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Stellaris Dev Diary #302 - Leaders and 3.8.3 Balance Changes

Hello again!

We’ve been working on a balance and bugfixing update, which should hopefully be coming to you early next week. Today I’ll be going over some of the things that will be in it, as well as go into why we’ve prioritized certain fixes over others.

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#################### VERSION 3.8.3 Patch ######################​

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Improvements

  • It is now possible to rename council positions by clicking on council position name in the council view.
  • Added additional event chains to Under One Rule.
  • Under One Rule now will take into account if the ruler was bad or good towards citizens.
  • Added a checkbox to toggle automatic expansion of a sector in the sector editor
  • Made the three different "Terraforming Candidate Discovered" events turn into messages if you have already found one before.
  • The pre-sapients that worship the Beholder now have the Psionic trait.
  • The Beholder's Psi-Inoculation process is now a pair of decisions to toggle it on and off, instead of a decision to be enacted for each pop you want to become psionic.
  • The Animator of Clay has blessed the corroded one.
  • Imperial Heirs will now be more likely to adopt the class of the current ruler if you have the Philosopher King civic.
  • Imperial heirs will now have their chosen class weighted by civics and traditions that give bonuses to specific leader classes.
  • Added the Reorganize Council agenda, which allows reselection of unlocked council positions without the need to reform the government.
  • Beholder now has a recruitment event, and Azaryn's recruitment event has a couple more options
  • Added a checkbox in the army tab of the planet view to control if a planet is used via the sector army builder or not
  • Added scroll wheel speed settings
  • Leaders in the leader pool that start with a negative trait, now correctly gets one less additional negative trait during their lifespan.
  • For players without Galactic Paragons, leaders will more often get traits that match if they're assigned as councilors or not.
  • Increased the age span of new leaders, but weighted towards the middle. Initial Leaders will now also be roughly the same age as pool leaders.
  • The edict fund is now shown in the council view.
  • Imperial empires can now crown a Chosen One to be the Divine Sovereign if the Chosen One is the current ruler or heir.

