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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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Hi @MonzUn , I would like to pitch two ideas for hotkeys:

1) Hotkey for Technology tab, like F4

2) Hindering possibility of accidental downgrading Starbase to an Outpost with the "Delete" key:


Thanks in advance!
 
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Please let us modify star bases more, if i build only laser its becouse i only want laser to defend this star base, dont put some rockets and cinetic.
Or let us choose the weapons.
Sometimes i want to build a starbase in a choke point with a quasar that cancell shields, so i would like it to have only laser and armor or hull. I dont want it to have cinetic or shields
Agreed, there's no reason not to have a Starbase Designer, maybe tucked away behind a separate button in the Ship Designer if the devs don't want to overwhelm people.
 
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I don't understand why they removed the option for Pacifists to use the Javorian Pox - particularly xenophobic pacifists who would care less about what they do to xenos. Pacifists should have the option to have a permanent solution to enemies that dare interrupt their peace.
Xenophobic pacifists, particularly Pompous Purists or Inward Perfectionists, wouldn't use it cause they're better than those aggressive xenos
 
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Branch
*Pounds desk*
Office
*Destroys desk*
Expansion
*Pounds floor*
Planner
*Explodes*

Anyways.

I like that you guys are taking this time over the break to get creative and find a place for a smaller yet impactful change. Your tradition thoughts seem to be the most promising.

As an unrelated note: how big of a difference is there between Mechanist and Permanent Employment? Both have strong narrative implications for the past of the species, both mechanically give jobs from the beginning that assemble lower power pops, and even replace a few starting pops. Why is one an origin and the other not? Just a thought.
 
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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.
This has got me thinking of the way the most advanced ascension perks unlock technologies that you still have to research to access their best features. I've found traditions have gotten much more expensive later in the game than they used to. I think it isn't much of a stretch for say, Galactic Wonders to unlock its own tradition tree, and separate tree items unlock different megastructures, but you don't have to research them afterwards: you've already "paid" for that by accruing enough Unity for each new tradition. I believe unity is still too dependent on tech.

The three ascension paths could use some reiteration. Transcendence and Evolutionary Mastery are merely better versions of Mind over Matter and Engineered Evolution, but Synthetic Evolution is a departure from The Flesh is Weak. Mind over Matter and Engineered Evolution are basically ascension perk taxes. Also, I don't see any one of the three as inevitable destinies, just possibilities that I/we choose to embrace. We don't have get any of them, sometimes shouldn't, and that is fine. More of them wouldn't hurt.

Exclusivity is a big deal here, so maybe some ascension perks can offer 2 or 3 new tradition trees and you have to pick 1, like for genetics: focus on labwork and gestation tanks to create relatively few perfected beings, focus on generational selection of sapient species to create numerous hierarchical strains, or focus on engineering creatures to act as structures, tools, and spaceships for your own species.

Some actual trees.

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.
I have tinkered with ship behavior with mixed success. I like my custom Picket behavior where the ship anchors itself between its fleet leader and a target - like a real picket. Haven't figured out if targeting priorities do anything.

Something that could break alpha strikes is accuracy decreasing with range. Also, minimum range for very large weapons should be a thing.
 
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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.
As another poster mentioned, it's really hard right now to spot systems claimed by an ally in a multi-party war. A way to easily identify which claimed systems are not occupied and better visibility into what's fully or not fully occupied besides the tiny little spikes would help.
 
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As an unrelated note: how big of a difference is there between Mechanist and Permanent Employment? Both have strong narrative implications for the past of the species, both mechanically give jobs from the beginning that assemble lower power pops, and even replace a few starting pops. Why is one an origin and the other not? Just a thought.
There isnt much difference, really. It seems to be a combination of a historic decision (Mechanist used to be a civic that got rolled in to an origin without much change when origins first came out and were more basic) and the fact that Permanent employment is a loose equivalent to reanimators - another civic.
1654815633001.png

I imagine if they (re)did mechanist as an origin now, it'd work similar to the new shroud origin, and actually give you cybernetic pops and the 1st AP of Synth ascension for free, in addition to the starter bots (which IMO should probably come pre-modded with 4 set up 'optimally' for farming and 4 for mining, 8 for mining if lithoid - so that you can immediately assemble more of either template, if you want to).

