• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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!
 
  • 106Like
  • 45Love
  • 8
  • 5
  • 3
  • 1Haha
Reactions:
Exciting changes, QOL always welcome, looking forward to them.

Game is in good shape and I'm loving the direction it's heading in, particularly the work of the custodian team, may you keep improving the game further and beyond.

However, the only part of the game that's falling behind in my view is the music. Not complaining, the existing music is amazing but after a few thousand hours it gets really boring and I have to turn it off eventually. I'm sure we'll all appreciate new scores and also it would be fantastic if there's some empire / ethics / species / situation specific music as well to make the moments more exciting, sort of like CK and EU4.
 
  • 2Like
  • 2
Reactions:
Oh also I was wondering if the tech tree on some techs gonna be rework... Mostly engineering because it's the only place it applies. So instead of rolling Titans tech or have a higher chance to roll it at year 100+.

So instead could some techs have a higher chance to roll set on the slider.

So mid/end game start year you have a higher chance to roll battle ships & titans and so on.
tech tree absolute needs rework. They added and changed so much into this game yet tech tree remains completely untouched.

One thing that's really bothering me is megastructures. Usually by the time you get them you don't really need them anymore.
 
  • 4
  • 1Like
Reactions:
tech tree absolute needs rework. They added and changed so much into this game yet tech tree remains completely untouched.
True
One thing that's really bothering me is megastructures. Usually by the time you get them you don't really need them anymore.
Ironically, that specific observation isnt new, people have been saying it since utopia.
 
  • 4
Reactions:
As per tradition, I would like to request we be allowed to force pre-made empires to spawn. I really wanna play my UNE vs. COM game without a third party ruining it.
 
  • 6Like
  • 1
Reactions:
hey, that crisis change is from a 2021 suggestion that I necro'd and brought back up in may 2022!


glad to see it's going in, thanks!
 
  • 1Like
Reactions:
Could you also add an option to fight all the crises simultaneously? Having them come one after the another is not enough pressure, I need them all knocking on my doorstep at the same time, maybe fighting each-other while they're at it.

Also is there plans to expand on counter-espionage in the game? Currently all you can do is increase your encryption which is nothing against someone speccing into espionage.
 
  • 2Like
  • 2
Reactions:
Could we have an AI difficulty setting which actually changes how the AI behaves, to make it much more aggressive?

This already exists in some mods, such as StarNet AI, so it should be feasible to implement.
 
Did Civilization 5 make the difficulty level with minor player bonuses the default? I'm just wondering. I haven't played in a while.

I like the Dwarf Fortress reference! (I now wonder if that's a D&D reference due to the shape, but I'm thinking Dwarf Fortress did moods first.) But will there be an achievement for surviving all three regular Crises in a single game?
 
Can you add more Galaxy map types? Very limited selection currently.

Also, can you add a setting to allow players to use the old Nomads? Never really liked the Caravaneers. An option to use both would be good too.
 
  • 1Like
Reactions:
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.

Nice. Thank you!

Plantoids:
DIY

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

Name suggestion: Fixer Upper

Meaning: https://en.wikipedia.org/wiki/Fixer-upper

"DIY" implies that you did the thing yourself, which would be true for your homeworld, but not true for the junk planets which were previously owned.
 
  • 7
Reactions:
I stopped using “difficulty” setting as a means of trying to increase difficulty. Because it didn’t really worked in practice, make ai your vassal and difficultly ends up giving you bonuses and even if you avoid making ai your vassal and avoid all that it messes up market it messes up the meaning that numerical values assigned to resources types represent in other words makes the game unimmersive for my taste.

So as “difficulty setting” I just leave out that setting at default and instead use my own mesures such as 250X Crysis, AI mods like skynet and I don’t expand as much as I could, I intentionally don’t min-max and such.
 
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.
I really love this line of thinking when it comes to adding new ways to customize the AI. How about if you make it instead of set Mid Game and End Game scaling limits, we could have a slider that determines the end scaling year? I also noticed that everyone else seems to be asking about the ability to set the scaling starting difficulty and at risk of adding to the amount of echos in here, I also think that would be a great addition.
 
Last edited:
  • 1
Reactions: