focus on resolution of short-term (?) issues like:

  • Economic AI
  • Performance & Stutter
  • [Additional near-term] QoL changes
  • Micro

I will give credit though. I was asking for more communication and we got a decent chunk of it today.

Not building a trio of precincts without a whiff of crime to counter, which they are fixing in 2.2.6, is a good start.

Also, probably should want to aim for an alloy income of higher than 20 (I think?) when deciding to build more refineries, at least once it's unlocked new ship hulls and bigger starbases.

Especially since it just kinds sits on the mountain of minerals it is bringing in instead, selling off surplus and lowering the market price until I could make more minerals building energy districts to buy off marking than with building mining districts...

While i happen to agree, and these examples only scrach the surface - this discussion and the questions you try to answer is subjective in nature.

In terms of this Expected AI capability We may be able to agree on a fluffy term like ”illusion of competence” - but as for what that should mean and how (/when? / if?) to achieve this in Stellaris, is an open question for @grekulf @Jamor and the team.

... as is, a player that understands the economic mechanics in stellaris can wield them to create exponential growth of power with relative ease - even with just a handfull of planets, even without significant min/maxig in terms of ethics/covics/traits. - by contrast, an unmodded AI is very far from being able to do this in a comparable way... this can completely brake immersion for players who are looking for a strategic challenge.


EXACTLY my point ... I assume you think it's working properly [or close enough]. I tend to disagree.

Some things that I consider "not right" would be:
  • I would think things like "upgrading buildings" would be a good start. I've never seen it properly manage to do that under 2.2.4 or lower.
  • Understanding what buildings [in general] are good at what point in the game seems like another important factor.
  • Building Archology Projects or otherwise specializing their planets to leverage their economy to the next level would be nice.
  • Leveraging Caravaneer ships for early boosts in power would be nice to see [maybe shouldn't blame AI for that???]

I could list a ton of other things [mostly 2.0 and greater features] that the AI hasn't been properly taught how to leverage.

FYI: I used to play 1.9.x at Captain difficulty if memory serves. I'm not any better player now but even Admiral with AI mods isn't presenting a proper challenge. Getting the AI to be at least as competitive [which isn't much] as 1.9 was wouldn't be a bad goal :)

EDIT: Not intending to start a flame war. Just want to point out that some people [due to performance, stutter, economic AI, etc.] may justifiably feel that the game hasn't been "right" since 2.2.0 released.

I agree with you somewhat.

For multi-player I would assume the game is pretty good ... barring some micro, QoL, and similar issues. Not "broken" IMHO but may qualify as annoying.

For single-player folks that value "competitive AI" as their primary goal then, for that person, I wouldn't mind if they said the game was broken.

As for AI goals I don't need it to do as well as a human ... even a bad human. If we got the 2.2.X AI up to the level of the 1.9 AI then I would consider that 'good enough'.

Edit: My favorite phrase recently when referring to what I'd like the AI to be .... "Illusion of Competence" ... Basically don't be so brain dead that it is immersion breaking.

I hope the military AI changes make more of the controls available to modders. As it is right now, modders haven't been able to fix the military AI.

And, while i know i'm a bit of a broken record, I feel the game needs a LOT of AI improvements. The way the current building AI works makes it harder to mod/fix than it should be.
 
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