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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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Sounds to give an interesting change to the game but not all my friends have all the dlc, so how would it work in that case.
Like all paradox games, the game will use whatever DLC the host has. Allowing people who don't have the dlc to access stuff from it, as long the host has the DLC, and has it enabled.
 
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I get what you mean. We did consider this early on but events turned out to be quite more complicated to handle in coop than we anticipated, both in tech and interaction design (and there are still some tricky cases left to handle), so we've opted to keep it simple in favor of quality and stability for now.

That still leaves the possibility to introduces "voting" in the future, right?
 
I'm sorry, but maybe I didn't express myself clearly enough :)
I'm actually more concerned about the lack of work on performance in single player than co-op. And so I wanted to present wishful thinking. Suddenly a miracle will happen and time will be devoted to the performance problem in the next patch, but it's good that you opened my eyes to the truth. Thank you <3
Ah! I see, sorry for the misunderstanding!
@Offe has made some quite promising improvements to the impact the number of AI fleets have on performance, but I'm not sure if they have completely passed QA yet so it's "no promises" on that one until they give the green light :)
 
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Are there plans to eventually bring Stellaris to friends on other platforms.

This is awesome and with console catching up to PC. I would love to know if there are plans to let me play with my friends who have consoles. I have a few that would like to buy the game if they could play with me.
 
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That still leaves the possibility to introduces "voting" in the future, right?
Yeah, the possibility is always there!
If we decide to do it or not likely depends on how easy/hard it will be to adapt our current approach into that later on and how well utilized coop is in the long run.
It's always a matter of priority and there are many things we all want to do for Stellaris :)
 
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Are there plans to eventually bring Stellaris to friends on other platforms.

This is awesome and with console catching up to PC. I would love to know if there are plans to let me play with my friends who have consoles. I have a few that would like to buy the game if they could play with me.
I would say no based on the MASSIVE hurdle it would be to make console <--> PC crossplay work.
Stellaris uses deterministic lockstep as synchronization method (like most strategy games) and this requires all clients to run the exact same simulation in a deterministic manner like a clockwork and since the console and PC versions use different versions of the code, it's practically unfeasible to do.
 
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It is good for us to understand that whatever we say here will change nothing about what the devs will do.
If the feature of this magnitude is announced it will be done.

Now that being said, joint control is really not necessary for Stellaris for one simple reason:
The is almost no decision making during gameplay, just a LOT of clicking.

Anomaly outcomes have zero to no impact on the game, tech tree is governed by RNG means you just press a random thing every couple months, upon looking at the planet once you know the type of world it will be and its just a "click build district" every X months.

Literally the only choice you make in regular Stellaris gameplay flow is selecting tradition trees, everything else is just UI and micro overload.
Edit: maybe add ship designing to that, but I have been more than fine just filling all large slots with kinetic arty every single game.

Reducing the micro, making tech tree an actual tech tree where you can choose your path, etc.
That would benefit the overwhelming sensation new players feel much more than onloading tedious clicking onto a veteran friend.
 
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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?
It's handled in multiple ways actually. Firstly, as soon as one player selects an option, the others then can't select an option anymore and even if they press the button "at the same time", only the first response will be counted anyway. A colleague of mine made improvements to my initial code for this recently and with those, hopefully we will also stop the exploit where people could spam-click event options and make them execute mutliple times.
 
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It is good for us to understand that whatever we say here will change nothing about what the devs will do.
If the feature of this magnitude is announced it will be done.

Now that being said, joint control is really not necessary for Stellaris for one simple reason:
The is almost no decision making during gameplay, just a LOT of clicking.

Anomaly outcomes have zero to no impact on the game, tech tree is governed by RNG means you just press a random thing every couple months, upon looking at the planet once you know the type of world it will be and its just a "click build district" every X months.

Literally the only choice you make in regular Stellaris gameplay flow is selecting tradition trees, everything else is just UI and micro overload.
Edit: maybe add ship designing to that, but I have been more than fine just filling all large slots with kinetic arty every single game.

Reducing the micro, making tech tree an actual tech tree where you can choose your path, etc.
That would benefit the overwhelming sensation new players feel much more than onloading tedious clicking onto a veteran friend.

While the game does have an excessive amount of stuff to click through (and no way to manage it), it's extremely reductive to say there's almost no decision making during gameplay.

I won't deny that empires often end up building out relatively similarly eventually because there are a few well optimized ways to play, but it's ridiculous to say there's no thought going into it. Some games I might decide that I want to attack my neighbour early on and lean heavily into building alloy production at a significant detriment to my science and unity. Other games I might decide that I think I'm in a safe enough part of the galaxy and decide to build very little fleet and tech rush. There are a lot of opportunities to neglect one aspect of empire development in favour of another, but perhaps your preferred game settings (difficulty, size, empire count, etc.) and your preferred playstyle mean you don't make many interesting decisions.

And as for the tech cards system making choices "random" and removing decision, I feel like you must not play many 4X games with traditional tech trees if you find they encourage making choices, because in most of my games of Civilization, I'm going through relatively similar tech pathing, with a few variations for key technologies to a specific victory condition. Having two tech cards show up in Stellaris and wanting them both is one of my favourite decisions to make in the game.
 
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This update will allow in single player to give to the AI the war management? I've never been to much into multiplayer, but I would like to have some help with the fleets.
I remember a funny bug with coop EUIV in which I somehow came to play with the AI. The bastard was debasing currency and making weird decisions.

Still, since the AI is compartimented in at least two brains (economic and military), what you suggest might very well be possible. Locking military use would make for an interesting RP option, though wars would last forever.
 
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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.



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.



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 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.
You're going to be very surprised then, because me and my friends are all excited for this feature. In fact, it's everything I've always wanted! A way to control an empire together with my friends sound like a ton of fun! I understand if you're not personally into it, and hey that's perfectly okay, but many of us are looking forward to this, and we're not as huge of a minority as you suspect.
 
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Any chance of an option to allocate a fixed amount or percentage of total empire resources to each player? Like a budget! That way one player can't completely destroy an economy by accident (or on purpose)? Something similar to sector stockpiles would work wonders here.
 
What I’m especially looking forward to try is to play a single player-like game with a friend. When I play coop with a friend and we have two empires, there is often a point where we feel we are just cheating because we coordinate while the AI isn’t. If we are forced to play the same empire and give ourselves tasks and make important decisions together, not only will the game difficulty seem genuine, but our achievements will feel warranted.
 
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