Balance

  • Legendary leaders do not count towards Leader Capacity.
  • The Eager trait now has an additional effect: these leaders will not contribute towards Leader Capacity until they reach level 4. Assigned some event spawned leaders the Eager (II) trait.
  • Admirals that command fleets hired from marauders no longer count towards your leader cap.
  • XP Penalties for going over leader capacity have been reduced. The LEADER_CAPACITY_XP_SCALE define has been added for modders to be able to easily adjust this number.
  • Military fleets led by an Admiral can now explore unsurveyed hyperlanes. (This does not permit Admirals to survey planets, anomalies, or wormholes.)
  • Admirals no longer give Fleet Command Limit based off of their level.
  • Researching Galactic Administration now removes the cooldown for government reform, this was previously only done if you obtained it via Statecraft traditions.
  • Rebalanced many traditions and ascension Perks.
    • Opener for Aptitude traditions now gives +1 trait, moved from the Finisher. This is retroactively applied to leaders that have been hired or are in your leader pool.
    • The Empire Needs You now gives -25% Leader Hire Cost instead of +1 Leader Capacity.
    • Specialist Training now gives +25% Leader XP Gain.
    • Psychological Profiling now gives -25% Leader Upkeep Cost in addition to -1 Max Negative Traits.
    • Healthcare Program now gives +20 Leader Lifespan instead of +10 Leader Lifespan.
    • Aptitude Finisher now gives +1 Leader Capacity and +1 Leader Trait Pick options instead of +1 trait.
    • Science Division now gives -10% Scientist Cost and Upkeep instead of +20% Scientist XP Gain.
    • Polytechnic Education now gives +10% Leader XP gain instead of +20%.
    • Colonial Viceroys now gives -10% Governor Cost and Upkeep instead of +20% Governor XP Gain.
    • War Games now gives -10% Admiral Cost and Upkeep instead of +20% Admiral XP Gain.
    • Mind and Body now gives +10 Leader Lifespan instead of +20 Leader Lifespan.
    • Finisher effect for Statecraft now grants Galactic Administration as a research option with 25% progress instead of giving the tech for tree.
    • Resistance is Frugal now also gives -10% General Cost and Upkeep.
    • Imperial Prerogative now gives +2 Leader Capacity in addition to its existing effects.
    • Transcendent Learning Prerogative now gives +2 Leader Capacity, +1 Leader Pool Size and +33% Leader XP gain.
    • Aptitude Tradition "Champions of the Empire" now gives bonus per Leaders' levels. Effect is now a flat -2 Empire Size per Governor level, and 0.5% Exp per Scientist level (and 2 Naval capacity per Admiral/General level)
  • Guardian trait maximum effect is now +33% Defense Platform Damage and Hull Points.
  • Frontier Spirit trait maximum effects changed to -10% Colony Ship Cost and +50% Colonization Speed and +1 starting pop for colonies.
  • Cyborg generals now increase planetary combat width.
  • Reduced passive experience gain by 30% for Progenitor Hive leaders from level 1-6 and 50% for Progenitor Hive leaders between 7-10.
  • Gray Eminence destiny trait now reduces the effects of empire size, instead of reducing empire size directly. Updated Aturion Efficiency to match Gray Eminence.
  • Now imperial rulers do not lose imperial heir trait, so they don't become worse when they take over the country.
  • Lowered the spawn chance for the legendary paragon Keides by 75%.
  • Autocannons are no longer valued at three times their intended military power.
  • Now criminals are also unhappy when under oppressive autocracy civic
  • Kai-Sha's "Expanded Contact Network" event will now upgrade her Shady Contacts trait if she already has it. And gives intel on other empires if it has already been maxed out.
  • Replaced -20% Empire Size reduction for Aturion Efficiency trait with -10% Empire Size Penalty.
  • Leader traits that have base resource production now produce the market equivalent of 8 energy/month for tier 1 and 32 energy/month for tier 2.
  • Aggressor admiral sub-class now gives +7.5% weapon damage.
  • Artillerist II trait now gives +7.5% tracking.
  • Fortifier trait now scales between -5% Starbase upgrade cost and -5% Defense platform cost at tier 1 to -10% Starbase upgrade cost, -10% Defense platform cost, +5% Starbase hullpoints and +5% Defense platform hullpoints at tier 3.
  • Armada Logistician trait ship upkeep maximum reduction is now -10%.
  • Military Pioneer trait maximum effects are now +20% Ship Build Speed and -10% Ship Build Cost.
  • Guerilla Tactician now gives a flat 10 Evasion instead of a +50% Evasion multiplier.
  • Architect of War now gives -10% Military Ship Cost.
  • Charisma trait now has a maximum Edict Upkeep reduction of -10%
  • Removed -5% Military Ship Cost from the Strategist sub-class
  • Geological Consultant trait maximum effect reduced to 9 months of unity per blocker removed.
  • Retired Fleet Officer trait maximum effects reduced to +20% Ship Build Speed and -10% Ship Build Cost.
  • Agrarian Upbringing trait now checks for country_uses_food = yes instead of being biological.
  • Shipwright maximum effects reduced to +10% Ship Build Speed and -10% Ship Build Cost.
  • Frontier Spirit maximum effects reduced to -10% Colony Ship Cost and +45% Colonization Speed.
  • Architectural Sense maximum effects reduced to -10% Buildings and Districts Cost, -5% Buildings and District Upkeep, +25% Planetary Build Speed.
  • Experimenter trait now gives a maxium of 2×Leader Level Research Points per month.
  • Explorer trait maximum effects reduced to -10% Science Ship Cost and +25% Anomaly Research Speed.
  • Expansionist maximum effects reduced to -10% Outpost Alloy and Influence Cost.
  • Great Researcher trait now gives 5×Leader Level Research Points per month.
  • Taskmaster trait XP reduced from 600 to 500. In return it now has soldiers produce 2/2/2 Energy/Minerals/Food (for countries that use food) or 3/3 Energy/Minerals (for countries that don't)

Bugfixes

  • Under One Rule now changes to Imperial Authority when transitioning to Galactic Emperor or Psionic Sovereign.
  • Intellectual Espionage trait now takes into account all researcher category jobs on the planet.
  • Fixed an issue where the Expanded Hive Warren would get deleted if there was no remaining unupgraded Hive Warrens on the planet
  • Updated all researcher jobs to check for Academic Recruiter.
  • Increased the army upkeep from Disorder II trait.
  • Chainbreaker trait now requires Egalitarian ethics.
  • Honored Warmaster trait now requires Xenophile ethics.
  • Commented out cut prospecting decision.
  • Kidnapper trait now checks that the general's owner allows slavery instead of checking their ethics.
  • Taskmaster trait no longer gives an undocumented +5% Building Speed per soldier job.
  • Now you can't terraform with Azaryn without launching her special ability.
  • The Death of a Great Leader event should no longer fire when you send a leader off to the Keepers of Knowledge.
  • Cloaked Ships will no longer block starbases from being rebuilt.
  • Moved gestalt nodes further apart from each other in the council view so that trait picking doesn't get blocked when they have a lot of traits.
  • The planet visuals should now update properly when planets change class
  • Fixed an issue where traits given via event options would not correctly display triggered effects
  • The ambience sound effect played in the council view is now properly affected by the ambience volume slider
  • Fixed an issue where leaders that changed empires would retain their council position in their old empire
  • Fixed a bug where modding the species appearance would not apply to the ruler
  • The Scholarium Investigator leader trait now gives +25% Assist Research Efficiency instead of failing to give 10% Research Speed as a non-council trait.
  • Fixed a COOP bug where it was possible for several players to unlock council positions at the same time resulting in duplicates
  • If there is a wormhole in the capital system, then the Keides wormhole will spawn in a random neighboring system 1-2 jumps away
  • Cordyceptic Stargazers now correctly spawn with an amoeba fleet again.
  • Fixed Eager Explorer empires spawning with an extra scientist.
  • Slaves are now properly set under dystopian living standard
  • Any Gestalt empire generated after game start (e.g. from machine uprising) should now correctly get their Gestalt council nodes.
  • Hyperdrive technologies no longer show duplicated icons.
  • Fixed issues where starbase modifiers would apply to defensive platforms when they shouldn't
  • Fixed an issue where pre FTL empires spawned from the necrophage origin would spawn in orbit of their planet
  • Fixed a bug where ships would sometimes stop following its target when they entered a hyperlane
  • Zroni Relic will now add 1 level to the leader, but won't choose trait on random it will be up to player to chose the trait.
  • Fixed notification map ping staying visible for some time after dismissing the notification.
  • Fixed a bug where some traits would not properly localize their names when their modifiers are part of tooltips
  • Fixed a bug where the Insightful trait tooltip would duplicate headers for its effects
  • Fixed an issue where it was not possible to unassign envoys from their current task
  • Fixed Resilient trait to properly adjust for synths. Did the same for destiny trait which was giving leader life span
  • Crusader Spirit Opinion Modifier: Now it gives -80 opinion towards everyone of different ethic and +20 to the same ethic empires
  • Fixed issues with the fleet manager where the buttons to increase and decrease the number of ships would not work correctly when using shift or ctrl modifiers
  • Rogue Scientist event chain shouldn't trigger for Governors assigned as Head of Science.
  • Updated some trigger loc from "No of ..." to "Number of ..." to be more consistent with the rest of the game.
  • Fixed Tooltip for Paranoid Leader Trait
  • Fixed title case for anomaly.3141 "The Depths of Alien Life"
  • The event that allows you to pick a Chosen One no longer says "three individuals" are capable of absorbing such power and proceeds to list four names.
  • Events that give the Chosen traits now check that the leader in question is psionic.
  • Fixed an issue where you could reinforce a fleet when the template was not filled with the correct ships even though the fleet was filled on command limit
  • Fixed the spawn chance modifier of the anomaly The Orb, as it could not spawn before.
  • Beholder planetfall error message now states that an empty building slot is required.
  • Fixed icon for brainslug species trait again.
  • You can no longer psi-inoculate hive-minded pops or those being purged.
  • Fallen empire capital planets should now have the correct planetary designation.
  • You can no longer create subjects from sectors if the primary species would be an infertile clone army species.
  • Marauder admirals can no longer serve on the council or be manually fired.
  • Fixed some edges where a ruler could be chosen by a shroud entity but not awarded the trait.
  • Added scripted loc for GetDefenseForceOrArmada and GetGDFOrArmada
  • Updated Cybernetic Advantage agenda so it doesn't display placeholder art.
  • Regular empires no longer have machine or hive-mind leaders in their external leader pools and vice versa.
  • Cloned Organs/Self-Preservation Protocols now correctly has the same effects as Mind and Body.
  • Fixed incorrect modifiers on the adoption effect of Synthetic traditions.
  • Fixed MP lobby chat messages and scroll bar spilling outside the chat box.
  • Fixed most tooltips in the game browser not working.
  • Fixed Plantoids Species Pack DLC not showing up in MP lobby DLC list
  • Fixed misalignment of the DLC icons in the multiplayer lobby
  • Fixed icon lists sometimes becoming vertical when they should be horizontal
  • Fixed coop presence icons not always showing their tooltip.
  • The Interstellar Recruitment Office tooltip now specifies why you can't build it if you already have one in your empire.
  • The sentinels archaeology site will now put Azaryn back on her own ship when she returns.
  • Fixed a bug where some mercenary fleets would not have an admiral assigned to them
  • Mercenary Admirals now get Mercenary Warrior Trait and 2 admiral traits to represent their level
  • Mercenary Enclaves should no longer steal their admirals which they just rented out

AI

  • AI will now wait until it has at least 5 planets and 25 years before choosing a specialization designation for its homeworld
  • Fixed an issue where AI would be unable to build any buildings if they desired to build the Ancient Refinery but did not have access to any minor artifacts

Stability and Performance

  • Fixed a number of Out of Sync errors.
  • Increased performance in the leader view
  • Fixed a crash that would sometimes occur when a scientist was elected ruler while performing science ship orders
  • Fixed a rare, but persistent crash when an empire was destroyed
  • Fixed a crash that could sometimes happen if there were issues opening or writing log files
  • Fixed crash in MP lobby when you confirm disbanding a coop group if the player list changed while the confirmation popup was open.
  • Disabled tooltips in the loading screen to avoid crashes related to focus loss.

UI

  • Re-enabled tooltips while the game has no focus as hiding them caused issues for screen readers.
  • Added tooltips for the join/leave coop empire button in the MP lobby when you can't click it.
  • Added a tooltip for the coop checkbox in the MP lobby when you can't change it due to being ready.
  • Use different titles for the multiplayer and coop game browsers.
  • The multiplayer game browser now has a column that shows whether a game allows coop.
  • Fixed an issue where the active agendas list would sometimes duplicate elements
  • Added a new version of the main coop presence view to the topbar for resolutions with width >= 1600
  • Auto-confirm disbanding a coop group in the MP lobby if all other players leave the group.
  • Modifiers that affect leader experience gain will now be indented under a "Experience Gain Rate:" header
  • Added confirmation prompt when selecting a country during hotjoining
  • Lysator Syng's hire tooltip now shows that hiring him will give you 3 pirate ships as well.
  • Show decimals for power projection breakdown in naval cap tooltip

Modding

  • Added set_random_$CLASS$_background_effect script effects, to assign a random background class to a leader. $CLASS$ can be replaced with admiral, general, governor, or scientist.
  • Added support for custom_tooltip_with_modifiers for council positions.
  • Updated documentation for council positions to include new script support. See 01_test_councilor.txt for an example of a council position not linked to civics.
  • Added script effect "unlock_council_selection = yes" to force validation of council positions and allow the player to reselect their council positions.
  • Fixed the ethics OverLappingElementsBox not reloading properly
  • Fixed the spacing parameter not working for vertical OverlappingElementBoxTypes
  • Added new "empire_size_add" modifier, which flatly increases or decreases the Empire size.
  • Council position unlock screen will now show council positions which are available by scope check but don't require any civics
  • Added console command "debug_trait_weights", which enables logging of some of the trait random roll weights.
  • Added military_power_multiplier to weapon components, which allows manual adjustment of combat power assessment for intangibles that are otherwise difficult to automate.
  • Use 2 decimals for army upkeep in army view

Leaders, Level Caps, and Balance​

There’s been a lot of discussion about the Leader Caps that were reintroduced with the 3.8 update. We feel that they are a necessary piece of the balance puzzle, as leaders are generally far more powerful than they were before, and we explicitly wanted empires to have fewer, more important leaders.

The leaders you recruit are intended to be seen as exceptional individuals within your empire, and the planets and fleets that do not possess an Admiral or Governor were not intended to be “unled” - but the rank and file administrators that led them were not as important as the ones represented by visible, portraited characters.

I agree with the comments that it’s unsatisfying to have empty space where there should be some representation of non-exceptional leaders. We’re still exploring solutions to this, whether it be envoy-style “level 0 leaders”, class-specific leader limits, authority based institutions being present in areas without exceptional leaders, a different system altogether, or a combination of some or all of the above. (Not so secretly, I’m also interested in exploring the idea of upgrading Envoys into full leaders at some point in the future, so adjustments will have to be made to the system regardless. Currently I lean towards a combination of some of the above, but some of the changes I want to make are bigger than fit into post-release support.)


Renaming the Syndication Agency Officer to the Crime Minister.

You’ll also be able to rename Council positions.

We also concur that the caps are a bit on the tight side. As noted in the patch notes, we’re making some changes to loosen them a bit, but we feel that we have to tread carefully for balance reasons. We’ve reduced the rate at which leaders reach -100% XP for being over cap, and added an XP scalar in Defines for easy modder access.

We’re also merging the “Leader of Opportunity” mechanic we discussed last week into the Eager leader trait - leaders with this trait will not count against the Leader Cap for their first few levels. We originally intended for Leader of Opportunity to be used exclusively with event leaders, but the discussions that followed showed that people were looking forward to seeing leaders with the effect in the Leader Pool, and we agreed that it would be interesting to see.

The Crime Minister has the Eagerness trait.

Traits are also now nouns to ease localization into gendered languages.

Regarding early game exploration - while we are happy with the exploration phase of the game being longer than before, it’s a bit slower than we’d like. We’re going to let military fleets with an assigned Admiral explore hyperlanes, which also has the benefit of resolving an edge case when you’re at war and have an enemy system hidden away in a nebula. They won’t be able to survey planets or explore wormholes like a crewed Science ship, but this should provide more freedom to find hyperlane choke points during your initial steps to the stars. The change which gave Admirals increased command limit as they gained levels has also been removed - as many of you have pointed out, it didn’t feel great to have your fleets split on leader death.

We need a Science Ship with a Scientist or a Military Fleet led by an Admiral to explore a system we have no intel on.

In the longer term, we’re considering giving Generals more “things to do” - as some of you have pointed out, it could be interesting to let a General step in when newly conquered planets need to be pacified, perhaps acting as an interim martial law governor for freshly “liberated” sectors. #nopromises

We’re generally happy with how Gestalt Nodes have worked out - they have several major advantages over regular Empires due to these immortal specialist nodes, but also some differences that become more pronounced as the game goes on. In a future release (likely 3.9), we’re considering allowing them to “cull” a node and grow a new one as an agenda, as some Council traits are valuable in the first parts of the game but far less useful later on.

A great many leader traits have had a balance pass, described in the patch notes above. As the systems evolve, expect more motion there. We expect that we’ll be making further adjustments and improvements to all of these systems in upcoming Custodian updates.

Prioritization of Bugs and Balance​

Naturally, there must be some prioritization done when it comes to bugs and balance. At the top of the pile are things that prevent you from playing - crashes, out of syncs, and the like.

Issues that involved displayed text are often high priority as well - as Stellaris is available in ten different languages and translators need time to do their jobs, we have limited windows in which to make any changes that require localization. 3.8.1 and 3.8.3, for instance, are localized releases, while 3.8.2 and the future 3.8.4 are not. Sometimes we’ll plan ahead and slip some “emergency loc” into a localized release even if we haven’t had a chance to actually address the bug itself, but that’s relatively rare.

Bugs deemed Exploits are usually rated very low in our general triage - if an AI is unlikely to abuse a bug against you, but you can choose to use it or not, it tends to be lower priority than things that are more disruptive to general gameplay.

Script Improvements for Councilors​

Some improvements to the scriptability of council positions we were working have also been added into 3.8.3.

Firstly, we've added the Reorganize Council agenda which will allow empires to reselect their council positions without needing to reform the government.

Of more interest for modders, support for council positions made possible by non-civic sources, such as country flags, ascension perks and other such triggers have been improved.
We've attached the documentation below

# Councilor Documentation
#
# councilor_name_key = {
# possible = { } Country scope triggers to evaluate if the council position is allowed.
# leader_class = { } Which leader classes can have this council position. Currently only used for the Recruit new Leader buttons. Default = none.
# is_leader_possible = { } Leader scope triggers to evaluate if a leader can be assigned to this position.
# conditional_tooltip = "LOC_KEY" Custom tooltip text shown for the requirements of the council position.
# civic = civic_imperial_cult Civic that is required for this council position. Also used by UI. Default = none.
# custom_unlock_title = "LOC_KEY" Custom text shown instead of "UNLOCK_COUNCIL_POSITION_TOOLTIP for council positions without a civic"
# modifier = { } Country Modifier, that is multiplied by assigned Leader's level.
# custom_tooltip = "LOC_KEY" Custom tooltip text shown instead of the auto-generated modifier tooltip text of the council position.
# custom_tooltip_with_modifiers = "LOC_KEY" Custom tooltip text shown in addition to the auto-generated modifier tooltip text of the council position.
# icon = "GFX_icon_name" Icon used for the council position, if a civic is not specified.
# required = yes/no Is this position forced to be on the council. Default = no
# }

Script:
# councilor_expert_programmer = {
# leader_class = { scientist }
# possible = {
# has_country_flag = expert_programmer
# }
# is_leader_possible = {
# leader_class = scientist
# }
# modifier = {
# planet_researchers_physics_research_produces_add = 1
# }
# custom_tooltip_with_modifiers = "councilor_expert_programmer_modifiers"
# icon = "GFX_icon_councilor_research"
# custom_unlock_title = "councilor_expert_programmer_unlock_title"
# conditional_tooltip = "councilor_expert_programmer_conditional"
# }

Loc:
# councilor_expert_programmer: "Expert Programmer"
# councilor_expert_programmer_female: "$councilor_expert_programmer$"
# councilor_expert_programmer_desc: "An $TITLE$ is to thank for the new script support for Council Positions."
# councilor_expert_programmer_modifiers: "This is an example of a custom tooltip with modifiers for a Council Position."
# councilor_expert_programmer_conditional: "This is an example of a conditional tooltip for a Council Positon."
# councilor_expert_programmer_unlock_title: "§HCouncil Position from Console Commands§!"

Out of Syncs​

I mentioned this last week, but since we’re very interested in improving multiplayer stability… If you're running into frequent out of sync issues, you can help us out a lot by having the host add these startup parameters to their game:
-randomlog -randomlog_stack=5 -randomlog_frames=3

Then, if you run into an Out of Sync, please post in the Bug Report forum and give us the Host's OOS logs as well as at least one of the clients that the popup mentioned. (OOS logs can be found in Documents\Paradox Interactive\Stellaris\oos near your save games.) Any details you can provide about what you were doing at the time is also helpful.

This setting has some performance implications (which is why it's not on by default), but if you're running into OOSes reliably, it can really help us track them down.

3.8.3 resolves a number of Out of Sync issues, but ideally I’d like the 3.8.4 update to be in a state where we can remove the beta tag from the Cooperative game mode.

That's it for this week folks, see you next week!
 
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I Was trying to come off as professional buuuut to summarise.

We have limited time, limited resources and make calls all the time about where to spend it. I want everyone to have a good time when they boot up this game, it pays my bills sure but it also makes me happy.

It's unfortunate you feel that we aren't listening or doing anything. But..we are? It just takes time.

I could cuss a bit but I'm not sure we're technically allowed to swear on the forums.



Whatever it is when you hit default, I am completely blanking on what that is and don't have the HDD space to install and check Stellaris on my home PC :D
You want everyone to have a good time? Less than half a dozen scouts, 12-14 total leaders in a 1000 star galaxies, dozens of unmanned fleets and dozens of unmanned sectors.... beg to differ.

I'm just asking you to fix a problem you created. If you're not going to do that maybe just say it clearly so I give up trying to change your minds.

You sir... (directed to me) shall be forever resigned to 3.7.4... and that's final. I may accept it or I may move on, but we'd at least know where we stand.
 
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What I quoted is an empty statement, it has no substance, and is made for the purpose of sating me.

We care about 1000 star system players (when every decision they are making seems to contradict that), but we must be mindful of where we allocate resources (as in, we're not allocating resources to balance the leader cap in ratio to the 1000 star galaxy size)....

More concisely stated... Oh we care about you're happiness... we're just not allocating resources to make you happy. Was happy until the cap was introduced.

It sounds like something blizzard would say to defend gutting PVE from Overwatch 2.
I think you need to take a step back and reread some of what they are doing. We can use mods to remove the cap in the meantime. They aren't removing our galaxy sizes because they do want to support them... but have to prioritize what affects the most players and right now it seems smaller galaxies are easier for them to address pacing on. You seem to be misattributing your anger to folks here unnecessarily.
 
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Heavily dislike the list of changes (and what is not there as well). The overall picture i got from these changes is that a conclusive removal or proper way of increasing the leader cap is still not implemented. So the number of leaders we can get is still not that big, but on top of that most of the changes are just nerfs for most traits and leader-related traditions???

What devs intend to do to admirals is just upsetting, now they don't affect fleet size and most of their traits are less impactful. Like, if this was exchanged for being able to hire twice more of them, that would sorta be fine, but judging from other changes it's not the case, so now i have roughly the same amount of admirals, just less fun and excitement from having and developing them??? Thanks, Paradox.

Planetary/Sector governors really need MAJOR rework, because their state now is just abysmal. With leader cap being this tight you just can't use them at all, but having made one modded playthrough with cap not being an issue, they are still not fun, because then they are just too much micro and busywork that you don't care to do.

Generals are still rather useless and you can be fine having just ONE (no matter the size of the game).

And relation of Galaxy size to leader system is a whole different but very important topic that the devs apparently just won't address as it seems.

Overall all of this is just no fun, devs make us pay for making leaders interesting and then just don't give us a reasonable number of them to play with.

Also, Legendary and Renowned Paragons seem a little lazy and immersion breaking, the latter point is because they belong to species/empires and stories that just don't exist in the universe that you're playing and the former point is because yeah, premade guys are probably easier to make, but i would rather have some procedurally-generated leaders that appear naturally and give me emergent narrative than the always the same premade dudes, I only really liked Beholder.
 
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I think you need to take a step back and reread some of what they are doing. We can use mods to remove the cap in the meantime. They aren't removing our galaxy sizes because they do want to support them... but have to prioritize what affects the most players and right now it seems smaller galaxies are easier for them to address pacing on. You seem to be misattributing your anger to folks here unnecessarily.
You may be right. I was very excited about paragons initially. The cap was devastating to how I enjoy and play the game. I got optimistic today would be the day that that would either be remedied or at last a commitment that it would be remedied would be articulated today. I think it's pretty clear, now, that that's not the case.

I tried.
 
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We've had very different experience of corporate environments if you think the paradox devs sound corporate. There wasn't a single mention of alignment, stakeholders, deliverables, prioritisation..etc
This is why we need to pass buzzword standardization
 
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The ship cost reduction traits are nerfed, and that's worse because... now players who want to exploit a discount stacking mechanic to the bitter end have to fish for leaders even harder in order to reach ludicrous discounts?

Yeah brother, cramping 5 governors with the same trait in a system in order to enjoy building "free ships" from a single shipyard is JUST intended gameplay. Not leaning on abusing play-style at all. Paradox fix plz.

Yeah, why not just make most reduction traits non stackable? We have quite a lot of those and at the same time the same trait on two different leaders also stacks. That's what leads to 90% fleet cost reduction. Reduce the number of such traits and make identical to not stack. The approach to just reduce the numbers does not sound like an optimal solution.
 
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The ship cost reduction traits are nerfed, and that's worse because... now players who want to exploit a discount stacking mechanic to the bitter end have to fish for leaders even harder in order to reach ludicrous discounts?

Yeah brother, cramping 5 governors with the same trait in a system in order to enjoy building "free ships" from a single shipyard is JUST intended gameplay. Not leaning on abusing play-style at all. Paradox fix plz.
No, it's worse because those who are fully committed to exploiting this mechanic (aka, just using it) now have a huge advantage over those that don't want to do that.

If I have a single Shipwright/Retired Naval Officer governor on my shipyard, a Military Pioneer on the council, the relevant tech, Supremacy, and the agenda, I would have formerly had -80%. My tryhard neighbor who stacked a second governor (or was genocidal) would have had -90%. 2x as many ships. I could match them by adding another -10%.

Now I have -65%. The Devouring Swarm still has -90% (3.5x as many ships), my tryhard neighbor has -85% (2.3x as many ships), though if he appoints another Strategist to the council, that also becomes -90% (3.5x).

The problem isn't that it's hard to "exploit" (using the traits as intended is enough to hit 90). The problem is that it's still trivial to reach -90% if you tailor your empire toward it with admiral positions (3 military pioneers, the tech, supremacy, and the agenda is -65% without a governor at all, -75% if you go up to Architect of War). But for everyone else, it's now extremely hard to compete without radically altering their empire or exploiting.

Having 3 admirals on the council instead of 1 isn't supposed to triple the number of ships you can build. Nor, presumably, would playing a DS/DE. But currently, it does.

If everyone runs up against the cap, everyone is equal. If the default is floating around -40% to -50%, then all other multipliers are doubled (or more) in actual effect on the number of ships you can build. Just Supremacy and the agenda puts you at -30%. There just shouldn't be this many stacking modifiers floating around. -90% ship build cost should not be a thing.
 
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I believe stacking ship build the cost reduction is less impactful in practice than predicted on the forum because of ship upkeep and naval capacity limit. It's still very powerful but going from -50% build cost to -75% is not going to mean twice as many ships.
 
Combat width is .... a EU4 thing, right? since when is it relevant to Stellaris?

"Leader traits that have base resource production now produce the market equivalent of 8 energy/month for tier 1 and 32 energy/month for tier 2."
Sounds interesting. So... Unity is now a market thingie? Or how do you math this out?


