• 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 #295 - Armies, Sectors, Messages, and More

Hi everyone!

The 3.8 ‘Gemini’ Coop Open Beta we talked about last week is now open! See this message for more details. We’ll be collecting feedback and Out of Sync errors until the end of April.

Please note that the 3.8 "Gemini" Coop Open Beta is an optional beta patch. You have to manually opt in to access it.
Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test - 3.8 Coop Open Beta" branch.

Don't forget to turn off your mods, they will break.

This week, we’ll be exploring some of the improvements that aren’t in the Coop Open Beta, but are planned for the full 3.8 release. Here are Offe and kc to tell you all about them!

<Insert Human Greetings>


Hello again, it’s me Offe, today I will share some information about what I have been working on since my previous Dev Diary about AI. Today I have seven smaller side projects to present that will be coming with the 3.8 free patch: Army Builder, Rally Troops, Ground combat and Bombardment Tweaks, Science Ship Automation, Capital World Designations, Fleet Manager Improvements and Sector Editor.

First I have three changes related to Ground Combat and Orbital Bombardment, seeing how the community is split between a ground combat rework or removing it completely, I opted to instead make everyone disappointed and give you what no one asked for: Quality of Life and slight rebalance.

Army Builder​


First up is the Army Builder, this is a tool designed to make it much easier to build and gather Assault Armies for an upcoming war. This tab is available on any starbase in a sector, and armies recruited via this tab will gather at the starbase.

Army Builder

Note: It's moved one tab to the left since this screenshot was taken.


Construction is spread out across all planets in the sector and there is also a CTRL-click option to more quickly queue up more construction.


Simultaneous Army Building

In cases where you would like to reinforce an existing fleet of Assault Armies instead of simply gathering them at a starbase I’ve also added a mode for assault army fleets called Rally Troops. New troops will then automatically try and merge with this fleet regardless if they are built via the Army Builder or by the old method of recruitment from a planet.


Rally Troops


Speaking of planets, I’ve also added a Deploy In Orbit checkbox to planets for the use case where you want to recruit assault armies to defend a planet on the frontier without them first deploying in orbit meaning you then have to manually go back and land those troops afterwards.

Deploy in Orbit


Bombardment Changes​


Next up is changes to bombardment, if you really hate ground combat then I got good news for you. Orbital Bombardment will now be able to take control of planets, in most cases, when they have completely killed all defending troops. There are some exceptions, for example, your pops will never surrender to an enemy that are Fanatical Purifiers as they would be purged anyway.


Planet Surrendered

There is also a policy where you can refuse enemy planets that would like to surrender to you, however, your defenceless planets will still prefer to surrender to non genocidal/hive minds enemies to spare their own lives.

We do not accept surrender. (Actually, we do. It's allowed in the screenshot.)

Further there are some tweaks to ground combat and orbital bombardments to create a trade off between bombing and invading:
  • Bombarding planets is much more devastating than it used to be, more pops will die and buildings and districts will be ruined in the process. This also adds a trade off between the different bombardment stances, doing selective bombardment will be slower but fewer pops will die in the process compared to indiscriminate bombardment.
  • Orbital Bombardment will now scale with the amount of ships bombarding, the first 100 fleet size ships will do full damage, after that each additional 100 fleet size will add 70% of that efficiency. For example, 300 fleet capacity worth of ships will deal 100% + 70% + (0,7^2 = 49%) = 219% total worth of bombardment damage.
  • This effect is scaled based on the number of pops/buildings and planet’s size, where highly populated small planets will suffer greater losses compared to large sparsely populated planets.
  • Ground Combat is also more devastating to planets than it used to be, but much less so than bombarding.
  • The effect of collateral damage from different army types have also been adjusted, previously the collateral damage on army types was a linear value and not a multiplier, which meant that in practice high damage high collateral units like Xenomorphs could effectively do less collateral damage on the planet compared to normal troops because they would kill the enemy troops very quickly. This is no longer the case as the collateral damage modifier now acts as a multiplier on any damage dealt.
  • Planetary Capital buildings now spawns 0/4/8/16 defensive armies for free based on the tier of the building.

To summarise the Design Philosophy of all the changes to ground combat and bombardment:

Ground Combat and orbital bombardment will now be a bigger part of the game since big planets will automatically have some defences. Building armies and using them to invade planets will be much easier by using the Army Builder and Rally Troops functionality. Small planets with 1-25 pops will be prime candidates to be taken by orbital bombardment alone, removing the need to have to manually invade each small insignificant planet or habitat.

