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Stellaris Dev Diary #228 - New Content & Features in 3.2

Hello everyone!

For today’s dev diary we’ll be talking a little bit about a new wave of changes coming in the upcoming 3.2 update.

3.2 will feature some new content and features, some of which didn’t make it into 3.1, and some of which are new. The reason why I mention that is because I also wanted to shed some light on the process itself. With this new way of working, it’s fine if something isn’t done for a certain update, because it can simply spill into the next update. With our ambition of only having 3 months between the updates, it will not be long before the new piece of content will be out in the public. Speaking of which, the new Pompous Purists Civic is just such an example.

Pompous Purists Civic
This civic was designed to be added to the Humanoids Species Pack with our Buffing the Backlog initiative, but it didn’t quite make it in time to be released in 3.1. In 3.2 you will be able to try out this new addition to the Humanoids Species Pack.

The Pompous Purists Civic is a civic that allows for a diplomatic playstyle, but for xenophobes. The idea is based on an elven fantasy, where they are willing to negotiate with other species, but only as long as it's on their own terms.

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Friends? Maybe if you keep a respectable distance.

Ship Browser Experiment
Back in dev diary 213 we briefly talked about the improvements to a part of the empire creation process – namely the part of the UI where you select your ship appearance. The experiment meant that only about half of you got to experience those improvements, while the rest kept the ship appearance selection as it has looked like since 2016. The reason why we ran this improvement as an experiment is because we wanted to measure how successful doing these kinds of improvements can be.

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The Ship Appearance part of the empire creation screen allows you to browse different ship sizes and appearances.

The improved ship browser will be available to everyone with the release of 3.2.

Now I’ll hand over to Victor who will be talking a little bit about some new content for anomalies.

Anomaly Variety
Hello everyone! I am Victor, a Custodian Content Designer that you might have seen around on the weekly streams these past few months.

Back in 2018, we removed anomaly failure from the game. This meant that every single time you encountered the Gigantic Skeleton anomaly category, you would always get the Gigantic Skeleton anomaly, for it was the only one in the category. No longer! As one of my tasks for this patch, I decided to simply go through every single anomaly category and add new anomalies to orphaned categories that I could for the development cycle.

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This is not only limited to new anomalies, but I also revisited some old classics adding options to events that previous designers created before a lot of the resources we now use were added to the game.

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While this is not anything that will revolutionize the game, it is a great and interesting direction for a Custodian content designer to explore, which we are still establishing on the team. I do hope you enjoy your (slightly) more exciting and varied early game!

Terraforming Events and AI behavioral changes
Yes, hello, I am still here. My other task for this patch was to create a few varied random events for terraforming. These events vary in power and complexity and mainly break the monotony of pressing a button and getting a better planet. These bonuses vary from getting more districts of a chosen type to perhaps uncovering a dig site left by a species to enamored with war.

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Before you start thinking, you will sit there and terraform a planet back and forth between two different types and fishing for events. Do know that you can only get events the first time you terraform a world, and it’s never guaranteed. Terraforming is quite the unexplored space for Stellaris events, and these were a lot of fun to create.

Finally, @Caligula Caesar has managed to restore the AI’s terraforming hunger! Previously the AI needed to gather an absurd amount of energy credits even to consider terraforming, but that has now been rectified. The AI has been spotted changing and creating optimal planets in our internal testing. They also are more likely to pick terraforming techs and appropriate ascension perks in certain circumstances.

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That is all for this week folks! Next week we’ll be back with some exciting news!
 
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I'll also jump in with the group saying that Pompous Purists feels way too close to Diplomatic Corps. I'm not sure how much +30% trust growth will really help, since it won't increase the cap at all. And it's not like I can't just ignore any incoming diplomacy myself already. Maybe give them reduced influence cost from agreements? That's be unique and interesting enough to separate it more from Diplomatic Corp, and powerful enough to compensate for the downside. Some other options might be reduced GC proposal cost, or making it cheaper to call in favors "of course you owe us, with how awesome we are."
 
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To be honest, the Pompous Purists civic seems a little underwhelming.
There's not much going on there that really justifies to me spending a whole civic point on that.

As for the new ship viewer, it's good, but being able to pick a different ship set for each class of ship would be even better!

Eeerrr... did you ever heard about a little thing called "roleplay"?
 
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I really like The Pompous Purists civic. The RP potencial is there. One way of being Xenophobe is belief that our specie is supperior and optimized.
Not being spammed by request is totally OP.
Mild xenophobes sometimes can form alliances (temporary) unitng against common enemy. The penalty is not that high.
Also envoys are valuable for spying and sabotage.
There could be some tricks with dominion federation and galactic community.
 
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+2 envoys and +30% trust growth is nothing to sneeze at, and it's stackable with diplomatic corps. Very fun looking if you want to play smug puppetmasters with the peasants. From an NPC variety front it's also very cool, a close neighbour spawning with this civic will feel very different to a regular empire. I'd like a lot more interaction changing civics like this.
Agreed, they’re finally making things different. Good stuff, if still a bit tame. Good practice :D

This one definitely goes into my tall RP style. Life seeded Elves dominating the galaxy from a single paradise world that is off limits to everyone. Lovely.Now I only need a research district for regular planets...
 
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Eeerrr... did you ever heard about a little thing called "roleplay"?
If I want to role-play shutting down any pathetic Xeno attempt at diplomacy, I don't need a civic, I can just right click all the notifications directly. Plus, the +10% diplomatic weight of Diplomatic Corp better represents my inherent superiority over them, as opposed to making them trust me faster (not trust more. Just get to that level of trust a little quicker).

I love the idea of the civic. But as currently implemented, even for wanting to RP that style of empire I'd still go with Diplomatic Corps.
 
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what a changes , and that imperial ship .....WOHOOOOO !!! but sincerly when will Machines will have cities and ships DLC , it more then a need it is a MUST !!!
 
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If I want to role-play shutting down any pathetic Xeno attempt at diplomacy, I don't need a civic, I can just right click all the notifications directly. Plus, the +10% diplomatic weight of Diplomatic Corp better represents my inherent superiority over them, as opposed to making them trust me faster (not trust more. Just get to that level of trust a little quicker).

I love the idea of the civic. But as currently implemented, even for wanting to RP that style of empire I'd still go with Diplomatic Corps.
Exactly my thoughts. I'm not opposed to the idea of the Pompous Purists civic, I just want it to do more than what it does as introduced there.
 
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You're (unilaterally) declaring a war after all, not negotiating with the other empire to find common ground for a bilaterally agreed upon treaty of war.
Although it would be neat to have the option for auth/phobe/militant empires to arrange "flower wars" with each other. You know, to keep the supply of exciting battles and unfortunate sacrificial prisoners flowing.
 
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!!PLEASE give us the option to turn the ship review feature on or off so that MOD ship sets that are not updated will still work. Best case is to make sure to write the code to allow for both.
 
Civ 6 finally added a "no, and stop asking" option to their AI diplomacy proposals. I think Stellaris would benefit from that as well.

That would be nice.

Even more, I would desperately love it if they reduced the notification spam. That's been a Day One headache. The top of my screen is always filled with pop-up notices about diplomatic changes happening all around the galaxy, almost none of which have anything to do with my empire. Clearing away that clutter (without a mod) would be amazing...
 
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I’ve long thought Xenophobic AI empires just get picked off in the game and don’t really do anything at all. So I think this is a nice civic to see.

As you mention it as a buff to the humanoid species pack - is there a possibility of a third human preset species? Or maybe an edit to Commonwealth of Man - which to me is a routinely bad empire in all of my games (and all I play is mostly UNE) they mostly remain small and never do anything so could do with a a modification, in my opinion anyway.
 
That would be nice.

Even more, I would desperately love it if they reduced the notification spam. That's been a Day One headache. The top of my screen is always filled with pop-up notices about diplomatic changes happening all around the galaxy, almost none of which have anything to do with my empire. Clearing away that clutter (without a mod) would be amazing...
If only the game had some sort settings that let you control what messages you did and didn't receive...
 
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Hello, I thoroughly enjoy the idea of the Pompous Purists civic, but as many before me have already pointed out, the effects are a bit underwhelming or not even that logical (the trust bonus). I got some ideas myself that I believe could make this Civic of Cultural Chauvinists more interesting, although some of these are certainly more work to implement than others:

-Small Unity boost, representing the cultural common ground this society finds in its arrogant pride.

-Rivalry Influence boost, given their need to diplomatically or otherwise trample any civilization that thinks themselves equal.

-Happiness/Unity/Influence/something penalty for every neighboring Empire that has some % higher Diplomatic Weight than you and in turn a bonus for every neighboring Empire with some % lower Diplomatic Weight, keeping somewhat peaceful relations while getting benefits from their inferiority, maybe even using the Galactic Community to manipulate Diplomatic Weight to manage this.

-Unique "Client" or "Under the Influence of [Empire]" subject type, that has a much lower bar for acceptance than the other subjugation demands and limits diplomacy as little as Tributary status, but instead transfers Influence and Diplomatic Weight to the overlord or even grants extra envoys in exchange for protection by their betters, this is essentially an Imperialist "guarantee independence" but not as harsh as the other subject types. The idea is that the Pompous Purists spread their influence over "lesser" civilisations, but not as directly as usual.
 
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It's offtopic but what do you think about rework of agrarian idyll? Now for building slots need city districts but for this civic this districts don't need. What if agriculture (maybe mining and generator too) districts add new building slots at planet?
 
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