• 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 #292 - 3.7.4 Released, and Concepts

Happy Thursday!

Thanks to everyone who answered our User Research survey as well as to everyone posting in our Custodian Diplomatic AI Feedback thread.

Originally I was planning on just talking about what was going into 3.7.4, with a potential release date next week, but things went a bit better than expected and as of this morning the 3.7.4 patch has been released. Unless something major crops up, the next Stellaris update is expected to be the 3.8 ‘Gemini’ release during Q2.

This patch includes another adjustment to pre-FTL civilizations being too keen on destroying themselves in atomic fire (they now have a significant chance to have a “close call”, and we've adjusted some of the possibility weights some more), but we have a larger solution planned for 3.8.

############################################################​

############### VERSION 3.7.4 - Canis Minor Patch #################​

############################################################​



BALANCE AND IMPROVEMENTS
  • Pre-FTL civilizations now have a chance of having a "close call" when nuclear war threatens to break out.
  • Payback Origin
    • If you defeat the Debt Collectors three times, the MSI will use the Humiliate war goal against you instead of trying to vassalize you
    • The Debt collectors won't bug you anymore if you're currently at war with the MSI
    • Fixed Payback war goals to ensure you can't vassalize or impose ideology on homicidal empires
    • Slightly increased surrender acceptance of Payback war goals
    • Payback origin: fixed a rare instance where the Debt Collectors event chain could get soft locked if the debt collectors were defeated by another empire
    • Payback empires now get a consolatory prize if the MSI gets destroyed by a Marauder empire
    • Fixed an issue where a Payback empire using the End Threat (Payback) war goal against the MSI could end with a whimper instead of as intended.
  • Increased starbase reactor power by roughly 15%.
  • Hive-Minds with both Cordyceptic Drones and Stargazers now start with 3 reanimated amoebae.
  • Pre-FTL Awareness cannot naturally decay below 10.
  • The Raise Awareness espionage operation now prevents pre-ftl Awareness from naturally decaying for 5 years.
  • The Triumviri ending for Fear of the Dark is now achievable from infiltrating the Fevorian government.
  • Buffed MSI by giving them some bonus naval capacity and starting technologies.

BUG FIXES
  • The devolving beam now properly destroys the final contingency world (when boosted with the Archaeo-Engineers Ascension Perk)
  • Fixed Sabotage Starbase operation failing to destroy starbase components
  • Fixing a case where you were blocked from building orbital rings on a Fear of the Dark planet
  • It is no longer possible to acquire multiple Galatrons from reliquaries
  • Hivemind pre-FTLs will no longer be producing consumer goods.
  • Fixed an issue where the Solarpunk society wouldn't reattach itself to the galaxy.
  • Fixed an issue where the Solarpunk society would stay neutral after being attacked.
  • Fixed an issue where Sol X and your Beta homeworld would overlap.
  • Fixed the Dark Forest achievement not triggering in some cases due to interactions with marauders.
  • Construction ship and science ships gained from picking a specialization as part of the Imperial Fiefdom origin now correctly start with hyper drives for empires with the Eager Explorer civics.
  • Fix AI Empires building hundreds of observation stations if you don't own First Contact
  • Empire naming adjectives should now be seen for German, Simplified Chinese, and Russian.
  • Removing an unnecessary progress bar in the clear blocker view.
  • Removed happiness penalties from unemployment from living standards, these are now solely applied from job strata.
  • AI with Clone Army Origin now creates clone vats to keep their colonies alive.
  • Starbases should now correctly reflect their new sensor range on the monthly tick.
  • Ancient Saturator Artillery tech now unlocks the Spinal Mount Bow section for battleships.
  • Fixed decloaking in a system with pre-ftls not correctly firing the event to increase awareness.
  • Broken Shackles empires with robots outlawed now correctly purge machine and mechanical pops.
  • Terraforming a planet now also has a chance of triggering an awareness increase.
  • Fix crash when a species doesn't have a valid archetype
  • Removed ability to use the "reveal yourself" diplomatic action while you're already revealing yourself
  • Pre-FTL agreements like "give technology" now get correctly removed once a pre-FTL civilization becomes spacefaring
  • Blocked "Salacious Affair" envoy event from firing on pre-FTL worlds
  • Removing the option of upgrading at neutral starbases
  • Fixed the Fear of the Dark Separatist country being localized incorrectly in German, Polish and Spanish.
  • Added correct icon for Negative Media Coverage modifier.
  • If a pre-FTL society has more than one planet then none will keep being available for observation once the society becomes fully aware.
  • Dig sites should no longer generate minor artifacts for users that do not own Ancient Relics DLC
  • Corrected icon for Declining Healthcare modifier.
  • Class-4 Singularity can now be constructed when rewarded by event.
  • Made it so you can't get an option in an espionage event that requires an interference policy that doesn't allow for espionage.
  • Genocidal empires can now use assimilation species rights targeting their species. This should fix Fanatic Purifiers not being able to cybernetically or psionically assimilate lost colonies, splinter planets or the like.
  • Adding missing cloaking stat on ship design view.
  • Blocking the possibility of terraforming while the planet is under colonization.
  • Fixed a crash when loading old savegames
  • Fixed tooltip bug with fleets from defensive pacts in a war.