Updated Science Ship Automation​


Previously I made the Construction Ship Automation and Planetary Automation Settings which was well received by the community so for 3.8 I’ve decided to also make improvements to the Science Ship Automation.


Advanced Science Ship Automation


Now when you click on the Science Ship automation you can enable or disable the modules you like, Explore Systems simply mean exploring the galaxy by entering systems which will discover any planets and hyperlanes in there, the other settings should be self explanatory. The default settings are Explore Systems and Survey Systems which is the same functionality as before 3.8.

For Science Ships that are already automated you can see which modules they have enabled by hovering the automation button:

Current Automation Settings tooltip

New Planetary Capital Designations​


I have gone a bit outside of my own designation as a Programmer and dabbled a bit with content design. There are 4 new Capital world designations coming in 3.8 for non hive minds. They are: Forge Capital, Factory Capital, Trade Capital and Capital Extraction World.

These designations are not part of the automatic colony designation system and your capital world will never change designation on its own, rather you must explicitly change the designation yourself in order to avoid instantaneous collapse of the player economy when unpausing the game.

They are not revolutionary in their design but rather they are the combined effects of the Capital Designation paired with a specialisation. So, for example, the Capital Forge world designation will give you all the bonuses as the normal Capital Designation, but instead of the +10% output to all jobs it gives +20% Metallurgist jobs output as well as shifting the Consumer Goods jobs into Alloy jobs like the other Forge Designations.


Forge Capital designation


So for everyone like me who wanted to make a Forge, Factory, Trade or Base Resource Capital World, now you can.

Fleet Manager​


Overall the Fleet Manager serves its purpose and works, sort of. Together with KC (more from her later) we made some reorganisation of the UI and fixed some annoying bugs. Here is what the fleet manager looks like now:


Fleet Manager Updates


Some notable changes are that the list of fleets is now much larger than it used to be, now you can see 12 simultaneous fleets instead of 6, there is a new button to copy a fleet template, you can now easily delete fleets templates by using the DELETE + ENTER keys and doing so will no longer select the first fleet in the list and scroll the scrollbar to the top.

The ship designer and the fleet managers have also been merged into one item in the sidebar and are accessible via tabs to easily be able to switch between them.

We’ve also added this new button which originally was designed and implemented for the AI but then I figured it is useful for players too:

Fleet Templates

Sector Editor​


Overlord really made us miss the ability to edit sectors, so better late than never I’ve made a tool which allows the player to freely move systems between adjacent sectors as long as they are in range of the Sector Capitals. The Sector Editor tool can be access either via the Planet view or the Planets and Sector view:


Sector Editor!!!


Opening the sector editor will enter into the sector edit map mode, here you can edit the sector either via the galaxy map icons or by using the UI on the left. While in the sector editor mode you can easily switch between editing different sectors by clicking on these icons in the galaxy map


Editing a Sector


This comes with a few adjustments to requirements of creating Sectors, for example, it is no longer possible to create a sector that is too close to an existing Sector Capital even if the systems in between are unclaimed. Meaning it is no longer possible to release one of your guaranteed habitable worlds as a Vassal.

Further, all of the old counter intuitive rules regarding which planet would belong to which sector capital have been removed which previously resulted in very strange looking sectors when players would try to delete and recreate sectors to attempt to fix their sector borders.

Currently the sector editor gives a lot of control to the players, meaning it is even easier than before to create 1 system/planet vassals, but it is also now possible to fix sector border map gore. I trust everyone here will use this power responsibly.

But Wait There’s More!​


Hey everyone, I'm kc - your favourite UX designer you have never heard of. Usually working from the shadows up in Arctic, I have descended upon you to shed light on some more quality of life things we have been working on for the last few weeks.

Rebindable keys for the side menu, ok, not rebindable but close enough. We have made it possible to customise the order of the items in the menu and thus decide which of them will have the F1-F10 hotkeys. Technology? You got it!

Toggle edit mode by clicking on the little gear icon.


Modifying the Sidebar

Message Onslaught​


Something of a pet peeve of mine since I started on Stellaris a couple of years ago, was the lack of different scales of urgency when the game presents information. Since everything is considered equally important, in order to cut through the noise every new message has to scream as loud as the others, or louder. This has led to the barrage of popups and notifications we all know and love, and love to hate.

