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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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However we balance around the default Galaxy Gen settings. Most folks aren't running 1000 stars for their games.

I do not run 1000 Star Galaxies because i cant. If i Could, i would run 10.000

A 600 Star Galaxy with 12 AI feels more like a Boardgame than a 4X. Still Fun but not Epic. I would like the Feeling of reaching the Endgame without even thinking of really impacting all the galaxy. But I Understand that that is not a good way to spend workhours.

Still I Hope for Stelaris 2 (yeah yeah i know...but i can wait to 2031) epic scale is more on the cards. with 100 AIs it would not be so bad if 1/3 is a vassal of someone else and so on.
 
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Why not?

You're clearly not clearly happy being here, or where the game is going. If the game is going places that part ways with you, there's no reason to keep playing the modern form, or to stick around places where discussion is focused on current and future trends you won't be partaking in. Some people parted ways with the pop rework last year, and that's ok.

Unless, of course, you were being hyperbolic and the game doesn't actually put you off in its entirety, and these changes are not actually a deal breaker for you.

so the CK II/III players who never posted on this forum before can keep hyping this change, despite quite a few of them not even owning the game.

So you could spend your limited luxury-product money and recreation time playing and talking about something you find fun with people who share your views, obviously.

You have limited time in your life. Spending on something you claim to not like in its entirety seems like a waste. Hate-hobbies are a thing, but not a common or healthy thing.



Who are funnily also the ones to downvote folks here?

Are they? I wouldn't know. I can't say I've ever looked into people who downvote me and then checked their forum tags.
 
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Neither, exactly. This is actually a case of the designers doing the right thing, albeit with unfortunate side effects.

Specifically, admirals (like all leaders) are much scarcer now, because of the leader cap. So the idea was, instead of having two fleets with old-school meh admirals, you'd have one fleet with a new Paragons-style admiral. Obviously, that requires increasing the fleet cap... and it's a good goal to have! It sucks that now most fleets don't have real admirals!

Their mistake was not looking at the purpose of the feature and finding a new way to achieve it. Instead of making fleet sizes scale with leader level, they should have just increased them across the board (by probably 50-100%). So on day 1 you have a fleet cap of 30 or 40, when you research Destroyers your cap goes to 45 or 60, when you research the techs that currently give +20 fleet cap each, they instead gives +30 or +40... straightforward, logical, dead simple to implement, and preserves the reasons for both the fleet cap existing in the first place and increasing with 3.8!

The fleet cap exists in the first place because there used to be a harder leader limit than now, which they got rid of because it sucked. The fleet cap, combined with a poorly-documented DPS bonus that smaller fleets get against larger ones, and eventually the presence of titan auras, served as a balancing factor where a small empire could field a fully-staffed high-quality navy while a larger empire with enormous piles of mineral income - alloys didn't exist yet - would have a greater quantity of individually inferior ships (plus some fully-led ones; it was still better to go big in nearly all cases).

It is not, and never was, in any way related to doomstacks. Doomstacking was and is still trivial and completely unaffected by fleet cap; just assign all of your fleets to follow the slowest one (until they accidentally broke fleet following between systems in 3.8 and didn't even address it for a while, somehow). 10 fleets all following the slowest one is exactly equivalent in terms of strategic maneuvering and number of ships in the battle to stuffing all of those ships into a single 10-times-as-large fleet. In fact, all else being equal, smaller fleets are better because you can't retreat only part of a big fleet (e.g. pull your torpedo ships out after killing all their large vessels, or your battleships out if the enemy is torpedo-heavy) but you can if you put each type of ship into its own fleet. The ability to further specialize those fleets via admirals - at least, until you run out of leader capacity - is icing on the cake.

Thank you for the explanation. Your reasoning seems logic but does not shine a good light on the decision anyway.

They wont raise the ships per fleet limits as they intent to reduce the number of ships per fleets in the future to have less clipping, re-balance the combat, again and have the performance improve as less models need to rendered. At least that is what i remember hearing and reading from Eldarin.