Concepts​


As part of our ongoing efforts to make the game less daunting for new and returning players, we’ve discovered a UX Insight Technology while observing the pre-FTL games made by our sibling studios. In 3.8 we’ll be introducing Concepts as a variant of the nested tooltips you may be familiar with from Crusader Kings or Victoria.

Our primary goal with Concepts is to simplify tooltips while providing the means to get more information than before. Instead of cluttering the base tooltips with complete details, you can dig down to learn more about key terms as desired. While it may change for the final release, Concepts are currently planned to always be shown in a specific Teal color. After a brief delay (or after clicking the middle mouse button), a tooltip that possesses in-line Concepts will lock into place as shown below.

Our initial efforts in introducing these have been focused on the Galaxy Settings before starting a new game to further explain some details that might not be obvious at first glance, but to fully explain would bloat the normal tooltip into a wall of text.

An example of nesting concepts in Galaxy Settings.

An Example of Concepts

While Concepts in 3.8 will initially be limited exclusively to Galaxy Settings, we’re planning on expanding the use of Concepts to Empire Creation and beyond during the Custodian releases over the next year.

common\game_concepts will have a 00_game_concepts.txt where we define concepts, alongside icons and aliases.

concept_fallen_empires = {
alias = { concept_fallen_empire }
}
concept_awakened_empires = {
alias = { concept_awakened_empire concept_fallen_empire_awakening concept_awaken }
}
concept_marauder_empires = {
alias = { concept_marauder_empire }
}
concept_technology = {
icon = "gfx/interface/icons/concepts/concept_technology.dds"
alias = { concept_technologies }
}

Any concept that does not have an icon defined will default to a "thinking cloud" icon that's in Defines.

Marauder Empires concept, showing off the default icon.

Concepts themselves are referenced in-line in localization using the ['concept'] notation:

FE_FALLEN_EMPIRES_TOOLTIP:1 "§HNumber of Fallen Empires§!\nThis controls the maximum number of ['concept_fallen_empires'] that are allowed to spawn in the galaxy."

The text for the generated tooltip is defined by the concept name you defined earlier, and by default, will use the base concept name _desc. Aliases let you reuse _desc text easily.

concept_fallen_empire: "Fallen Empire"
concept_fallen_empires: "Fallen Empires"
concept_fallen_empires_desc: "Fallen Empires are ancient precursor civilizations that start with advanced technology and powerful fleets, but are generally passive. At times they may make demands or offer tasks to lesser empires.\n\nProvoking a Fallen Empire is risky unless you are confident in your ability to defeat a challenging opponent."

If desired, you can make it show something other than the base concept name as the Cyan tooltip. For example, here we wanted the Unity symbol to also count for the mouseover tooltip. (Tip: Use non-breaking spaces so the mouseover region sticks together if you do this!)

concept_edict: "Edict"
concept_edicts: "Edicts"
concept_edicts_desc: "Edicts are empire-wide decisions that can be enacted by spending resources or paying a monthly upkeep. These typically cost ['concept_unity', £unity£ $concept_unity$] or are paid for using the ['concept_edict_fund'], but some Edicts may cost other resources."
concept_edict_fund: "Edict Fund"
concept_edict_fund_desc: "The Edict Fund is a separate and static pool of £unity£ §IUnity§! for §IEdict§! upkeep.\n\nIf upkeep exceeds the size of the Fund, regular £unity£ §IUnity§! will also be used.§!"

Concept text can itself have additional further concepts within it.

concept_technology: "Technology"
concept_technologies: "Technologies"
concept_technology_desc: "Technologies unlocked by research are one of the primary ways to increase your empire's strength in Stellaris, and fall into three fields of study:\n\n$t$['concept_physics_research', £physics£ $concept_physics_research$]\n$t$['concept_society_research', £society£ $concept_society_research$]\n$t$['concept_engineering_research', £engineering£ $concept_engineering_research$]\n\nThe most common sources of §IResearch Points§! are from £pops£ §IPops§! working in §IResearch Labs§! or from §IResearch Stations§! built in space above appropriate deposits."

