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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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Difficulty Adjusted AI Modifiers sounds really good. Does it also help with the late game bottleneck, where the AI runs out of naval capacity by increasing the naval cap they get from techs and naval cap modifiers in general? Or does it mean, that not only the economic modifiers, but also the weapon modifiers adjust according to the difficulty? A doubling fleet firepower certainly, because the AI gets double the output of its weapon tech for example.

We already have AI overflowing with ressources, which it cannot put into bigger fleets with grand admiral, Difficulty adjusted AI modfiers will enable the ai to reach the naval bottleneck sooner, but I fear it wont help in prolonging the gametime, before it gets either boring or the galaxy is conquered.
Just staying alive long enough until you can outfleet the AI shouldnt be a save victory. Thats why I am curious, if only economic modifiers get affected or the rest too.
No it will not help AI with this issue. However, next patch brings AI logic for using fortress building after repeatbles have been unlocked to boost its navy capacity as well as several fixes to starbase building/upgrading which will increase their late game navy cap significantly.
 
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Though to be fair, one has to assume that of those 70%, by far the larger part play unmodded non-ironman rather than modded ironman. So by far the biggest hurdle for achievements is playing ironman.

Can you support that? Where are you seeing statistics on how many players use mods? I see a lot of people using UI mods, music mods, portrait mods, namelist mods, and other mods which don't impact game play -- but some of which do change the checksum and are therefore achievement-incompatible -- but what I see is merely anecdotal, not comprehensive data. Where do you get comprehensive date to back up what you're saying?

Either way, the claim was wrong -- the majority of players clearly DO NOT play achievement-compatible games.

But since you can still easily "savescum" or even edit the save game on ironman, I think you might as well throw out the "no achievements without ironman" rule. And once you've done that, you might as well throw out the "no achievements when playing with mods" rule.

After all, it's lnot ike we're in the Olympics. The only one you're really cheating by getting achievements with console/mods/cheats/reloading/whatever is yourself.

Agreed. Since savefile cheating is possible, there's no real point to locking down achievements in Ironman mode -- all ironman does for non-cheaters is make console bug-fixing inconvenient, and cheaters can still do whatever they want via save file edits.

Since there are so many game-breaking bugs which can be fixed via console, it feels like playing ironman is a form of mental self-harm.
 
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Can you support that? Where are you seeing statistics on how many players use mods? I see a lot of people using UI mods, music mods, portrait mods, namelist mods, and other mods which don't impact game play -- but some of which do change the checksum and are therefore achievement-incompatible -- but what I see is merely anecdotal, not comprehensive data. Where do you get comprehensive date to back up what you're saying?
There's not many hard numbers around, except that Stellaris had already sold more than 3 million copies in 2020 link, and there's no achievement incompatible mod in the workshop with 400k or more subscribers.

But my claim is just common sense.
It should be obvious that more people never played an ironman game than played ironman but only when using mods.
 
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But my claim is just common sense.

Yeah that's kind of the problem.

We've all got biases -- "common sense" -- just like the first guy who said something he thought was obvious and true.

Unfortunately the universe is not required to conform to our biases, so that's why I'm looking for data sources.

====

Regarding your 400k popular mod idea:

What I see some MP players doing is using custom merged mods for MP, so they will not show up as having subscribed to any popular mods -- just their group's merge mod which includes several popular mods.

How many of those mods exist? How many subscribers to each? What proportion are shared via Steam, vs. dropbox or the like? Those will be largely disjoint sets which do not interact with popular mod subscriptions (except the one guy who subscribes to the constituent mods and does the merge).

I'll agree that there are probably many people who play non-ironman with no mods, but it's difficult to say anything about "most players" with no concrete data.

====

The most concrete data I can find is that over 70% of Steam players have never settled a planet in modless ironman.

That tells me that they must either use mods, or turn off ironman, or both -- in every game.

====

Therefore, @Eladrin should add an Achievement for starting the game in a mode compatible with Achievements.
 
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Yeah that's kind of the problem.

We've all got biases -- "common sense" -- just like the first guy who said something he thought was obvious and true.

Unfortunately the universe is not required to conform to our biases, so that's why I'm looking for data sources.
That's all well and good, but I don't see you giving any evidence to support your counterclaim that the main culprit is mods and not ironman.
(And if that's not what you're claiming, I don't see what we're arguing about in the first place)

The most concrete data I can find is that over 70% of Steam players have never settled a planet in modless ironman.

That tells me that they must either use mods, or turn off ironman, or both -- in every game.
That's the thing. You don't have to turn off ironman, you have to turn it on.

That's the whole reason behind my "common sense" argument.
The default behaviour is "no achievements due to not playing ironman". For mods to be the problem, you have to change two things (install checksum-changing mod and enable ironman).
Now which is more likely to be the cause of missing achievements? The default state of the game or people only playing ironman when they have mods active?

I'd even go so far and say that people who play modded games are more likely to have played at least one unmodded ironman game than the average player.
So they're more likely part of the 30% and not the 70%.
 
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That's all well and good, but I don't see you giving any evidence to support your counterclaim that the main culprit is mods and not ironman.

What counterclaim?

Quote it please.

I'm saying we cannot know specifically what the vast majority of players do, only that we know they don't play unmodded ironman.
 
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What counterclaim?

Quote it please.

This is what I was reacting to, by pointing out that Option C (70% don't play ironman) would be far more likely:

Does this mean 70% of players have never colonized a planet? OR does it mean that 70% of players started using mods before getting that far?


I'm saying we cannot know specifically what the vast majority of players do, only that we know they don't play unmodded ironman.
But since we're neither disagreeing about this part, nor about whether achievements should be locked behind mods and/or ironman, I think we can put our little sideshow to rest now :)
 
This is what I was reacting to, by pointing out that Option C (70% don't play ironman) would be far more likely:

Over 70% don't play unmodded ironman.

If you play ironman with mods that change the checksum, you get full ironman functionality but you don't get achievements.

So by not getting achievements, we can't say you were in ironman or not. We can say that you weren't in unmodded ironman.

But since we're neither disagreeing about this part

I mean the current disagreement is that you said I made a counterclaim which in fact I did not make.

If you're willing to concede that you were mistaken about that, then we might not be in disagreement.
 
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Scanning the workshop is there a simple method to weed out the obsolete mods? Pretty much everything from before 3.x is likely not usable.
 
No it will not help AI with this issue. However, next patch brings AI logic for using fortress building after repeatbles have been unlocked to boost its navy capacity as well as several fixes to starbase building/upgrading which will increase their late game navy cap significantly.
Not entirely on topic, but as you guys work on scaling/non-scaling options, is there any way you can make the marauder raiding fleets get stronger over time? past the early game it's hardly worth sending them after your rivals because of how fully outclassed they are
 
Why is your work forum on your private phone and not shutoff during the weekend?
Lots of people don't carry two phones. Android (not sure about iOS) even has a specific feature to let you keep personal and work stuff separate on the same device. Also, lots of people do public-facing functions (such as social media or forum posts) from their personal devices even if they have corporate devices; it has non-zero security risks but most corps (gaming corps very much included) aren't that tight-a**ed about security and have far, far bigger concerns if they wanted to start taking it more seriously.
 
If I take myself as an example, I simply play unmodded non-Ironman.

So it could very well be that 70% of players simply never played Ironman OR did so with mods that change the checksum. We can't know either way.

Yes? That's what I said.

You're part of the vast majority which does not play unmodded ironman.

The vast majority of players do not play in the mode where achievements are available, which is what I said, and which includes you.
 
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