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Stellaris Dev Diary #261 - Challenge Accepted

Hi everyone, I hope you’ve had a wonderful summer.

Today we’ll start going into some of the things planned for the upcoming Stellaris 3.5 “Fornax” update.

New Difficulty Settings​

With the improvements that have been made to the AI over the past few updates, we’ve noticed that new players are finding things a bit more challenging and there have been some requests for an easier difficulty setting. As such, we’re adding a Civilian difficulty setting, and making Cadet the default difficulty.

Civilian difficulty further increases the bonuses players receive in Cadet difficulty, with an additional bonus towards completing First Contact.

Civilian Difficulty


Now, we’re aware that most of you that read these dev diaries are looking for a greater challenge rather than the opposite, but we have some things for you as well.

Two new settings are being added that allow you to better customize the difficulty of your game.

Rather than being a simple toggle, Scaling Difficulty can now be set to Off, Mid Game, or Late Game - if set to Mid Game, AI bonuses will scale from zero to the selected difficulty by the Mid-Game Start Year. Late Game will provide the current behavior of scaling to the selected difficulty by the End-Game Start Year.

Mid Game Scaling Difficulty


Difficulty Adjusted AI Modifiers is a new toggle that can dramatically increase the strength of the AI on higher difficulty levels as the game progresses. If enabled, the AI bonuses apply to all other modifiers the AI accumulates.

As an example, the Geothermal Fracking technology grants +20% Minerals from Miners. On Grand Admiral difficulty with this setting enabled, this technology would instead grant AI empires a 40% bonus.

Difficulty Adjusted AI Modifiers


Fornax will also bring one other tiny little addition to the galaxy generation settings for players looking for an extra challenge.

Crisis Type: All


The Crisis Type setting will now have an option for All, which will spawn every crisis sequentially, with each subsequent crisis being stronger than the previous. The galaxy is counting on you. No pressure.

Species Pack Achievements​

Stellaris achievements have always been a bit tongue in cheek and enjoyable to make, if not always enjoyable to complete. (I’m looking at you, Galatron achievements!)

We’ve submitted to the demands of our artists, and will be adding three achievements to each species pack that has previously been released.

While Stellaris achievements have traditionally always been careful to not require “cross-dlc”, we didn’t enforce that restriction to some of these since we felt that if you have all of the Species Packs you probably have everything else already.

Here’s one example from each.

Aquatics:
Fishing for Trouble

Fishing for Trouble - As an angler empire, provoke a Fallen Empire into declaring war on you and win.

Necroids:
There's a Zombie on my Lawn

There’s a Zombie on my Lawn - As a Necroid empire, eradicate a Plantoid empire, or vice-versa, without blowing up their final planet.

Lithoids:
Rock Beats Paper

Rock Beats Paper - As a Lithoid empire, show the Galactic Community exactly what you think of that strongly worded letter.

Humanoids:
Strange Mood

Strange Mood - As a Master Crafter empire, fully construct a megastructure while you have a Covenant with a Shroud entity.

Plantoids:
DIY

DIY - As an Idyllic Bloom empire, convert the junk worlds of the Ketling Star Pack into Gaia Worlds.

Next Week​

Next week I'll spoil more of the achievements, and go into some quality of life changes. Iggy will also give a compiled update on relic changes based on your feedback.

Quality of Life Spoilers


We'll be a bit slow with replies to this dev diary as we're currently at a staff conference. We'll catch up as we can.

See you next week!
 
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Can't wait for X25 all crisis youtube videos
 
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Nice
The Crisis Type setting will now have an option for All, which will spawn every crisis sequentially, with each subsequent crisis being stronger than the previous. The galaxy is counting on you. No pressure.
Whats the cooldown and flow through like on this?
Like lets say I snuff out the dimensional anchor, will i immediately get an event pop up about prethoryn ships sighted on the edge of the galaxy? or do we get (say) 10-30 years before the next crisis? And once we've beaten all 3, do they roll around again?(im assuming not but just checking).

Iggy will also give a compiled update on relic changes based on your feedback.

Quality of Life Spoilers
Not sure if these two lines are related, or just happen to be close together.
Are we getting relics related to the planet ringworld, strategic command centre... the science array and the meme catapult?
or are these unique icons for ui? (if the latter will we get unique icons on the galaxy map for Megastructures too? (instead of seeing that buckyball everywhere)
 
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Fornax, eh? With a name like that, I'm now expecting a xeno compatibility update. ;)

(For those who don't know, Fornax is a Playboy like magazin in the Mass Effect universe.)
 
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I think you should overhaul the scaling difficulty in a different way. allow players to set both the start and end difficulty.

That would make more sense than always starting on ensign / 0 bonuses.
 
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I think you should overhaul the scaling difficulty in a different way. allow players to set both the start and end difficulty.

That would make more sense than always starting on ensign / 0 bonuses.
I'd add that it might be interesting to let us scale the starting size/tech level of advanced-start empires. I know some people don't like them, but I do and I'd like an option to see some Adv Starts with more than 2 systems (and T2-ish techs). That added size adds challenge too, filling the gap between new empires and old FEs.
 
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Please, do something with the vassal spam and complete non-existence of federations. Also federations are really weak in comparison with vassals.
 
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I think you should overhaul the scaling difficulty in a different way. allow players to set both the start and end difficulty.

That would make more sense than always starting on ensign / 0 bonuses.
Now you got me thinking. What about reverse scaling?
Just for shits and giggles. Starting on Grand Admiral and scaling down to ensign at mid-game start.

I assume the AI economy management would have some issues and potentially implode, but i like the idea of a supercharged AI start. I don't think it'd necessarily be a "good" addition to the game, but it could be a fun experiment.
But if you'd get AI difficulty settings for start / mid game start / end game start / victory year i don't see a reason to prohibit the players from making wacky decisions in the game screen menu. I think it'd be minimally more effort to adapt the system and prohibit such wacky decisions then to just go all out with it.
 
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Now you got me thinking. What about reverse scaling?
Just for shits and giggles. Starting on Grand Admiral and scaling down to ensign at mid-game start.

I assume the AI economy management would have some issues and potentially implode, but i like the idea of a supercharged AI start. I don't think it'd necessarily be a "good" addition to the game, but it could be a fun experiment.
But if you'd get AI difficulty settings for start / mid game start / end game start / victory year i don't see a reason to prohibit the players from making wacky decisions in the game screen menu. I think it'd be minimally more effort to adapt the system and prohibit such wacky decisions then to just go all out with it.
You can test this by digging in the static Modifiers, I believe. Copy the ensign values in to GA and GA values in to ensign. Then Set it to GA scaling at game start and see how it goes. (As it'll scale from ensign [now GA] 'up' to GA[now Ensign] at endgame date).
 
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Will the new achievements be added retroactively? Cause I already kinda did DIY...

Also could we get reverse scaling difficulty? As in AI gets all the bonuses at the start and then the further they go into a game the lesser these bonuses become?