The three ascension paths could use some reiteration. Transcendence and Evolutionary Mastery are merely better versions of Mind over Matter and Engineered Evolution, but Synthetic Evolution is a departure from The Flesh is Weak. Mind over Matter and Engineered Evolution are basically ascension perk taxes. Also, I don't see any one of the three as inevitable destinies, just possibilities that I/we choose to embrace. We don't have get any of them, sometimes shouldn't, and that is fine. More of them wouldn't hurt.
It might be interesting if the 3 T2 ascension perks were retired, instead replaced with 4 mutually exclusive Tradition trees
  1. Genetics: Genetic mastery,
  2. Psychics: Psi Mastery.
  3. Synthetics: Synth Mastery,
  4. Synthetics: Cybernetic Mastery (giving you a cyborg-centric alternative to becoming toasters).
 
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I love the diary and if I could make one request when it comes to fleet battle balancing, it’s this:

The AI uses auto build, I use auto build and it works for ‘us’. The AI has never complained to me and vice versa but the moment I step into MP, even my RP friends go for colourful builds and even optimal.

The sheer difference ( I guess alpha strikes mainly here but generally too) is simply too much against an auto build fleet. It just makes a joke of the opposing fleet

I’m not saying my auto build fleets shouldn’t lose, even by some margin but not as it is now.

Maybe auto build themselves could be improved as well? Right now, even the AI doesn’t even use dark matter tech, or last I checked anyway :)

I understand it’s pretty flawed because of repeatables or something not being accounted for? I don’t know the details.
 
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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.
My brother is legally blind. He still has a tiny amount of sight but very little of it is usable nowadays. When he had a little more sight, he was able to play Stellaris and clocked in somewhere around 1,200 hours. He hasn't played since the MegaCorp dlc, he said that it was because it became too much of an accessibility issue and that, while he could play, it takes too much time trying to navigate and reading events took a long time. I just want to know where he could go to voice his suggestions / accessibility issues.
 
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It might be interesting if the 3 T2 ascension perks were retired, instead replaced with 4 mutually exclusive Tradition trees
  1. Genetics: Genetic mastery,
  2. Psychics: Psi Mastery.
  3. Synthetics: Synth Mastery,
  4. Synthetics: Cybernetic Mastery (giving you a cyborg-centric alternative to becoming toasters).

That would be very cool, and would free up one slot for a more interesting Ascension Perk instead of locking two of them.

Also I love the idea of a specific cyborg path which is not going Synthetic.

Leader traits would need to work together again, though -- I really want my Psionic Erudite Racket Cyborgs to get full value if I ever draw one of them as a Leader.


Right now, I sometimes go Synth specifically to remove all trait combos because it's just too annoying to genemod around locked traits in the current patch.
 
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Looking forward to hunting those new achievements! I'd like to clean up all of the existing ones before the new ones roll out but Stay on Target and the Sic Semper Tyrannus don't want to play nice for me haha...

Can't wait to see what they are! And the relic improvements too of course
 
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Are you guys aware of the Starbase building, Target Uplink Computer, being broken and not providing a buff to either Starbases or Defense platforms? And if so, will that make it into the patch next week? I hope it does as currently defensive play is non existent. I love everything you guys mentioned in this dev diary, specially the combat rework stuff. Im relieved to hear the dev team actually understands how combat works as you identified that alpha strikes are the only thing that matters, which is why target uplink computer needs to be fixed now. Anyways, keep up the hard work and enjoy the summer break! I will be posting this again next week so just answer me once so I shut up! Thank you
 
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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.
Well as a person with Accessibility problems I can say where I have problems. Text that is dark colored is hard to read. I basically have to turn on magnifier to read any of the red text on black background. Some of the text is hard to read in events, anomalies and archeology reports. (mostly especially when they have a different font color).

I would be happy to provide further input or look at any changes you want to try and see how they look to me!
 
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My 2 cents on the topic

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.