I have it always with me in my signature how i would imagine a greater rework of the military systems so i try to keep it limited to admirals for the sake of the subject:
Admirals should be used like Generals or Admirals in HoI. They get assigned to a new higher Organisation unit that is a "Fleet" or "Armada" and the current Units we call Fleets should be assign to that Armada. Currently this would just serve as a stat applying organisation and based on the admirals level he can have X number of Units in them. If the admiral dies the Units over cap, would just drop out of that Armada or reassign to the next empty slot of another Armada. No splitting or other annoying stuff. It would be neat if each "Unit" has a generated commodore and when an Admiral dies one of the them, out of the Armada, gets automatically promoted. And you can choose their starting trait out of 3, just like you would buy a new Admiral.
With the planned reduction of fleets per ship this would make a fine basis to further enhance the military system.

I often forget the fleet size disparity modifier as it is as you described, not really impact full.
I also think that the disengagement of smaller fleets is also trivial as the disengagement is already handled for each ship automatically and yes you could micro this but overall its not really a meaningful or engaging mechanic to watch and press a button.

All after all i'm here to always remember everyone that Doomstacks are still in the game making, as you perfectly summarized, the Combat trivial and boring - Stellaris needs a better system to handle combat and warfare to fit the otherwise fun and engaging experience of managing your Star Empire.
 
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Why not?

You're clearly not clearly happy being here, or where the game is going. If the game is going places that part ways with you, there's no reason to keep playing the modern form, or to stick around places where discussion is focused on current and future trends you won't be partaking in. Some people parted ways with the pop rework last year, and that's ok.

Unless, of course, you were being hyperbolic and the game doesn't actually put you off in its entirety, and these changes are not actually a deal breaker for you.



So you could spend your limited luxury-product money and recreation time playing and talking about something you find fun with people who share your views, obviously.

You have limited time in your life. Spending on something you claim to not like in its entirety seems like a waste. Hate-hobbies are a thing, but not a common or healthy thing.
Or, I very much dislike the change and want it to be changed. You know, which is a completely legitimate stance to have. "Just give up, because you disagree with me." is a disingenuous approach to discussing things. The same could've been said about all the people who wanted Stellaris to be a carbon copy of their other favourite Paradox title since day one.

Then again, this is getting rapidly off topic and personal.
 
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-10% cost of Scientists/Admirals/Governors instead of +20% XP Gain?
Ouch, these perks are nefed to the ground! With the leader cap being as tight as it is, these perks are now among the worst of all and are largery inconsequential.
I think the idea was that these traditions all existed before Aptitude was added, and now they want Aptitude to be the main tradition that increases leader experience gain. It was a bit silly before that Discovery gave a bigger boost to leader experience than the tradition tree that was all about leaders.

With Aptitude being in the game, if you take it you still have more leader experience gain than you would have before 3.8, it's just not quite as strong as it was at release.
 
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Very cool changes. Glad to see that admirals can now explore and the other leader changes. I still think the leader cap is too tight, which is why I am using mods, but I am glad to hear more changes are planned in the future.
 
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Mainly related to the ending part of the Origin
Would you maybe give us some spoilers? :)

There are especially two things i really would like to know:
1) Is the Luminary unbound from it's home world (golden throne) if we take one of the ascension path endings?
2) Will the Luminary get a third destiny trait, tailored to the ascension path we took?
 
Thinking more about the biggest elephant in the room (that is, leaders and leader cap); I do wonder what would be the better course of action (the "eager" trait seems to me more like a temporal patch than a long-term solution, and yep, we are not going back to the old leader system either).

So, out of the options they are exploring:

- Leader cap scaling with map size is apparently way too complicated to implement from a programming point of view, so that's discarded I guess

- Institutions filling "void positions" (say, the Ministry of Defense being in charge of fleets without admirals) is an interesting thing. Perhaps having to choose between strong institutions (thus, small buffs to everything) VS strong leaders (big bonuses to the chosen few) might become a thing.

- Zero-level leaders are also interesting, for they fulfill the "horror vacuii" problem of unfulfilled positions and might present the player with interesting choices about which one of our faceless bureaucrats will be promoted to become an actual leader, allowed to level up beyond that point (and thus, use the leader cap), but I feel that it should be a bit more fleshed out and developed before being implemented (say, zero-level leaders having different traits or personalities, so you would want this particular admiral to become a "true leader", instead of the other one. The fewer non-decisions, the better, I say).

- Class-specific leader limits might be the most balanced approach, even if it is a bit tad "gamey". The good thing about it though, is that it would solve the problem of every empire having the same leader composition in the early game (read: go all in on scientists), which is something that might remain even with a zero-level leader system (but perhaps both can be combined?)
 
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And the people who maintained that position well beyond the point the devs made clear a different direction were well served by leaving long ago.
I don't feel like this is productive either.

I will continue to make my preferences known (though hopefully not just by repeating myself).

The devs have stated the direction they'd like to take the game in. But the implementation is full of exploits, perverse incentives, and other balance issues, and the direction itself is designed for the dev's playstyle (never hire more than 4 scientists scientists on ships throughout the entire game, don't expand past a few hyperlanes unless you're conquering, don't play late game, etc.) to the exclusion of others. So I think it needs some serious refinement.

"Stop posting the same hyperbolic complaints over and over" is fair. "Stop complaining and go away entirely, the game is no longer for you after years of playing and one bad change that's still receiving major revisions" is not. I haven't played a serious game since the patch dropped either; that doesn't mean I just want to completely stop playing.

This patch just addressed a major issue using Eager leaders (though they have weird corner cases and are by no means perfect). And the devs want us to enjoy the game, it's not like they want to lock people out; this was just one style of play getting a bunch of cool stuff that had unfortunate side effects for another.

We're slowly moving a bit closer to a happy medium and sanding off the rough edges.

Edit: to be clear, by "never hire more than 4 scientists", I meant "no more than 4 science ships". So 7 scientists (3 researchers, 4 on ships) in 3.7, if you count the head researchers, not 3 head researchers and 1 surveyor. In hindsight, that was not well phrased at all, if not outright misleading. In the current patch, that's only 4 scientists, though (unless the ruler is also a scientist). I was referring to this (a very helpful post, especially for seeing where the miscommunication was coming from). My point was (supposed to be) that the devs seem to be basing their caps on hiring, total, for the entire game, what I consider a barely acceptable amount to hire in the first 10 years.
 
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I don't feel like this is productive either.

I will continue to make my preferences known (though hopefully not just by repeating myself).

As you should, because you don't. You strive to do it in a healthy and productive way, without attacking posters who disagree with you as shills or insinuating malign motives on developers. In the days since the release, you separated your emotions from your analysis, took care to compose, and refined your points and the nature of counterpoints. You can make structured arguments on what you like and don't like, identify things you do and do not without claiming nothing of value, and most importantly have tried to shape discussion on ways that could plausibly move forwards without demanding a reversion of the entire premise.

Your arguments are better for it. The forum is better for it. Of all the people who really didn't like major parts of the change, I'd easily peg you as one of the best in form, and I say that as someone who regularly spars with you and respects you more for your ability to disagree and debate.

The devs have stated the direction they'd like to take the game in. But the implementation is full of exploits, perverse incentives, and other balance issues, and the direction itself is designed for the dev's playstyle (never hire more than 4 scientists throughout the entire game, don't expand past a few hyperlanes unless you're conquering, don't play late game, etc.) to the exclusion of others. So I think it needs some serious refinement.

And I agree. I think it misrepresents a bit ('never hire more than 4 scientists throughout a game'), but a key point is refinement, not tossing the principle out. You can (and have) made good cases on why the total-shared cap limit is rough, that the map baseline isn't enough, and more. These are good arguments. I encourage them, even when I disagree, and when I disagree it's as often in ways that will make you seem even more reasonable even if you 'lose', and thus make you more likely to win the overall goal (refining). When you step back from rhetorical overreach, you make better arguments.


These are not the arguments Marauder makes.

"Stop posting the same hyperbolic complaints over and over" is fair. "Stop complaining and go away entirely, the game is no longer for you after years of playing and one bad change that's still receiving major revisions" is not.

I disagree in the sense that the later is appropriate when the former is true. If one is going to post the same hyperbolic complaints over and over, they really shouldn't stay, no matter how many years they have.

It is 26 May. Paragons released on 9 May. It has not only been a bit over 2 weeks, and we've received our authoritative response in which developers have indicated which areas are subject to refinement, and which directions are not going to be reversed. Hyperbolic complaints either worked- in which case there is no need and this is the point for composed argument on 'how'- or they did not work- in which case there is no need, and they get in the way of those trying to work on the 'how.'

This is the point where toxicity separates from rhetorical tools.
 
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Would you maybe give us some spoilers? :)

There are especially two things i really would like to know:
1) Is the Luminary unbound from it's home world (golden throne) if we take one of the ascension path endings?
2) Will the Luminary get a third destiny trait, tailored to the ascension path we took?
1. There are other options, based on ascension 2. yes. Although the whole ending-chain was changed a bit
 
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I'm not a fan of the leader system as it currently functions. You want them to be special, but at the same time you kinda make us want to use them everywhere. It would make more sense to me to give us a limited number of leader slots in our councils and then apply all their bonuses to all relevant places in the empire.

Hell, let's say your empire has 1000 worlds. Lets say 20 sectors. How can you possibly work out where to assign your leaders for the best bonuses? It's a bit much dont you think? I think that having special leaders is fine. But you need to stop trying to make us micro manage them.
 
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I think my biggest issue is with the -100% EXP penalty you get for going a handful over the cap on leaders. I can go 1000 ships over my Fleet limit and what... pay some energy? I can go 20 over my Starbase limit and pay what? a little energy? But heavens forbid I go 7 over my leader limit and my ENTIRE Civilizations Leadership is crippled to -100% EXP?!

That would be like being 300 over my fleet limit and my entire Fleet of ships having a -100% damage penalty.

Why do Fleet and Starbase penalties feel like a slap on the wrist and are easily ignored by players, but Leader cap gets a Crippling Penalty?
 
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I think the idea was that these traditions all existed before Aptitude was added, and now they want Aptitude to be the main tradition that increases leader experience gain. It was a bit silly before that Discovery gave a bigger boost to leader experience than the tradition tree that was all about leaders.

With Aptitude being in the game, if you take it you still have more leader experience gain than you would have before 3.8, it's just not quite as strong as it was at release.
Well yeah, but the cost reduction also affects the leaders, you know? By that logic, it should also have been moved to Aptitude, and these perks replaced with something else.

As it stands, these perks are essentially placeholers. -10% leader cost when you only have 6-8 of them is literally nothing. It saves you like, what, 1-2 unity early game? Even when your leaders gain levels, the entire bonus of all these perks combined will be comparable to production of like one building (with all the boni). That makes them literally the weakest perks of them ALL.
 
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If Leader Cap followed the same logic as other soft caps, it would only apply increasing Unity Upkeep costs to leaders. Maybe even increase recruitment costs too.
I would like to know why the designers didn't want that, it was certainly considered at some point, it is an obvious route.
 
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I haven't played as much lately (Against the Storm instead), but from the games I have started (technically Won - no more AI empires, but I didn't wait for the Crisis) Stellaris doesn't actually feel playable, at least to me at the moment.

Here are my thoughts if anyone is interested:

Vassal diplomatic acceptance still making the AI act idiotically and begging to be subjects is my main pain-point, it ruins many games from both a balance and roleplay perspective. So most of my frustration isn't from the recent leader changes, but lingering from overlord:

Council and new positions - Amazing
Agendas - powerful and thematic
Leader traits - needs balancing work
Leader cap - needs a lot of work

Scaling caps aren't just about balancing map settings, that should be a side effect of making sure that mechanics work for both small and large empires, map settings just change how many empires and how big the biggest empire can get on each map. So I found almost all the Developer comments in this thread somewhat disconcerting.

Things that Scale with your empire (which in turn scales with galaxy size):
Titan cap, Starbase Cap, Empire size, Tech Tradition and Planetary Ascension costs, stockpiles, Naval Cap, Empire population etc.

Not scaling with empire size (or modified with galaxy settings):
Habitats and Unique systems (like trappist) do not scale with habitable planet settings (so there's always lots of colonies no matter what)
Juggernauts and Colossi do not scale with Naval Cap (not that Juggernauts are fun to use)
Minor Artifact stockpiles (for some reason)
Megastructures limits (hard caps)
And now Leaders not scaling in any way

I like playing small empires and maps, but all the things that do not scale with your empire and cannot be changed in the galaxy settings annoy me. Leader caps I like in theory and was happy to see being added, but after experiencing it I would like caps per leader type. Starting caps based on civics and traditions with scaling leader costs and caps based on relevant numbers e.g.

From buildings:
+1 Governor leader per x tier 2 capitals
Aim for a specific fraction of your empire to have governors
+1 General cap from military academy
So you can imagine where your leaders are being trained

Or using existing numbers like owned systems, empire size or naval cap
+1 Admiral leader per x naval cap, similar to titan cap (1 per 200)
Aim for late game multi-titan fleets to all have admirals

Or using planetary designations and ascensions
+1 Scientist leader per x research world designations (effect scales with planetary ascension tier)
Aim for a fraction of your research worlds to be able to have a leader assisting research

Or from jobs:
+1 Leader cap per x ruler jobs
Aim for leader cap to increase gradually with sources of ruler jobs (upgrading planet capitals, buildings unlocked by techs, merchants unlocked with traditions)

And I do hope we eventually have Spies+Envoys as full leaders... once the leader system has been improved so that players feel happy hiring all leader types

Oh and for Eager.
I think it would be intersting if the negative leader traits like Stubborn gave slightly increased leader capacity so it didn't feel terrible to have them.
Also a trait upgrade that converts the eager trait to -90% xp gain and +0.9 leader capacity may be interesting, otherwise the Agenda giving +1 level and +XP on completion will make me want to fire old leaders once eager stopped being useful... which feels wrong.)
So, while I have only had a few test games since the DLC dropped (stopping after hitting lots of old and still unfixed bugs, as well as massively unbalanced new stuff like the leader traits and -90% ship costs), all my games have been on the smallest maps and yet... I still was feeling constantly and overwhelmingly constrained by the leader cap and XP penalty. It dominated my thoughts at all points in the games, even if the actual impact of having extra leaders would have been relatively small.

Picking the XP penalty that I was comfortable with enduring was like deciding what percentage of my fingers I want to have splinters under the nail in return for money. (Money=having more leaders available to do stuff). I'm hoping that Stellaris feels a little less horrible after the next patch, but I expect it'll take a good few patches... maybe a few years before it's amazing. Will have to see how annoying hiring and firing eager leaders will be... I expect it to be frustrating but I hope for the best.
 
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The only change I don't like is the removal of Leader-type XP bonuses for certain traditions, especially with Discovery inexplicably keeping its all-purpose Leader XP bonus for some reason.
 
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If Leader Cap followed the same logic as other soft caps, it would apply increasing Unity Upkeep costs to leaders. Maybe even increase recruitment costs too.
I would like to know why the designers didn't want that, it was certainly considered at some point, it is an obvious route.
It does do that. It's not a hard cap.
 
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