So what we decided to do to fix this is of course to make even more notifications. OK, rather;
  1. Make a new system to add even more different notifications
  2. Allow you to disable notifications. Yes, Message Settings is coming to Stellaris.

The new notifications are called toast notifications (cue bread-related puns!) because of how they pop up and disappear automatically (like bread in a toaster.)

This system will be used to communicate things that are low priority, things you don't need to act on but might want to know about. And feedback on things you've done. Ding! Leader ready!

Toast!

More Toasts!

My hope is that we can convert old messages to use this system when it makes sense to do so (System Surveyed, Build Complete, etc.), as well as allow for customization on how different messages should be presented. Pick your poison! Or just turn it off completely.

Message settings can be accessed directly from the notification/toast you no longer wish to see, (by Ctrl-Clicking on it) or from the game menu, under Settings/Messages. Some messages, such as the toasts shown above, also have a cogwheel to adjust seetings.

Message Settings


More Message Settings

But Wait There’s More... More!​


No really, there’s actually more. But since this was chonky enough, I guess we’ll be back later. Stay tuned.

What’s Next​


We’ve got a lot left to go through before the Gemini release, so we’ll see you next Tuesday with our next Dev Diary.
 
  • 215Love
  • 94Like
  • 8
  • 6
  • 1
Reactions:
I've been wanting to rework the system representation on the galaxy map for a long time.
There is already information that we want to show there, but that doesn't fit. It's just FULL.
This and the outliner are the two pieces of UI that I've more or less always wanted to rework.

Maybe a workaround where some basic info is given through a tooltip when pointing at a world? It'd be a very very nice QoL change and would only show up when you aim at a world, which means you're looking on that piece of system, and it wouldn't stay there permanently hogging precious screen space.
 
I've been wanting to rework the system representation on the galaxy map for a long time.
There is already information that we want to show there, but that doesn't fit. It's just FULL.
This and the outliner are the two pieces of UI that I've more or less always wanted to rework.
How about a dedicated war mapmode?

It could display planetary troop numbers, highlight claims (yours, your allies and you enemies) etc. while ditching the rest.
 
  • 3Like
  • 2
Reactions:
Do the fleet manager bug fixes include better logic in spreading out reinforcement queues? IE, if I have a system with a mega shipyard, a starbase with 6 shipyards and the Irassian Naval Yards building, and two planets with orbital rings full of shipyards, will the fleet reinforcement commands evenly distribute the construction among all 40 available shipyard slots, or will it continue to concentrate all construction on just one starbase or megastructure?

Also, I will take this opportunity to once again beg for a starbase tab on the fleet manager, where we can easily leverage this new fleet template functionality to manage starbases and defense platforms. It'd be such a large QoL improvement when rebuilding defenses after a battle.
 
  • 4Like
  • 1
Reactions:
Thank god. It only took centuries but thanks for giving us the control over Sectors back. Now we can finally kill the sector border gore.

I like the fact that we can bombard Planets to surrender, never understood why I had to conquer a planet, normally the threat of bombardment should be sufficient after a while.

The new UI organization is also very welcomed. Half of the quick links are ones I don't need others are in dire need but not part of the F keys
 
  • 4Like
  • 1
Reactions:
Can we get a Bureaucratic Capital designation? One that boosts administrators?
I think the idea is to add designations that allow the planet to shift industrial jobs, or boost trade output.

Everything else is already covered by the +10% job output of the default capital designation.

That said, +20% metallurgist output is a lot, to the point I'm worried if it isn't too much. Perhaps +15% would be a bit more balanced.
 
Last edited:
  • 3
  • 2Like
Reactions:
Awesome changes!

Extremely trivial request:

Can we get nicer looking sector borders? The gray box borders are ugly and not nice to look at. Not sure what the alternative would be, but sector view is just an eyesore.
 
  • 1Like
  • 1
Reactions:
I really like the changes, which improve the comfort, as building armies from a lot of planets was a pain. BUT. I think that it would be very helpful to add hotkeys for some menus:
- Main menu options for science, battle, transport ships.
- Hotkeys to confirm or choose the option in pop-up events
- Hotkeys, which would “scroll to the building with the input letter”, so it would be possible to go to the end of the list with “z”, or to the research labs with “r”.

And something I've noticed in the resent DLC is that it is really painful to find which observation post you have visited last, because they become unselected in the outliner, when you press “espionage”. It would be great if selection of the observation post would not be removed, as long as you are interacting with that observation post. It takes a lot of time to count your observation posts to give the missions, when you have +10 of them. Or alternatively it would be good to have an icon, which would show, which outposts have spy-network and espionage mission going on.
 
Wow. I'd thought we'd never see an army rework, nor modifiable sectors and the science ship automation looks awesome too. It's fantastic we can re-arrange the outliner but I dont get why you dont let us define keyboard short cuts alltogether (moving the mouse across an ultrawide takes a lot of time) and a list of all researched anomalies for tho. ideally I could bind research to r, then choose physics with 1 and choose one of the options with 1 to n, toggle auto research with a, select society with s and so on.

One concern re the new capital planet designation - please give us throughput modifiers like in Victoria 3. Summoning alloys from thin air is a bit ... weird. it'd make much more gameplay and economic sense if planet ascension affected the the throughput of resources instead of reducing the consumption of basic materials. It doesn't scale with ascension mods nor with how economic productivity works. The linear scaling is not great but fine.

Another concern ive got with the new army system - as awesome as it looks - ideally the system scales with more powerful modded armies and fleets too.

Uhh and I get why you dont want to let us design our staircases, but the staircase load outs are particularly stupid this patch. I got some predominantly shield and kinetic equipped starbases in pulsar systems. And equipping them with defense platforms takes ages and is a pain for a large number of starbases. I'd love to see defense platforms being shifted into a star base manager, built in shipyards and equipped from there (makes much more sense for a star empire anyway since why should starbases be only able to build them *sequentially*) and if we could define roles for starbases allowing and disallowing certain components (no I dont want to see mining lasers on my starbases)

And please, bring the custodians to the other games, they do awesome work.

if only we got a highly performant pathing now :DDD

these Dev diaries make me feel so much better about buying the Stellaris dlcs at launch, you've got no idea
 
Last edited:
  • 2Like
  • 1
Reactions:
I trust everyone here will use this power responsibly.

Oh yes, we'll definitely all be very responsible when it comes to using the power of creating 1 system vassals. Honest!
 
  • 4Like
Reactions:
For the new capital designations, do you think we could have some tied to civics and government type? Such as having the trade capital option only for Megacorps and normal empires with the Merchant Guilds civic.

Any of the civics that modify the politician job would seem like a good fit. Standard empires could have a Bureaucratic Capital designation.
 
  • 1Like
Reactions:
Hallowed are the Custodians. So many good changes, so much content for us to feast on. And there's more to come? :eek:

Quick question: What happens to armies based on starbases which are destroyed or captured? Are those armies erm, eliminated? It would be fun if they could be captured and held as war criminals by the attacking empire, potentially leading to prisoner-swap events and all the fun repercussions which could lead from that.
 
  • 1Like
Reactions:
Some unexpected and very big, welcome changes focussed on QoL. Thank you, awesome stuff.

Particularly fleet manager, I hope the remaining bugs around it will also get the attention it deserves, still working far better than it did two years ago though.
 
Loving these changes/additions, in particular the messages bit.

Would be AWESOME if we could have a message history/decision log of all the events/choices made through the game, effectively building the story of your empire as it went through the years. Sometimes I forget what decision I took for a specific thing and being able to see how my empire reacted to an event would be pretty handy.

It would be great if you could feed such a log into ChatGPT/Bing AI, "write a novel based on the message log from Stellaris." :D
 
Last edited:
  • 1Like
Reactions:

Bombardment Changes​


Next up is changes to bombardment, if you really hate ground combat then I got good news for you. Orbital Bombardment will now be able to take control of planets, in most cases, when they have completely killed all defending troops. There are some exceptions, for example, your pops will never surrender to an enemy that are Fanatical Purifiers as they would be purged anyway.



There is also a policy where you can refuse enemy planets that would like to surrender to you, however, your defenceless planets will still prefer to surrender to non genocidal/hive minds enemies to spare their own lives.

Hi, about that one:
If You add those policies, how about 1 more option there:
"allowed after your acceptance"
it will be quite usefull for fe barbaric despoilers or necrofage with raiding bombardment stance
 
Good stuff now here's a complaint. There's an old bug where if you click on the button on a fleet to go to its fleet designer entry, it will not go to that fleet. You'd have to back out and try again (always works the second time) or just find it manually. Same thing happens with a pop and clicking to view it in the species tab.
Perhaps these can be fixed?
 
  • 1Like
Reactions: