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Stellaris Dev Diary #257 - Summer is Coming...

Hello!

The team is working on the 3.4.4 patch as I write this - we should have a list of patch notes as next week’s DD. Today we’ll be discussing some less concrete things.

We often find ourselves with a bit of free time during the summer to experiment with different systems that strike our fancy. Previous such experiments yielded the Lithoid traits (which changed the way we make Species Packs forever) and the first trials of Industrial Districts. Often they don’t work out, or need a lot of iteration before turning into something usable, but that’s okay - these are intentionally framed as experiments with lower pressure.

Rather than doing a review of what did and didn’t work after the summer, I want to give a preview of some of the systems we’re looking to experiment with, but with the caveat that these experiments may or may not pan out.

None of this is guaranteed, and I’m not giving timelines for release even if they do work out!

Relic Balance​

Iggy has asked to look at relics and has written up proposals for a balance pass upon them. In his own words…

Relics are meant to be fun and game-changing. They are supposed to be powerful and unique items that can change the course of your empire. The issue, however, is that they are not all equal. So with a future update, I hope to at least narrow the gap between the relics a bit. I have mainly split the relics into three sets.
  • Event-based ones that are fine to have a niche and semi-powerful effects, think Omnicodex and Blade of the Huntress.
  • Precursor Relics should be strong and useful for every single empire. I am not promising that the Javorian Pox will be top tier for pacifists or that the Psionic Archive will be the best machine relic. But they will at least have neat effects.
  • Crisis Relics which are awarded for defeating the crisis should be a bit of a victory lap. You have won! It should not give you 30 society research.
With these in mind, I will be looking at every relic and attempting to bring them in line if needed. There will be a lot of buffs and a few nerfs, but hopefully, they will feel more rewarding!

I expect that we’ll post a list of the changes when we start the dev diaries up again after the summer for feedback.

Accessibility Improvements​

@MonzUn has been leading a drive for improved accessibility options in Stellaris. Some of the things we’re looking at include adding more functionality for mouse side buttons, possible text-to-speech for events, and functionality like hotkeys for zooming in and out.

At his suggestion, some of us have also started playing the game with various color reshaders active to simulate different color vision deficiencies, to help find the worst issues and ways to resolve them.

If you have suggestions or accessibility problems that you face while playing Stellaris, please let us know.

Traditions​

With the flexibility in how empires can choose traditions that we introduced in 3.1 "Lem", @Alfray Stryke is planning some experiments looking at introducing new tradition trees.

These are looking at how gating tradition trees behind various triggers might influence the game. There have been some ideas suggested about introducing tradition trees that are locked behind ascension perks or origins, and we're interested to see where these may lead.

Deep In the Code Mines​

@Caligula Caesar has been finding places where we could expand our uses of multithreading, and experimenting with the way modifiers are calculated, with a particular eye towards the late game.

Fleet Combat Balance​

Meanwhile, my planned experiments primarily have to do with fleet combat.

Things I’m looking forward to looking at include:
  • Providing a late game role for Destroyers and Cruisers, and providing incentives for mixed fleets.
  • Increasing the length of fleet combats, reducing the dominance of alpha strikes.
  • Experimenting with existing counters, tracking, evasion, and accuracy mechanics.
    • This may also end up providing a role for smaller weapons.
  • Improving ship behavior based on the roles assigned them by combat computers.
    • Yes, Carrier Battleship, I know you have a point defense laser and you're very proud of it. That doesn’t mean you should charge into melee to use it.
These are likely the experiments most ethereal in nature at this time and are unlikely to bear fruit in the short term.

More Achievements​

Our artists had so much fun with the Overlord achievements that they cornered us and demanded that we add some to the species packs.

These aren’t really experiments, but will go live once we figure out what they’ll do and implement them. Here are a few as previews.

Looks like a fixer-upper.
Well that's ominous.
Is that the Swolefin from the Overlord trailer?
CAN YOU SMELL WHAT THE LITHOID IS COOKING?
Om nom nom
More om nom nom. A lot of our achievements reference eating things, don't they?

And then there's this one, which we've called The Darkest Timeline.

You rolled a 1, time to eat the stick.

What's Next?​

These examples aren't comprehensive, there are many other things being worked on that aren't listed here (like previously mentioned Espionage improvements).

As mentioned earlier, next week will be the 3.4.4 patch notes, after which we’ll be going on a dev diary hiatus for the summer.

See you next week!
 
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Fleet Combat Balance
Meanwhile, my planned experiments primarily have to do with fleet combat.