We've added a few new text colors to fonts.gfx that we use exclusively for Concept tooltips. While §K and §I are identical to §H and §Y, they're separate in case we want to change them.

C = { 33 232 208 } # C = Cyan, Used for Concept Text that generates another tooltip.
K = { 251 170 41 } # K = Header for Concepts. Currently identical to H.
I = { 247 252 52 } # I = Highlights for Concepts. Currently identical to Y.

Next Week​


Next week we’ll start going through the main features we’ll be adding in Gemini, and (hopefully) some details on our planned 3.8.0 Gemini Open Beta.

Tofu studying the function of the liver.

Tofu looking up from her studies.

Tofu’s been studying.
 
  • 83Like
  • 39Love
  • 6Haha
  • 5
  • 1
Reactions:
Have the Fallen Empires' slaves been given base templates, so we can reverse the nerve-stapling without taking the Genetic Ascension perk?
 
  • 2
Reactions:
Always good to see something that makes the game slightly more beginner friendly.

This game is already the most accessible grand strategy game I've ever seen, but it's still a lot to learn.

Hopefully making it even easier for new guys should bring in more players.

It'd be nice to be able to introduce a few real world friends to the game more easily, most people I know had never even heard of grand strategy, and when I show them youtube videos they just look incredibly confused and kind of scared.
 
Last edited:
Can you add an option to bring the old OG nomads back? Don't like Caravaneers
Pretty sure they can still spawn if you turn off megacorp.


which means that it's very likely possible to mod them back in, and it's fairly likely someone already has
 
While espionage definitely needs massive changes, if not an outright rework, I doubt that it'll be the main focus of Gemini (partly because I don't think espionage needs a dedicated update at all; it would go better with a wider diplomacy/administration update).

Hard disagree - I think espionage is an interesting system. I'm also pleased that infiltrating primitive was moved into espionage. I think if anything, the main challenge is that empires have too few envoys. From an mechanics perspective it's great to have the player choice on "do I distribute my resources to diplomacy or espionage" question, although I'd prefer to see it from the perspective of having "just barely too few envoys" versus the current system of having laughably few. Being able to _mostly_ fulfill your goals is more interesting than lacking envoys for all but the most basic diplomatic relations.
 
  • 3
  • 2Like
Reactions:
This patch includes another adjustment to pre-FTL civilizations being too keen on destroying themselves in atomic fire (they now have a significant chance to have a “close call”, and we've adjusted some of the possibility weights some more), but we have a larger solution planned for 3.8.
Happy 23:05 PM.

The close call idea is pretty cool. I think you should use it for some nice stories, and perhaps an origin. Stargate SG-1 had the Tollan who possessed superior tech but refused to share it with other races due to the experience of a more primitve neighbor they shared it with using it to wipe themselves out, destabilizing the Tollan's homeworld in the process. Hence the potential for:
- Interesting consequences when trying to actively uplift pre-space races.
- A Tollan-like race would make for a great Enclave or Stagnant Ascendancy.
- Could also be an interesting origin.
 
  • 3
Reactions:
Does this refer to Concepts being implemented into the localization, or the ability to have Concepts in tooltips in general?
Concepts can be added almost anywhere there's localized text. We'll be rewriting the text one game section at a time.

Wait, it's in "Bug Fixes"? I didn't even know there was a bug about this...
The way it was set up before made some breakdowns in tooltips very weird.
 
  • 8
Reactions:
Concepts can be added almost anywhere there's localized text. We'll be rewriting the text one game section at a time.

To add to this for modders who want to (ab)use the functionality - Concept tooltips support everything localisation-wise that normal tooltips support - text icons, scripted loc (if the UI calling them supports it), coloured highlights, etc…

And since I can’t remember if it’s common knowledge or not, but the fonts.gfx file supports adding new font colours by simply defining what’s used to call them alongside their rgb values.
 
  • 8
Reactions:
It's always funny to see how different people look at the same thing and get wildly different interpreations of it.

Anyway, unrelated, Tofu was digging their nose in the page with a bunch of text, mayhaps we're getting a bunch of new events?

It could indeed be any of those suggestions and we won't know until next week, though I would point out Montu of the Montu Plays channel came to the same conclusion I did that it's likely to do with internal politics so it's not quite a complete reach on my part. After all, giving a hint regarding internal politics without revealing it's internal politics a week early would be really difficult, so something this opaque is all we were ever going to get.

I have only two pieces of circumstantial evidence to back up my belief that it's internal politics.

Firstly, I now think that internal politics is such a profound change to the game it likely couldn't be gated behind an expansion, it would have to be a free update from the Custodian team.