Frontier Spirit trait maximum effects changed to -10% Colony Ship Cost and +50% Colonization Speed and +1 starting pop for colonies.
Frontier Spirit maximum effects reduced to -10% Colony Ship Cost and +45% Colonization Speed.

ummm... sure... :D
 
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I believe stacking ship build the cost reduction is less impactful in practice than predicted on the forum because of ship upkeep and naval capacity limit. It's still very powerful but going from -50% build cost to -75% is not going to mean twice as many ships.
I'm basing this on my experience of doing the thing once, seeing that it made the game trivially easy, and deciding not to touch these traits at all thereafter. It's very, very impactful.

75% vs. 50% means you can build twice as many ships. Your standing navy may not quite be twice as big, but at I said in the original comment: that only matters if you don't fight. If you do, your opponents must match your attrition. If you have a large fleet engagement and both sides lose half their fleet, the ship cost reductions mean you can afford to keep doing it forever, while you opponent can't.
 
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I believe stacking ship build the cost reduction is less impactful in practice than predicted on the forum because of ship upkeep and naval capacity limit. It's still very powerful but going from -50% build cost to -75% is not going to mean twice as many ships.
You can throw up to 10 times as many fleets at them in different waves and completely ignore losses which return you under the cap, making it a temporary, calculable risk. With enough Shipyards you would never lose a defensive war.
 
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You may be right. I was very excited about paragons initially. The cap was devastating to how I enjoy and play the game. I got optimistic today would be the day that that would either be remedied or at last a commitment that it would be remedied would be articulated today. I think it's pretty clear, now, that that's not the case.

I tried.

In your defence and Abdul agrees in a previous post I can't quote right now (gin in one hand) - I think most people genuinely play on the biggest galaxy their PC can handle, at least going by the forum anyway. I think its natural that players would have an allure to the "biggest sandpit" they can play in, a lot of the time.

And I think we probably also all expected the galaxy size setting to % increase / decrease certain parts of the game but it obviously doesn't or isn't built to do.

I'm unsure of the "cuss" mention by Enfield, hopefully he just means being frustrated about certain things internally, than anything else. Maybe some guys / custodians are effected by things going on across Paradox, I hope not, we have a fine game and the contributions have largely been great the last 2 years which have been positive and I believe in them. Even if right now, a few things are not ideal.
 
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Some great changes here but I am concerned about the changes to the traditions that currently give +xp for specific leader types. -10% upkeep and -10% leader recruitment cost is vritually nothing! It amounts to a few hundred / thousand unity per game. For a tradition node that costs unity to unlock! It really makes it unattractive to take the entire tree which they are part of. How about just make them 10% xp and call it a day?

Of course there's other options too. You could try effective level +1 for those leaders, or a free leader slot for a specific leader type. Or perhaps +1 councillor skill for admiral/governor/scientist councillor type. But literally anything would be better than leader upkeep and cost which is to be honest not impactful except in the first 20 years of the game at most, and not at 10%!
 
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Didn't someone suggest elsewhere to turn Cost Reduction into Build Efficiency? +90% has a much smaller and scaleable impact than -90%.
Changing the way they stack to make every 10% change mean 10% more ships than the baseline would be an excellent solution. The problem is the way the function behaves as it approaches zero. Being able to deeply invest is a good thing. The last -10% having the same impact as the first -50% is the problem.

If there were a civic which just said "-50% ship build cost", with no other such effects in the game, people would rightly call that out as being broken. -10% taking you from -80 to -90 is exactly the same thing, but somehow it's not a big deal, apparently.
 
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Some great changes here but I am concerned about the changes to the traditions that currently give +xp for specific leader types. -10% upkeep and -10% leader recruitment cost is vritually nothing! It amounts to a few hundred / thousand unity per game. For a tradition node that costs unity to unlock! It really makes it unattractive to take the entire tree which they are part of. How about just make them 10% xp and call it a day?

This is true. Particularly as it's per leader cap. You're spending thousands of unity to save, at most, single digit unity per month. In the best case scenario it's going to be centuries to pay that back which is beyond the scope of regular games.
 
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I think your focusing on the word Optimal too much. Maybe I should have said "Default", Medium is our starting point or baseline.

I do care and we are very much invested in the popular setups being enjoyable. We just have to do so with an eye to where we place our efforts.
I've only ever played on 1000 star galaxies. Have I been doing it wrong and depriving myself of the "intended pacing?" I do get mental fatigue on the large galaxies with trying to manage 30+ planets and all.
 
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