Things I’m looking forward to looking at include:
  • Providing a late game role for Destroyers and Cruisers, and providing incentives for mixed fleets.
  • Increasing the length of fleet combats, reducing the dominance of alpha strikes.
  • Experimenting with existing counters, tracking, evasion, and accuracy mechanics.
    • This may also end up providing a role for smaller weapons.
  • Improving ship behavior based on the roles assigned them by combat computers.
    • Yes, Carrier Battleship, I know you have a point defense laser and you're very proud of it. That doesn’t mean you should charge into melee to use it.
These are likely the experiments most ethereal in nature at this time and are unlikely to bear fruit in the short term.
Eladrin, here is an idea for combat rebalance, granted this is within the current mechanics, but what I did in my personal modset for my MP sessions is two things.
1. To eliminate artillery ships from just blapping smaller ships, we increase the evasion cap to 110% this negated most artillery weapons from hitting corvettes with that evasion and thus making it possible for torpedo corvettes to better counter capital ships. This had the unfortunate cause of inflating fleet power because there is no define for reducing how much evasion effects fleet power so this was scrapped.
2. The idea I use now that does not inflate the fleet power is to give all artillery weapons ie Energy Torpedoes, Kinetic Artillery, XL weapons, T weapons. a -30% Tracking modifier instead of their existing number. This with the other tracking reductions I have done have it made it possible for a ship fully kitted out with Artillery and only Artillery from hitting maxed evasion ships.
 
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With regards to accessibility, we need to be able to remap the keyboard in game. This includes assigning functions keys as well. It is long past time for this feature to be added.
 
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Sounds like really good stuff!

* Relics balance. I almost entirely forgot about them. Yes, they could all get a balance pass, or at the very least hefty buffs
* Combat rebalance. Sounds amazing, really. Please go forward with this. Different empires having different (viable) fleet types sounds great.
* Unique Tradition trees. More of these, hell yeah. But please do not forget about already existing Traditions and Ascension Perks.
* Accessibility Improvements. I know that this is not flashy, but I truly appreciate it (some of my pals have serious visual problems).

As for more things that I would like to see revisited:

* Espionage (as far as I know, devs are already working on it).
* Internal politics. Factions and their demands need a balance pass like, yesterday. And perhaps more than that.
* Leader system. Same. Also, they could perhaps be tied with the previous two points.
* Planets / Pop growth / Pop quality VS quantity / Economic system in general. A big endeavor, I understand, but a necessary one, I feel.
* Ascensions paths. There is a serious potential for "awesome" in those, waiting to be tapped *points toward " Become the menace"*

One can only hope!
 
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Fleet Combat balance.

  • Set minimum ranges for large an titan class weapons
  • Separate missile slots from torpedo slots, torpedoes twice size
  • Remove ability to mount torpedoes on corvettes

Give each class its specialty that no other classes displaces (S/M/L/X = Weapons) (D=Drone V=Carrier T=Torpedo)
  • Corvettes are the close inside weapon ship
    • Counters and countered by fighters
    • Countered by gunboat destroyers
    • SSS SD
  • Destroyers are the point defense specialist of the fleet
    • Expand number of PD slots in front and back sections
    • Smallest class ship that can mount a torpedo launcher, front section only
    • Fronts are PPP SSS T DD MM Rears are PPP SSS D
  • Cruisers are missile and strikecraft focused
    • carrier section in front and middle section and hangar for last VVV/VVV/VV
    • missile modules for all sections DDD/DDD/DD (d=missile)
    • torpedo modules for all sections TT/TT/T
    • Fronts and middle besides above are MMM MMM Optional Rear PP
  • Battleships are ships of the line.
    • Only large mounts or X mounts (LL LLL LL X X LL)
    • Have two slot hangar mounts available in front and middle section VV
Etc... this is rough top of my head in five minutes. However the two key points are minimum range for weapons so lower range ships can get inside envelop and you need similar to defend and also giving each ship tightly defined roles within the fleet. It does kind of require that L/X weapons not be the end all weapon type.
 
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As for more things that I would like to see revisited:

* Espionage (as far as I know, devs are already working on it).
* Internal politics. Factions and their demands need a balance pass like, yesterday. And perhaps more than that.
* Leader system. Same. Also, they could perhaps be tied with the previous two points.
* Planets / Pop growth / Pop quality VS quantity / Economic system in general. A big endeavor, I understand, but a necessary one, I feel.
* Ascensions paths. There is a serious potential for "awesome" in those, waiting to be tapped *points toward " Become the menace"*

One can only hope!

How about fixing the current DLC so we don't have the lazy mode fixed influence costs for subject actions and that we can set vassal rules on the CB instead of a lazy empire wide policy
 
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You have no idea how happy I am hearing this! Just look at the huge disparity between two precursor relics, Cybrex and Zroni.

The Cybrex War Forge does everything right: it gives you good quantities of a valuable resource (the equivalent of 166 alloys a month, and a +5% bonus to all alloy production) and allows you to recruit armies that are roughly 20% stronger than the Mega-Warforms a Machine Intelligence can recruit. The relic is not needed to make Synth/MI empires work, and each and every type of empire, from bio to lithoid to machine, has an easier life when finding it. Unlocking Mega-Engineering early and getting a ruined ring world is just the cherry on top.

The Zroni relic is the exact opposite: only psionic empires profit from the passive effect, but they absolutely need it to stay competitive compared to other ascensions, and even then the Shroud as a mechanic remains as painful to use as ever. The ascension can't keep up with synths, and the relic is mostly useless for everyone else. Secrets of the Zroni gives you a useless buff and the Zroni homeworld just gives you a bit of Zro, which you mostly don't need. Here the cherry on top is that the relic is exceedingly rare.

Please, decouple the Psionic Archive entirely from any interactions regarding the Shroud, and give it some actual useful buffs, like unlocking a special operation to turn a world into a Shrouded World or summon a corrupted psionic avatar, similar to how the Devourer relic gives you an unique spec op.

This would also be a great opportunity to transition the Shroud into the new situations system. It could be so much more, and you have proven with the Shroudwalkers that it can work.
The hidden strength of the Zronii precursor lies not with the crystal - I'd rate them as one of the top 3 precursors, but from the Zro.
You see, when a Zronii digsite spawns on a habitable world, merely colonizing it allows you to harvest the Zro deposit that spawns with the digsite, regardless of whether you have Zro harvesting tech or not. This adds up to around 20+ Zros per month.
And the trick is that the AI value Zro extremely highly in direct empire-to-empire trade offer. You can offer friendly AI empires with some Zro to completely drain their resource storage, trading a few hundred Zros for tens of thousand of alloy.
 

Accessibility Improvements​


I'm short sighted and i'm having always problems with the scaling when using UI overhauls or reading the small vanilla fonts.. It always ends up in an awkward spot of taking too much screen and not being large enough.
As far as i remember the UI scaling is still in Experimental mode and i would like to suggest that you Finalized this and maybe be add more flexibility for UI mods.
Also it would be really awesome if i could change scaling on the fly without reloading the game.

Fleet Combat Balance​


I don't think investing time in the System by fiddling with the numbers is making it any more engaging. As your Colleagues in Vici 3 pointed out, the direct unit control system of an RTS is rather unfitting for a management heavy game like PDX titles are and Stellaris has become. I find myself loosing wars just because i went to my colonies to build a research labs and it feels frustrating.
I made a rather lengthy suggestion post on a system i imaging could work with the game here in the forums.


Anyways overall i hope you also get a nice summer vacation and don't spent the sunny days away in the Labs. 8)
 
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Can we get a bit of an update to the anomaly system? i.e Maybe have it so that you can rescan systems once you obtain new sensor tech, discovering new anomalies. Mid to late game tends to lose a lot of flavor as everything is mostly discovered.
 
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If you have suggestions or accessibility problems that you face while playing Stellaris, please let us know.
Something to consider would be breaking up the slider/organizer on the right side of the screen. The one with your planets and sectors on the top, and then the holdings, then starbases, then fleets, then civilian ships, then...

If each of those larger sections was a separate collapsible mini-window organizer, you could eliminate the eternal scrolling problem. Wouldnt even need to change how each larger section like "Planets/Sectors" worked.

Granted, that's more QoL than accessibility, so, like caveat and stuff.
 
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Might we get more options for releasing sectors as vassals in the future? I would greatly appreciate being able to manually choose the adjective for my vassals, and/or the ruler titles for those vassals!
 
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Deep In the Code Mines​

@Caligula Caesar has been finding places where we could expand our uses of multithreading, and experimenting with the way modifiers are calculated, with a particular eye towards the late game.

Fingers crossed that you can get some speculative pre-calculations going on the other cores.


Fleet Combat Balance​

Meanwhile, my planned experiments primarily have to do with fleet combat.

Things I’m looking forward to looking at include:
  • Providing a late game role for Destroyers and Cruisers, and providing incentives for mixed fleets.
  • Increasing the length of fleet combats, reducing the dominance of alpha strikes.
  • Experimenting with existing counters, tracking, evasion, and accuracy mechanics.
    • This may also end up providing a role for smaller weapons.
  • Improving ship behavior based on the roles assigned them by combat computers.
    • Yes, Carrier Battleship, I know you have a point defense laser and you're very proud of it. That doesn’t mean you should charge into melee to use it.
These are likely the experiments most ethereal in nature at this time and are unlikely to bear fruit in the short term.
A short-term fix for carrier battleships might be to just not put P or S weapons on them. Strike Craft can handle PD better than P slots, so removing that slot is not going to make the carriers somehow vulnerable to missiles or whatnot. Carriers being a choice between [X+4H] or [X+3L+H] or [X+L+3H] would be pretty juicy.

In the long term, have you considered making fleets into the units of battle instead of just piles of individual ships? That would mean fleets have tactical roles that can only be filled by specific hulls -- giving Destroyers & Cruisers a late-game place.

Using fleets like this could also create Specialist and Flagship slots, which could give a place for event ships to function.

You can also have roles like "screener" for Corvettes & Destroyers to dampen alpha-strikes.


And then there's this one, which we've called The Darkest Timeline.

You rolled a 1, time to eat the stick.
Darkest Timeline = some kind of gatcha? Maybe a free-to-play universe?

That checks out.


Yes. It appears that we blindly accepted spellchecking.

Autocorrect was the true pox all along!
 
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And then there's this one, which we've called The Darkest Timeline.

View attachment 848017
For playing a Necrophage or Doomsday origin Genocidal empire, getting the Grey Tempest, having all 5 FE's wake up, a War in Heaven, at least 1 empire getting a Machine Uprising, you bonding with The End of Cycle and having that run its course, becoming the only species remaining, and *then* managing to complete the Aetherophasic Engine while an Endgame Crisis controls at least 51% of the galaxy.
 
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how easy or difficult would it be, in empire creation, to choose the government type first and then have the ethics enable/disable accordingly?
 
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Precursor Relics should be strong and useful for every single empire. I am not promising that the Javorian Pox will be top tier for pacifists or that the Psionic Archive will be the best machine relic. But they will at least have neat effects.
It would be nice to be able to choose your precursor in addition to your crisis in the settings menu. Make it disable achievements if you feel it's too beneficial to allow players to do this.

If you have suggestions or accessibility problems that you face while playing Stellaris, please let us know.
Not an accessibility problem so much as a quality of life problem, but I really, really dislike Stellaris event notifications. I have two options: either have event popup spam in the middle of my screen where my cursor always is, or have everything (including some stuff that doesn't feel like events such as enclave diplomacy) show up as a series of alerts that I need to click multiple times to interact with.

I chose the alerts setting because I dislike the events-as-popups experience so much. Even a setting to make events appear in a corner of the screen rather than the center would be welcome.

These examples aren't comprehensive, there are many other things being worked on that aren't listed here (like previously mentioned Espionage improvements).
Please reduce the duration of Galactic Senate sessions and recesses. The proportion of resolutions that can reach the floor in a single game has steadily fallen as more have been introduced in Nemesis and Overlord. Also, mechanics that force players to wait idly aren't especially fun to begin with.

Instead of using timers as a way to keep the Galactic Community from passing everything in a single game, rely more on the controversial nature of later resolutions to prevent them from securing majorities. Instead of nearly every resolution that comes to the floor passing, I'd like to see a higher proportion of resolutions reach the floor and fail. The Senate should be a place where empires compete to pass or defeat resolutions, not a pro forma rubber stamp for resolutions that make it to the top of the queue.

I'm not even sure why we still have starting fleets. They just exist as a free alloy micro thing and serve no real purpose anymore.

Given the first contact rework and general passivity of AIs in first contact (they wont actually attack you, outside of the odd event to nuke a science ship), and the (much older) commenting out of roaming fauna fleets (the whales and other critters used to roam from system to system with a lot more frequency, but I think that was disabled ages ago as I've not seen it in a long time), starting fleets just suck up resources - and provide free alloys for those who downgrade them.
The cultists event chain still spawns hostile ships in your home system. I forget if they're powerful enough to beat a starbase on their own.
 
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The cultists event chain still spawns hostile ships in your home system. I forget if they're powerful enough to beat a starbase on their own.
Fairly sure it will be stomped by a starbase, if it has the extra range module to guarantee engagement.

You can also not board the ship to stall out & ignore the rest of the event chain.

That event chain probably ought to be reworked in to some sort of situation about religious schisms rather than what it is now, too. Each ethic should get something like that really - a situation challenging your rule - randomly picked based on gov ethics.
 
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Fairly sure it will be stomped by a starbase, if it has the extra range module to guarantee engagement.

You can also not board the ship to stall out & ignore the rest of the event chain.
That doesn't prevent the first event in the chain from firing, which is what's at issue.

That event chain probably ought to be reworked in to some sort of situation about religious schisms rather than what it is now, too. Each ethic should get something like that really - a situation challenging your rule - randomly picked based on gov ethics.
Agreed. I'd go even further and suggest some event chains based on government type. It would be cool if dissidents in Divine Empires felt different than dissidents in Megachurches.
 
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I believe I clarified what I meant in the rest of the sentence, which you only quoted the beginning of?
Ok, than i never encountered your Problem tbh. I can always pick what i want to use anytime.