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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.
 
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My big hope here is if you can re-order the left hand menu here, in the future, we will be able to re-order our different fleets to what order we desire. (especially if they're numbered!)

Oh god this would be such a sanity-saver!

I hate it when my Colossus is somehow in the middle of my fleet list, instead of at the bottom or the top.

Same with my Unique fleets/ships I got from event chain /Leviathan /what have you. Such as Bubbles.
 
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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.
I'd like to add two more suggestions to this.

That event that generates a free admiral after a space battle should have a counterpart for ground combat giving a general. With higher odds since ground combat is less frequent.

Citizen Service should negate the upkeep of generals.

Most times we have one general, or zero. If the cost lower, we might keep more around, at least while actively being invaded.
 
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So, then, I'll never ever have a reason to build armies again, in respect to attacking? That's kinda...strange. I guess there's some nuanced reasons to do so but...well, like I said, I'm not sure I view this as a good change, but my two cents and all of that.
 
So, then, I'll never ever have a reason to build armies again, in respect to attacking?
Sure, if you don't mind your new conquests being mostly trinitite.
 
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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.

I mean, I did specifically ask for exactly that in the last survey. ¯\_(ツ)_/¯
 
In case no one else suggested this: ships with extremely high accuracy (and/or tracking?) should deal less collateral damage during orbital bombardment, in addition to the bonus from the Selective Bombardment stance.
 
good qol YES PLAESE

now we just have to have no limits on sectors as a whole

also heres hoping for the fleet manager bug to be finally fixxed (yall know which one im talking about, the ghost queue)
 
now we just have to have no limits on sectors as a whole
i can safely predict that you are not going to be allowed to have one governor for your entire empire
 
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Now as ground battle is modified, I wonder if we could have one thing... could it be possible to make land armies not embark into space area if there are hostile fleets or system starbase is under enemy control, unless ordered to?

A little motivational story: I was in war and encountered heavily defended planet. I sent my fleet forward to mop up other systems and brought an invasion army of 30 transport ships to land on planet. After they landed, enemy sneaked in with a small fleet, and took the Outpost starbase. Before I could react, my army had conquered the planet and embarked right in front of enemy battle fleet. Let's say the result was somewhat annoying and felt rather unthematic.

And other thing this could fix... I sometimes wondered why AI builds new transport ships in systems where starbase is taken. Well, building more armies on the planet does make sense but as they automatically embark when built...

P.S. I also support the former notions here that AI could keep idle armies defending planets instead of orbiting in space.
 
Now as ground battle is modified, I wonder if we could have one thing... could it be possible to make land armies not embark into space area if there are hostile fleets or system starbase is under enemy control, unless ordered to?

A little motivational story: I was in war and encountered heavily defended planet. I sent my fleet forward to mop up other systems and brought an invasion army of 30 transport ships to land on planet. After they landed, enemy sneaked in with a small fleet, and took the Outpost starbase. Before I could react, my army had conquered the planet and embarked right in front of enemy battle fleet. Let's say the result was somewhat annoying and felt rather unthematic.

And other thing this could fix... I sometimes wondered why AI builds new transport ships in systems where starbase is taken. Well, building more armies on the planet does make sense but as they automatically embark when built...

P.S. I also support the former notions here that AI could keep idle armies defending planets instead of orbiting in space.

Literally from the Dev Diary Good Sir.

__________________

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
 
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Literally from the Dev Diary Good Sir.

__________________

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
Somehow missed this. Excellent. Now I just hope that neither invading armies automatically return to orbit.
 
Is it just me who would like an update with armies where there's different unit types for different roles?

For example:
Tanks, infantry, aircraft and artillery that each have +'s and -'s Vs their defensive counterparts.

In my opinion, just bringing bigger numbers removes any decision making
It seems to me that knowing the exact defense strength of any given planet would be very difficult to do. My opinion is that the strength of a planet's defenses should be mostly unknown unless you have a lot of espionage intel gathered first since troops in defensive positions would be nearly impossible to detect from orbit depending upon how skillful those troops are in hiding their positions. I would prefer a system where you would only know 'detected' armies but not necessarily their combat power - just maybe a general indication of tech level (also something that would be discoverable through espionage). For example, there may be 20 defense armies on a planet, but an attacker may have only discovered 7 of them from orbit or through espionage and maybe you might know that the armies for this empire are generally going to be at ... say tech level 3 or something (or the game could just provide an estimated combat power of detected armies based on estimated tech level). That would lead to more situations where an attacker might land an invasion force on a planet and then go 'oops, that planet is a little more strongly defended than I had anticipated!' As it is now you will basically never land with an invasion force that doesn't outgun the defending force.

I also think that if you are raiding to collect pops from a planet that would be done by landing troops on a planet instead of bombarding from orbit. It would be a special 'raid' type of landing though and would only fight until pops and loot were captured then withdraw. Perhaps there could also be a special Recon in Force planetary invasion too - sort of sending a recon force to the planet surface to test the defenses and assess the strength of the defenses before disengaging and returning back to orbit.
 
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Since there's so many QOL changes,
Could we please have QOL on starbases module installation / upgrade ?
Because it's very frustrating to scroll through 30+ starbases to assembly module one by one (mouse clickings).
It would definitely be great if there's one management panel that allows to "apply" a customize template to all starbases modules.
 
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So wait 3.10? Do you have to go 3.01-3.99 before we get to 4.0?!
You should generally think of patch numbers as being period separated sequences of numbers, rather than real numbers.

Note that the current patch is 3.7.4, not 3.74.

It goes 3.9, 3.10, 3.11, 3.12 .... until they do a big enough update to warrant jumping to 4.0. They could go to 3.100, if they wanted, though it would be odd to have 25 years of updates without a major version change (or a new game).
 
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I would have welcomed a Research Capital designation, as that ends up to be the case for me most of the time, I'd actually make use of it. I absolutely love the path Stellaris is going though!
 
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