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Stellaris Dev Diary #293 - Introducing Coop

Hello everyone!

One of the major Custodian features planned for the 3.8 ‘Gemini’ update is the addition of two cooperative gameplay modes. Up to five players will be able to control the same empire and work together to play the game as a team.

Two Modes of Play​

Surveys suggested that there are two distinctly different reasons people want to play together.

  • I want to play a PvE game of Stellaris with my friends, either to teach them how to play the game or to have a more relaxed game where we can share the duties of empire management.

Stellaris is a complex game, and learning to play can be difficult without a guiding hand. While some people learn well by watching informative videos created by the community, others might do better playing alongside a friend.

  • I want to play a multiplayer PvP game of Stellaris where teams of players go up against each other.

The cognitive load when playing competitive multiplayer can be at times overwhelming, especially during wars. Being able to split duties with other players on the same team could provide an enjoyable experience.

We’ve tried to support both goals through two different modes of play, with slightly different game rules.

Cooperative PvE​

A new main menu entry exists for starting a Cooperative PvE game where all human players control the same empire.

Main Menu Bar now includes Cooperative mode

This will bring them to the Game Browser screen, where one of them can choose to Host a New Game, just like the regular Multiplayer flow.

The hosting player will go directly to Empire Selection, where they can create a new empire or select one they’ve already created as normal, select the Galaxy Settings for the game, and then begin the session.

Unlike regular Multiplayer, the Cooperative PvE flow bypasses the Game Lobby, and the coop players will not need to select an empire. These players hotjoin directly into the hosting player’s empire once the game has begun.

For most purposes, Cooperative PvE is treated the same way as single player PvE is.

Competitive PvP​

The flow for creating a competitive multiplayer coop game is similar to the normal multiplayer flow. One player will host the server, ticking the “Allow Coop” checkbox.

Host Server window with Allow Coop toggle

Other players can join the Game Lobby and open their empires up for additional players.

Game Lobby with slots open for Coop

pdx_eladrin has opened his empire up for cooperative play.

Example of someone joining a coop empire

After Loner has joined the empire.

Empires that have been opened for cooperative play add an “inspect” icon to the portrait so prospective players can see the details on the empire before deciding to join.

Inspecting the Roccan Resistance

Inspect a coop empire.

For more competitive players, the primary player of the empire will be able to lock their empire, which will add a password requirement to joining or inspection.

New Coop Features​

It’s often useful to know what your teammates are up to. To make it a little easier to understand what’s going on, we’ve added Presence Markers to the UI to show which tabs your teammates are currently using.

Presence Markers and the Goto buttons

pdx_eladrin is currently taking care of our research issues, so Loner can worry about something else.

We're currently exploring the addition of Goto buttons in the top right corner that will allow you to bring your camera to your teammate’s location, but this isn't fully functional yet. (And is unlikely to be during the Open Beta.)

Events will be shown to all members of a coop team, and any of the players can select a response. The window will remain in place with the selected option marked with the icon of the player that made a choice.

Event with an already selected response

Only one option for this one, but it’s nice to know it’s already been selected.

What’s Next?​

Next week we’ll be talking about the 3.8 ‘Gemini’ Open Beta.

As the Coop game modes touch a lot of moving parts, we’d like to gain feedback on your thoughts of how it plays as well as find where desyncs and other bugs crop up before the actual release.
 
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People are spam downvoting like normal, but this is lame. As Wiz said a year ago:

I saw this title and came into this thread intending to answer the question, then debated a bit with myself whether I should really dignify this rant with an answer. I decided that I will, for the sake of other people who are interested in an answer on this. In the future, just please be aware that we're not always going to see every thread and reddit post, and that at times we might not be ready to answer questions like this because we haven't ourselves made a call on it yet.

So, the gist of it is that same-nation co-op isn't supported in the newer (post-Stellaris) versions of Clausewitz/Jomini, and is quite a major undertaking to implement. I would like to do it at some point as I think it's a really neat way to play, but it won't be in for release and honestly I can't really promise for sure that it will happen at all, given we'd likely have to put a large number of developer days and a lot of testing into it. It wasn't intentionally removed or anything, just kind of not thought of when the MP backend was being reworked.

What did you guys put off to implement this? And for how small of a part of your playerbase?
 
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Really hope this can be expanded into player being able to play 2 empire like that and have them being synergetic ( more specifically, Lost colony coop, Hegemony coop, Common ground coop, Payback/Broken shackle coop release)
Yeah, being able to coordinate like that would be really cool.

And as I said before, we should really get to set a specific originator empire with Lost Colony, or the allies in Common Ground/Hegemony.
 
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There was an issue before when coop was not officially supported, you could get 2 players running the same empire, and the events did pop up for everyone, each reward selection would apply for each player that selected it so you could theoretically get both reward modifiers on a planet from an event how did you address that?
 
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The game synchronizes using deterministic lockstep, which means that all machines makes all the calculations in a synchronized manner (Hence why "Out of Sync" errors are so destructive). The only exception is the AI which runs on the host and this works the same way in coop as in any other MP session, so this won't affect performance in any meaningful way one way or the other.
I still don't understand why a desynced client can't simply resync with the host?
 
What did you guys put off to implement this? And for how small of a part of your playerbase?
That could explain the... CK3 Royal Court "quality" of some parts of "First Contact", actually. Sure looks like they didn't have time to finish it properly.
 
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Do you have plans for adding in ‘team’ and / or ‘private’ chat messaging in this feature? It always felt a shame that mp games were so reliant on voice comms and discord when text chat with ‘channels’ and privacy would be enough for some of us :)
This is already a thing.

/create to create a new chat tab
/invite to invite a player to a chat tab

/whisper or /w to message a player directly
/reply or /r to reply to last whisper.
 
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I have one friend I play Stellaris with occasionally. We always play co-op by making a federation together, but it's tough because sometimes one is busy or the other and we need to pause. This could be a really cool new way for us to play together. We'd probably make rules like, "i handle planets while you handle tech and fleet control" or something. I'm excited!
 
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People are spam downvoting like normal, but this is lame.
You having no personal interest in this is perfectly fine.
Others do, though. It is way better than any tutorial feature they could ever implement. Having veterans teach beginners how this incredibly complex system works is a super valuable possibility to get people to stay playing the game. I personally know one person who got Stellaris, but wasn't used to GSGs and got overwhelmed very fast. That is a potential return customer for DLC content lost. Not because of disinterest or quality issues, but merely being lost in the complexity of it all.

I think this is going to create more players that stay after playing the game for a bit - even though it is not likely to draw a lot of new customers in the moment.
Making the game more accessible is incredibly valuable for PDX as well as the community - especially if "making it accessible" is not "dumbing it down", but instead preserving the game's largest appeal - the complexity and freedom of the sandbox experience.
 
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I'm sorry--I know this feature is likely taking a lot of hard work and that there are some that this will appeal do but...

I'm just not excited about features like this at all. It's hitting with the same impact for me as a photo mode :( I'm hoping Gemini will also contain new content-based features/enhancements to gameplay
 
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People are spam downvoting like normal, but this is lame. As Wiz said a year ago:



What did you guys put off to implement this? And for how small of a part of your playerbase?
Just because some of us, like you and I, don't have any use for this feature, doesn't mean that it's useless or bad. This is a Custodian update, so nothing was lost from the DLC because that's the Crisis team.
Once again, you are making the mistake of assuming that you are the most important player for the devs to appease, and you emphatically are not. Just like all the clowns who develop space combat mods, and then constantly demand and complain that graphical bugs that irritate them aren't fixed immediately by the devs.
 
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Others do, though.

Someone has an interest in everything. See the massive reddit thread where someone turned ground combat into Starcraft. Or the ever asked for making it like HoI. That doesn't mean it's a positive/good/worthwhile addition.

It is way better than any tutorial feature they could ever implement.

I completely disagree. I think this actually hurts tutorial mechanics because it goes a long way towards eliminating what Stellaris is actually good at: emergent storytelling.

Having veterans teach beginners how this incredibly complex system

Let me stop you right there. Stellaris *isn't* very complex. It *appears* complex, but is incredibly shallow when you boil it down. People get blindsided because it has 23 resources, but in actuality only 4 of them even matter. Everything else is an upkeep loop. Once you figure that out the spreadsheet becomes a joke. And it's been like that since it released.

I thoroughly agree that Stellaris needs a better tutorial. Or really ANY tutorial. One that gives the player some boosts, and organically lets them explore and leads them to various systems would be ideal. This doesn't actually do that. And the attempt to posit that it's actually for 'competitive multiplayer' is actually funnier.

I think this is going to create more players that stay after playing the game for a bit

I would love to see the metrics. Cause I don't. At best it's going to keep some *very* specific kinds of players. I would be very surprised if it were at all a significant number.
 
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This is already a thing.

/create to create a new chat tab
/invite to invite a player to a chat tab

/whisper or /w to message a player directly
/reply or /r to reply to last whisper.
I had no idea, thank you. Still creating UI controls about it might make it more obvious of it’s existence.
 
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