Traditions should offer a bit of flexibility during your gameplay but enhanced your selected ethics and boost them while making you unable to select other ones. While I do it every game, doesn't make sense to me to being able to pick Supremacist tradition as a Pacifist or Unyielding as a militarist. While this hardgating might be unreal to the game due the amount of ethics and crazy hard to implement on the IA. You can some workaround by making traditions boost or decline their yields regarding the empire ethics to promote and more important counter early picks.

I do think every ethics should have their own tree to promote your RolePlaying and gameplay you have chosen. You can have an authoritarian tree making slaves and workers more efficient (top of my mind you can make miners to be scrap miners and generate a bit of alloys) or egalitarian with huge specialist bonus regarding special resources upkeep (one of the main problems of playing tall is the lack of building slots until habitats as you are in dire need of special resources buildings)

This implementation would allow to pick between trees. Either you go Supremacist or Unyielding, Discovery or (insert proper Spiritualist tree), Tradition (to play wide boosting many worlds to settle) or "Mastery of Nature" (I do think it should be a tree boosting the tall play style, creating huge cities => maybe locking Ecumenopolis upon completion this tree)

I also think that with the nice rework on Unity, you should be able, with a huge huge cost, to change one ascension perk per game, maybe lock this after winning the crisis event.




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.

Ships should not be balanced to make mixed fleets rather upon their utility in combat warfare as many people have already said, meta is key and in order to win the war you need to kill enemy fleets. We all should end with a mix of Cruisers (needs buffs) in a support strike craft(SC) role and the typical artillery Battleships (removing SC slots from them) to deal the huge damage.

Corvettes / Destroyers

I would make Corvettes the key of guerrilla warfare (and destroyers their defensive counterpart) by creating a new module slot regarding combat behavior or a button on the fleet display. By setting a module to engage or flee constantly to other enemy systems, creating chaos on their chain of supplies and production.

Engage module/stance => FTL inib affects the fleet. Will engage while they have more fleet power than the enemy on the system.

Guerrilla module/stance => Not affected by FTL inibs. Will always flee combat instantly (vs battleships or cruisers) or 50% reduced time versus destroyers (so they are able to take them down bit by bit) to the next system with less fleet power on it. +50% sublight speed. Chance of destroying enemy stations when capturing a claimed system to inflict some economic damage if they retake it)

This will make AI (if improved combat behavior) and players to be in need of having the fleet according to their intentions and will add a whole new exhaustion and crippled economic pressure to the war. You can always gate the Guerrilla aspect of ignoring the FTL inib behind a mid game tech after cruisers to avoid any kind of balancing headache in the early game.
 
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BATTLE TIME
Battles are giant mess visually, since ships try to ram themselves like it was 40k.
Attacks on Battlestations look good, since they stations dont move. Also Leviathans look cool since that is a one target.
But ship on ship is giant pile of fireworks at point blank no matter, even battleships with big weapons.

Solution?
Standarize and increase range of weapons to really spread them to like
s=50
m=100
l=150
h=200

Give ships more space so they can fight in orderly fashion.

Tradition:
I think that there is a place for traditions tree dedicated to: Feudal Empires as either Overlords or Vassals. And dedicated to leaders as characters. This could be 2 new trees with such themes. Bundling multiple themes in one tree is boring.
Also Domination is one of weakest trees, and deserve some buff. It could be related to ruler pops output. This tree already have perks with governators, workers and rulling class. So it could be enhanced.
 
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Mutually exclusive Tradition Trees would be a good way to reintroduce the Individualist vs Collectivist axis that got dropped from the main Ethics system.

Through traditions, you could finally RP an individualist dictatorship or a collectivist democracy!

Exclusive traditions would also be good for capturing other social or sci-fi conflicts that aren't quite strong enough to be part of the main Ethics system themselves, e.g. Environmentalism vs Industrialism.
 
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Have you posted it in the Bug Reports forum?


In my opinion, civics would be a better place for that sort of thing, and most things ideological in nature.
Ethics can change, and so can civics, but not traditions.
And civics are set in the empire design, while traditions always come with a delay.
I have, and il remind them every week until they fix it.

 
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