Secondly, 3.8 is getting an Open Beta. We had an Open Beta in 3.6 to fully test the ship design changes. To me this implies that whatever change is coming in 3.8 has to be hefty enough that they need an open beta to test it. Internal politics would definitely fit the bill for that in a way the other suggestion wouldn't. And if I am wrong on it being internal politics, there is something hefty in 3.8 that needs testing.

But we will see next week.
 
  • 1Like
Reactions:
It could indeed be any of those suggestions and we won't know until next week, though I would point out Montu of the Montu Plays channel came to the same conclusion I did that it's likely to do with internal politics.

I have only two pieces of circumstantial evidence to back up my belief that it's internal politics.

Firstly, I now think that internal politics is such a profound change to the game it likely couldn't be gated behind an expansion, it would have to be a free update from the Custodian team.

Secondly, 3.8 is getting an Open Beta. We had an Open Beta in 3.6 to fully test the ship design changes. To me this implies that whatever change is coming in 3.8 has to be hefty enough that they need an open beta to test it. Internal politics would definitely fit the bill for that in a way the other suggestion wouldn't. And if I am wrong on it being internal politics, there is something hefty in 3.8 that needs testing.
I'd agree with this. But at the same time, it could have been Tofu looking at a copy of the swedish code of laws or something.

Separately, we recently got an ascension overhaul, psionics is in a great place now. Robots are bland but strong, mostly.

But, species traits - and gene ascension/modding - needs a rethink IMO. This might also touch on pop growth...

It's also called the Gemini patch (two people... cloning... genetic manipulation, organic-y stuff) - could be a rework to how species growth, traits & genemodding are handled.

That would also be mostly base-game work, and would pave the way towards something like leader modification in a later patch (modding leader traits seems like it was on the drawing board in the alpha or pre-release stage?, given how trait files seem to be structured).
 
  • 2
  • 1Like
  • 1
Reactions:
I'd agree with this. But at the same time, it could have been Tofu looking at a copy of the swedish code of laws or something.

Separately, we recently got an ascension overhaul, psionics is in a great place now. Robots are bland but strong, mostly.

But, species traits - and gene ascension/modding - needs a rethink IMO. This might also touch on pop growth...

It's also called the Gemini patch (two people... cloning... genetic manipulation, organic-y stuff) - could be a rework to how species growth, traits & genemodding are handled.

That would also be mostly base-game work, and would pave the way towards something like leader modification in a later patch (modding leader traits seems like it was on the drawing board in the alpha or pre-release stage?, given how trait files seem to be structured).

Had Tofu been reading a copy of a law book, I think the hint would have too explicit. Using a textbook with internal biology has just the right note of humour and vagueness to constitute a perfect tease.

I don't disagree that biological ascension needs a bit of an overhaul (and that that overhaul should end with biological ascending empires getting living ships grown from food rather than alloys, having their own trait system and naturally regenerating their 'health' rather than needing repairs but that's another topic) but I am unsure it would require a beta in the same way that internal politics absolutely would.

Internal politics would likely touch on revamping the faction system, the governments (again) and even an espionage refresh, so that espionage can interact with the factions and allow outside forces to manipulate other empires (so we can finally roleplay as the Romulans). It would be a massive change.

Still, let's hope it all comes our way in the end.
 
  • 2
Reactions:
If the MSI is wiped by allies, it will give pay back empire minimum reword or "pay back" CB on your ally. For role paly reason, the pay back and broken shackle empires are supposed to fight MSI together. Maybe give 20% happiness for winning MSI with a federation or allies.
 
  • 1Like
Reactions:
It sounds like we will get a UX and interface upgrade in the next update... and our favorite doggo is reading a biology book... soooo gene modding and/or species list rework? I hope so!
 
  • 1
Reactions:
Also question since I'm not sure if it worked as intended or not (and haven't had to try newer patches, only the release of Canis Minor) - does the "Indoctrinate Society" works correctly? I remember indoctrinating some primitives and while the Pop Ethics has changed, the general ones (primitive society) stayed the same.
iirc, Pre-FTLs have a monthly chance of shifting their ethic depending on their pops: the more pops you convert, the quicker and higher the chances of their country ethic shifting.
(It used to work this way in the old system too, but since the old "Indoctrination" observation mission slowly converted pops over time, it was less noticeable)

If the MSI is wiped by allies, it will give pay back empire minimum reword or "pay back" CB on your ally. For role paly reason, the pay back and broken shackle empires are supposed to fight MSI together. Maybe give 20% happiness for winning MSI with a federation or allies.
Good point.
 
  • 7Like
  • 1
Reactions:
does the "Indoctrinate Society" works correctly?
It doesn't, because of a flag used on the wrong scope (preftl_espionage_operation_recent_shift_ethic_target) which prevents the next event from ever firing.

Since it seems we won't get any update for the next 3 months (that's the cycle's length, right?), here's one way to fix it:
In "common\scripted_effects\first_contact_dlc_effects.txt", lines 2433-2436
Code:
    set_timed_country_flag = {
        flag = preftl_espionage_operation_recent_shift_ethic_target
        days = 1800 # 5 years
    }
should be in the from.target scope instead.

Simply move them there (about 4 lines below), and you get this shift_pre_ftl_pop_ethic:
Code:
# (Instigating) country scope | from = Espionage Operation
shift_pre_ftl_pop_ethic = {
    set_country_flag = shifting_pre_ftl_ethic_to_$ETHIC$
    hidden_effect = {
        from.target = {
            set_timed_country_flag = { # Fix - was in the wrong scope
                flag = preftl_espionage_operation_recent_shift_ethic_target
                days = 1800 # 5 years
            }
            capital_scope = {
                add_modifier = {
                    modifier = espionage_pre_ftl_indoctrination_$ETHIC$
                    years = 5
                }
            }
            while = {
                count = value:pre_ftl_pops_shifting_ethic|BONUS|$BONUS$|
                random_owned_pop = {
                    limit = {
                        is_$ETHIC$ = no
                    }
                    pop_change_ethic = ethic_$ETHIC$
                }
            }
        }
    }
}
Not sure if actually necessary, but the original scopes used looked.. wonky, so I changed them immediately. And well, it does work now.
So, in "events\first_contact_dlc_situation_events.txt", lines 206-212
Code:
            home_planet = {
                any_owned_pop = {
                    NOT = {
                        has_same_ethos = prev
                    }
                }
            }
home_planet is the Homeworld. Well, that should be fine, right? Except if you look at bug reports regularly, you'll notice some of them are about events that mistakenly target the Homeworld instead of the Capital, and if the Homeworld doesn't belong to anyone for whatever reason (Doomsday Origin is the most common example), those events don't work as they should anymore.
So in general, for anything that must impact an Empire rather than a Planet, it's smarter to target the capital instead. Because the Capital ALWAYS belongs to an empire AND has pops.

Then, after this, any_owned_pop tries to check pops on the planet to see if there is at least one with a different ethic than their government. But it targets the planet instead... I don't know, maybe it works. But I tend to think planets don't have ethics in this game.

Anyway, this is what my preftl.20 event looks like after corrections:
Code:
situation_event = {
    id = preftl.20
    hide_window = yes

    is_triggered_only = yes

    trigger = {
        owner = {
            is_country_type = primitive
            # check if it's under Societal Guidance or has been the target of an espionage op
            OR = {
                has_country_flag = preftl_societal_enlightenment_pact
                has_country_flag = preftl_espionage_operation_recent_shift_ethic_target # was given to the wrong country
            }
            capital_scope = { # Fix? Improvement?
                any_owned_pop = {
                    NOT = {
                        has_same_ethos = prevprev # fix
                    }
                }
            }
        }
    }

    immediate = {
        owner = {
            fire_on_action = { on_action = on_pre_ftl_pop_ethic_shift }
        }
    }
}

There is also another (minor) bug (or maybe it's just a joke that I don't find funny, I don't know).
After completing the espionage operation, the observed planet gets a cute little modifier that "increases attraction" towards one of your ethics (always towards your fanatic ethic if you have one) like this:
spiritualist_attraction_supposedly.jpg

Problem is, primitive pops can't get any attraction towards any ethic that their government does not already have. So the pops should recover their original ethic pretty quickly.
But maybe that's just to force us to do the operation more often. That would be a terrible idea, in my opinion.

One last thing: Primitives can never be pushed to adopt any fanatic ethic. We could do that before, and I never saw any mention of this being intentionally removed.

This means something that I consider pretty bad: if you have a fanatic ethic, the effect of this operation becomes very limited.
Let's take an example:
- Primitives are Pacifist, Xenophile and Spiritualist.
- Observer is Fanatic Egalitarian and Materialist.
Everytime the operation is used, it will select Egalitarian as the ethic to boost, never Materialist. And the targeted primitives will never become Fanatic Egalitarians.
So getting them to become standard Egalitarians is the most you could do with this operation. What a great use of influence...
(Note: If you don't have a fanatic ethic, then you can successfully convert the primitives to all 3 of your ethics... you will just need to use the operation at least 3 times on each of them.)
 
Last edited:
  • 4
Reactions: