• 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:
Good QoL changes, Especially army related, this may make the war faster and less annoying.
But sector editor definitely harm the balance. Making 1 system vassal easier means creating 100+ scholarium and acquiring +1000% researcher bonus from relay network easier, Making empire size nothing. Even now scholarium swarm already give you ability to destory the empire size effect like pre 3.3 does, This powerful ability should perhaps be limited rather than further enhanced.
 
  • 1
Reactions:
That's a very nice work! Surely the ground battles and armies will be better to use now.

And can you guys PLEASE add an option to Disable Habitats?? It's a major source of lag and I don't want to use mods to disable them :(
 
  • 1Haha
Reactions:
If we're adding more Defensive Armies to the Planet Admin buildings and looking at Army stuff in general, can we please look at the Citizen Service Civic and rework it a bit to be similar to Exalted Priesthood/Technocracy/Aristocratic Elite/Merchant Guilds? It really should be replacing some Politicians with "Generals" and should be providing free Soldier jobs based on some % your population. Citizen Service is supposed to represent everyone has done military service. A world full of bureaucrats should still be tough for an invading army, even if there are no barracks, because all of those bureaucrats have served in the military.

I like this idea and will look into it when I get some Custodian time for 3.9 or 3.10, but #NoPromises.
 
  • 22Like
  • 16Love
  • 2
  • 1
Reactions:
PLEASE MAKE AI LAND IDLE ARMIES ON PLANETS INSTEAD OF ORBITING THEM AROUND STARBASES, ALLOWING THEM TO BE TURKEY SHOT OUT OF THE SKY, WHEN THE SYSTEM WHERE THEY ORBIT THE STARBASE IS ATTACKED.


Sorry if anyone is offended by the caps, but I have a very good reason to be so invasive. I have been asking for such a feature for years, as it would make ground combat vs AI much more challenging. If AI would use its idle armies to defend planets, suddenly building up your own armies is a valid part of the game, and not just a mop-up formality. It is a really small change, just put that army on the ground instead around a starbase, where it can get easily killed, but the single player ground combat experience is now a whole new level better.
This patch is bringing up a ground combat rework, so it looks like now or never for such an improvement to be included. Therefore the caps. It is just too important.
I'll go one further: stop combat-locking transports! They aren't combat ships! When they get combat-locked, all they do is fly in a circle until they die, withdraw, or are ordered to retreat. Even if there's a perfectly good planet - usually their own planet - right there to go to ground on. Seriously, just give them the same options as civilian ships, or at least as colossi, to ignore enemy ships and ideally to flee them (or at least try to stay out of range, instead of uselessly running in a circle like literal sheep).
 
  • 10
  • 1Like
Reactions:
  • 1Like
Reactions:
Suggestion if possible, but obviously no worries if not. Can you have an option to schedule auto-building of a single army unit every:
  • month
  • 3 months
  • 6 months
  • year
Would be nice to just have one planet just auto-build for us on a regular basis.
 
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.
Personally, i find it a bit of a wasted opportunity to allow for the capital to be the administrative center of your empire, by buffing unity production on it.
I think having that as a unique option for it, would be nice. Would you consider that as a 5th addition? (Also for gestalts. A main node, so to speak.)
 
  • 3
Reactions:
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?
I think this one is fixed for the fleet manager, at least it sounds extremely similar to something i fixed
 
  • 7Like
  • 3
  • 1
Reactions:
Sounds like a good time to bring up something that has been lacking since release: Orbital bombardment has no scaling with tech level.

It really seems odd that there are only a handful of bonuses to how hard you bomb planets, and of those the only technology is one gained from a caravan event. 10 fleet strength does the same damage when you are using quantum missiles and macrocannons as it does the day you leave your planet.

It seems to me it would be pretty easy to mix in a few 5 or 10% bonuses on already existing tech, though I could easily be wrong about that. More complicated would be precision bonuses that decrease the collateral damage of selective bombardment as your computers and sensors allow for better smart bombs, X-slot weapons providing Armageddon bombardment bonuses, and other interesting benefits to specific techs like that.
 
  • 2Like
  • 1
  • 1
Reactions:
PLEASE MAKE AI LAND IDLE ARMIES ON PLANETS INSTEAD OF ORBITING THEM AROUND STARBASES, ALLOWING THEM TO BE TURKEY SHOT OUT OF THE SKY, WHEN THE SYSTEM WHERE THEY ORBIT THE STARBASE IS ATTACKED.


Sorry if anyone is offended by the caps, but I have a very good reason to be so invasive. I have been asking for such a feature for years, as it would make ground combat vs AI much more challenging. If AI would use its idle armies to defend planets, suddenly building up your own armies is a valid part of the game, and not just a mop-up formality. It is a really small change, just put that army on the ground instead around a starbase, where it can get easily killed, but the single player ground combat experience is now a whole new level better.
This patch is bringing up a ground combat rework, so it looks like now or never for such an improvement to be included. Therefore the caps. It is just too important.

I'll go one further: stop combat-locking transports! They aren't combat ships! When they get combat-locked, all they do is fly in a circle until they die, withdraw, or are ordered to retreat. Even if there's a perfectly good planet - usually their own planet - right there to go to ground on. Seriously, just give them the same options as civilian ships, or at least as colossi, to ignore enemy ships and ideally to flee them (or at least try to stay out of range, instead of uselessly running in a circle like literal sheep).

It would definitely be nice if new systems were implemented and AI had a rework in how it conducts ground defense of its planets, that it would place armies on strategically important planets, include strongholds there and including the taking advantage of martial law. That would be a maximum option. However, for now it would be a gigantic improvement if AI just parked idle armies on any planet whatsoever instead of a starbase.
 
  • 1
Reactions:
Daaaamn. I was very luke-warm about Gemini before (I have zero interest in co-op, sorry) but the fact we'll be able to tweak sectors once more makes me giddy like a little boy on his first school day.
Awesome QoL changes, really.

Any chance of adding an "Assist Research" tick box to the Science Ship automation? So that, if there was a planet in your empire with the "Tech-World" designation that didn't already have a science ship assisting its research, the ship would navigate to that world and begin assisting?

It'd really help with micromanaging that side of things.

Yes! Or even be able to select a planet for it to default to once all accessible systems are surveyed and all anomalies and special projects researched. That would really save me some clicks.
 
  • 1Like
Reactions:
I love all the QoL changes the dev's are making! really nice to still see so many nice improvements after all these years.

If possible i would like to add one tho (A).
Its regarding the fleets. For Plannet's/Habitats we have the option to reorder them. I would love to see something like that for fleets aswell.
I name my fleets with names like MBF-01 CRF-01 stuff like that. Where CRF are quick fleets and MBF is the slow heavy stuff. But sometimes the fleet manager gets buggy because off reinforcements and the complete order gets scrambled. Then my OCD kicks in and i try to rename them to get a nice row again. But then my main Titan Fleet that was MBF-01 ends up being -05.

It would be nice if we can manually reorder them or reorder them based upon name. That would really help with the QoL if you do a lot of ship combat.
I'd also love this! I use the ship order to send them to certain areas (like the first 2 fleets in one direction, the other 2 fleets in another direction, and the final 2 in yet another direction) then when I need to send one fleet from the 3rd direction to the first, it is not always easy to select all the fleets quick and easy. If I can reorder them in the list I can organize it better.
 
  • 2Like
Reactions:
I think +20% may be a tad too strong, yeah. +15% would be a bit more balanced.
Also a little worried that 20% alloys might make this designation choice a bit too much of a no brainer, given that alloys are pretty high up on resource tier list, probably a close third behind research or a very close fourth, if unity is somehow ahead.. So 15% might be a good compromise, to ensure that the other designation are viable choice. Like pretty sure that's why there isn't a research or unity option, the former would be absolutely a no brainer if it 15% or higher research output and anything below 15% probably feels like crap. If you didn't have research as an option, but had unity, then that would definitely be a no brainer for most of the game given how vital unity is for traditions.

I'm somewhat worried about the factory one as well, but in the opposite direction. I want to say 20% output probably does make it competitive with standard, trade and resource extraction designations. On the other hand, artisans and artificers are jobs that people try to cut down on. So it's possible it needs to be at 25% or as high as 30% to make sure that people will not only consider it, but use it.

Luckily, these are all numbers and the devs can adjust the bonus to resource output to ensure that each of the five designations see a decent bit of use and not have a scenario where one is absolutely dominating and always chosen, while one or more are completely ignored.

Switch back tot he warfare changes. Going to agree with the others that a few other tweaks suggested should be considered.

-An exception should be made for rogue servitor. Pampering doesn't seem like a bad deal; especially, when the alternative is bombardment or killbots scouring the lands. If there is a scenario where a planet chooses to take their chances with the killbots, it should be in a fanatical spiritualist empire that has banned robots. Can't surrender to the devil's robotic minions because that would mean agreeing to submit to eternal damnation.

-Fortress worlds should always require invasion. To avoid cheese strategies, even though they do have a high opportunity cost. Might I suggest the following if this can be a thing. A colony world must have at least one of the following present: stronghold, fortress, dread encampment or military academy before it can be designated as a Fortress world. Designating a fortress world is now a decision that will take time to implement. Once implemented, another decision must be made to remove the designation and that will also take time. Worlds undergoing conversion into fortress worlds or away from fortress worlds will have the change over halted if they undergo bombardment. That should avoid issues where people turn the designation on and off to cheese the system because the time to change over will ensure that the opportunity that these worlds already have, makes it not worth it because players will have to complete the designation switch before they have to really worry about someone taking one of their colonies.

-Defense in depth should make worlds less likely to surrender after their defensive armies are depleted. Might I suggest that these worlds only automatically surrender when all defensive armies perish, after they reach 50% devastation? Only this path seems like an interesting route for fleshing out some existing civics, perks, ethics and origins. Maybe some up the odds that opposing colonies hold out, while others make them more willing to fold.

Finally, I have a general question regarding defensive army counts for resort worlds, thrall worlds, habitats and imperial capitals. For the first three is the defensive army setup 0/4 or is it 4/8? Seems like their first capital isn't a tier 0 capital so they would get defensive armies, but I can see the argument for the first capital building they get counting as a tier zero that gets no defensive armies. As for imperial capitals, will they get 20 defensive armies because they are the highest tier above what empires can normally get or will it cap out at 16?
 
  • 7Like
Reactions: