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Stellaris Dev Diary #303 - Stellaris with a Twist Community Event!

Hello everyone!

Now that the 3.8.3 patch has been released, and it seems so far that multiplayer and co-op stability is in a pretty good state. We’re continuing work on a 3.8.4 release planned for a few weeks from now, to get some more fixes in before summer hits.

A few highlights include changes relating to ground combat collateral damage and bombardment (specifically Raiding Bombardment).

We’re reducing the amount of collateral damage ground units deal, as many invasions were destroying the colonies before the battle completed.

The base rate at which Raiding bombardment steals pops will be dramatically reduced. Each army present on a planet will also protect 3 pops from being vulnerable to Raiding bombardment. (Raiding bombardment is always unable to steal the last pop of a colony, so on a colony with three defending armies the last ten pops would be safe from raiding.)

Since next week is another short week in Sweden, our next dev diary will be on June 15th, though I may drop a little update with some more of the confirmed fixes planned for 3.8.4.

Now I’ll pass it over to @MordredViking for some information on the community event that’s starting.

Stellaris with a Twist​


Hello! I’m Mordred Viking, the Community Manager for Stellaris!

To celebrate Stellaris’ 7th anniversary, we’re running our Stellaris with a Twist event! Two of our favorite content creators will explore a galaxy, with objectives suggested by, and voted on, by you, the Community. These streams will run for the first three Wednesdays in June (June 7th, 14th and 21st), at 1500 CEST (UTC+1). Want more details on this event, and how you can get involved? Check out this forum post!

Each player will have a personal goal to achieve, plus they will have a joint goal. All the Content Creator goals will be crowdsourced from the Community. Goal suggestions are currently open, so you can leave your suggestions here. Be sure to watch our social media channels (or join us on discord!), because voting will start on Friday and be active all weekend. On Monday we will announce the goals for the first stream on Wednesday, June 7th!

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Subscribe to Ep3o and Follow AlphaYangDelete!​

That's it for this week, folks! See you again on June 15th (or sooner)!
 
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For me the Raiding Bombardment should be a special type of bombardment available after winning a ground battle on that planet. It doesn't make sense for people to be kidnapped without defending themselves. The Assyrian civilization comes to mind as they conquered and resettled the conquered but always defeated them first.
 
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I'd like to see further improvements to the lag in the leader selection screen. It turns my FPS to single digits anytime I navigate it, even after the supposed improvements to it in the last patch.
 
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A little off here but, could we give more origins choice for machine empires? Life-seeded? Why machines cant start in paradise... post-apocalyptic? Like the only creation that survives nuclear war? Ocean-paradise? Robots cant exist underwater? Subterranean? No underground robots? :C
 
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Midgame command limit ideas:

- The first Titan in each fleet expands your command limit instead of costing any. It becomes the fleet's Flagship.

- [Leader] Memorial Fleet -- Rokregnir's Rascals, Blorp's Blades, etc. -- randomly dedicated on death of a leader with a war association (Military History expertise, being an Admiral or General, etc.) -- and memorial fleets get extra capacity.

- Armada designation for Admiral level 4+: allows you to combine three fleets into a triangular formation which travel together like that (limiting speed as if a single fleet); but for combat engagement and reinforcement, they each count as a separate fleet.
 
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or have flagship command ships for fleets = consider them as carrier ships from cruiser level with perhaps a module that adds fleet command capacity and have more defensive slots than the base version of cruiser/bs/titan and these are tanky fleet co-ordination ships which house the admiral in a fleet and would naturally be a ranged support ship with hangars and larger weapons
 
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Might be more than a 3.8.4 patch request, but how about having fleets that aren't under Admiral control get a chance at becoming pirates? Might be a fun switcheroo.

Still think all leaders should begin at level 0 starters that don't advance to level 1 (and traits etc.) without having either a school of some sort for their type (i.e. send them to a planet for a year to get taught) or leading a ship/army/government/envoys/science ship on a winning project/battle. They get a enough experience and you can spend something to get them to level 1 where they get traits.

This way, if you want to buy enough schools, you can get more leaders and get them cheaper, but you have to buy to win as always. Possibly make level 1 schools generic for all, make level 2+ schools get them to level 2 but only work for one type of school. (And super schools would want better places to be) Spend a year on each level as you teach your leaders how to be better. Schools would reduce leadership cap, but be expensive to run.

Also Leaders in Factions would provide points to that faction (pop levels) equal to their level, unhappy factions would provide chances at negative traits (and or pirate fleets/rebellions on the leaders home world) Successful rebellions start with a chance at taking the leaders as its new government.

Yes, again I know it won't happen in 3.8.4, but we I can dream right?
 
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Will the single-planet governor micromanagement be addressed in the patch? Just tone down the governor traits a little and make them sector-wide again please.

The exploit of jumping your starting admiral around to scout with all three starting corvettes also needs fixing. Please try to avoid having so many of these exploits which reward constant micromanagement. Turning edicts on and off at month change to avoid paying upkeep for them is another one.
That feels more like players punishing themselves more than it being a dangerous exploit.
 
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That feels more like players punishing themselves more than it being a dangerous exploit.
Veteran Stellaris players love to punish themselves. It is what we do.

Thus my starting admiral now has an expected lifespan of about 2 years, as she is constantly heading into uncharted territory in all directions.

Early scouting is far too important to neglect. Cheap corvettes in all directions is a tool one cannot ignore.
 
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My two usual requests:

1. Base template for Fallen Empires' slaves, so we can remove the nerve-stapling without the Genetic Ascension perk
2. Nuclear War should be an event chain, instead of the RNG just going "Oop, everyone's dead now" without warning. At least some warning of rising tensions. Really, almost anything would be better.
 
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I'd like to see further improvements to the lag in the leader selection screen. It turns my FPS to single digits anytime I navigate it, even after the supposed improvements to it in the last patch.
Yeah, I'm not really sure the reason for adding that in the first place. Leaders being separated into 4 different screens was never a problem in the past and even after the patch, I always use the tab of the leader I'm looking for, never once used the combined screen, but it always defaults to that when you go to check on leaders and usually seems to give a brief pause when it does.
 
Some observations about the patch for first contact. Hopefully it's not too late to still mention things from that in these discussions.
First, I got the avert nuclear war event finally. Worked like a charm, thank you very much for adding that. Also on the plus side, I don't seem to be getting the killer asteroid event every game, again thanks for tweaking that. BUT, there's always a but, every single time I build an observation post, I get the rogue scientist event. Every. Single. Time. This event chain does two things, it very quickly advances the level of the ftl species and greatly increases their awareness. Prior to that patch, the event was rare enough that it added some nice flavor, but every time is not flavor it's just repetition. It's only been 5 times in 5 games so maybe it's just been unlucky RNG. Has anybody else noticed this event firing that often?
 
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This change makes Nihilistic Acquisition and Barb Despoilers flat out garbage. Planets already surrender to you and would give you their ENTIRE POPULATION if you bombard all their armies to death, now you have made it so anyone who wastes their AP on NA will have to bombard the planet for years (hours IRL late game thanks to lag) and THEN have to bombard more with NA for another year or more in game to actually start abducting pops

I get why the change was made, but this completely destroys the perk. How is this a "raiding stance" when you have to hover over a planet for years to abduct anyone?? The whole point of the perk should be doing a quick fly by and stealing some stuff and leaving

Even on a tiny fringe planet the default armies spawned will make it so you can't even abduct anyone.

This perk is competing for a perk slot with Ecumenpolis and dyson spheres and things that give major permanent benefits just by picking them. Meanwhile you have this perk which takes an absolutely staggering amount of work to get even a tiny amount of return for investment on, and which is just objectively inferior to building armies and taking the planet or even just bombarding the armies to death now
 
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Command limits were introduced to stop death stacks.

I personally loved the command limit going up with admiral levels, because it made your main fleets that had admirals seem like flagship fleets, while the generic fleets that didn't have a leader were more like support fleets that followed your Primarch like Admirals

The system needed tweaking rather than deleting imo, and just making ALL fleets have more command limit isn't the answer either. I feel like the most obvious solution is to just make it so one Admiral can apply their bonuses to more than one fleet based on Admiral level, and have those fleets automatically move together as a pack. Basically a pseudo death stack but one with more thought and planning put into it
 
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Command limits were introduced to stop death stacks.

I personally loved the command limit going up with admiral levels, because it made your main fleets that had admirals seem like flagship fleets, while the generic fleets that didn't have a leader were more like support fleets that followed your Primarch like Admirals

The system needed tweaking rather than deleting imo, and just making ALL fleets have more command limit isn't the answer either. I feel like the most obvious solution is to just make it so one Admiral can apply their bonuses to more than one fleet based on Admiral level, and have those fleets automatically move together as a pack. Basically a pseudo death stack but one with more thought and planning put into it
Maybe there could be debuff applied to fleet power when without a admiral, that increases with the number of vessels. Instead of a strict limit a soft limit, that it solves by better admirals ?
 
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Each army present on a planet will also protect 3 pops from being vulnerable to Raiding bombardment. (Raiding bombardment is always unable to steal the last pop of a colony, so on a colony with three defending armies the last ten pops would be safe from raiding.)

So I take this take in account the marauders raid or they will bypass it?
 
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