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Stellaris Dev Diary #33 - The Maiden Voyage

Hi everyone!

Well folks, here we are again, one week later… The development team has mostly weathered the release jitters and nerves are starting to calm down. The ship we worked so hard on for the last three years has been successfully launched and is currently on its maiden voyage. The crew seems mostly happy but some of the inspectors have raised concerns about mid-ship structural issues. As chief architect, I am not entirely surprised, but the reports will allow us to commence upgrades as soon as HMS Stellaris returns from its round-trip to Alpha Centauri. Alright, enough with the metaphor, let’s talk about our future plans for Stellaris!

First off, for those of you who are unfamiliar with our post-release policies, we will release a lot of expansions over the coming years. Each expansion will be accompanied by a major update (for Stellaris, these free updates will be named after famous science fiction authors) containing a whole bunch of completely free upgrades and improvements to the game in addition to regular bug fixes. As long as enough players keep buying paid content for the game, we promise to keep improving the game for everyone, almost like an MMO.

Now, before we begin the expansion cycle in earnest, we will spend the rest of May and June only focusing on bug fixes and free upgrades to the game. We carefully listen to all your feedback, which has already made us alter our priorities a bit. As a veteran designer of our complex historical games, I was anticipating a fair amount of criticism regarding the mid-game in Stellaris compared to that of our historical games, but I was more concerned with the depth of the economy than the relative lack of diplomatic options, for example. I also find much of the feedback on the Sector system interesting; the GUI and AI concerns will receive the highest priority. One area I was not at all surprised to get flak for is the lack of mid-game scripted content, however. We simply took too long getting all the early and late game stuff in, and neglected a whole category of events called “colony events”, which were supposed to be the bread and butter of the mid-game for the Science Ships.

We’ve been digesting and discussing your feedback and how to best go about improving the mid-game to make it more dynamic, both in the short and long run. Let’s start with our short term plans. When the game was released, we had already proceeded to fix a lot of issues. Together with some other pressing issues that have been reported, the plan is to release the 1.1 update - “Clarke” - near the end of May. We will try to cram as much as we can into this update, but the more fundamental stuff will have to wait until the next update (“Asimov”), which is scheduled for the end of June. The “Clarke” patch will mainly be a bug fix and GUI improvement update. Here are some of the highlights:

"CLARKE" HIGHLIGHTS
  • Fixes to the Ethic Divergence and Convergence issues. Currently, Pops tend to get more and more neutral (they lose Ethics, but rarely gain new ones.)
  • The End of Combat Summary. This screen looks bad and also doesn’t tell you what you need to know in order to revise your ship designs, etc.
  • Sector Management GUI: There are many issues with this, and we will try to get most of them fixed.
  • Diplomacy GUI issues. This includes the Diplomatic Pop-Ups when other empires contact you, but also more and better looking Notifications, and more informative tooltips on wars, etc.
  • AI improvements: Notably the Sector AI, but also plenty of other things. This kind of work is never "finished"...
  • Myriads of bug fixes and smaller GUI improvements.
  • Late game crises bugs. There were some nasty bugs in there, blocking certain subplots and various surprising developments.
  • EDIT: Remaining Performance Issues. We know about them; they might even be hotfixed before Clarke.
  • EDIT: Corvettes are too good.

Stellaris_new_Diplo_Notification_Mockup.png

New Diplomatic Notification. This is a mock-up, not an actual screenshot!

Stellaris_End_of_Combat_Mockup.png

New Fleet Combat Summary. This is a mock-up, not an actual screenshot!


After that, we’re moving on to the “Asimov” update, and this is when we can start making some major gameplay improvements to especially the mid-game. As you might have guessed, we plan to add some new diplomatic actions and treaties. Another thing that struck me during our discussions is that the normal lack of access to the space of other empires makes the game feel more constricted than intended. It limits your options since you can’t really interact much with the galaxy beyond the borders of your empire, and you only tend to concern yourself with your direct neighbors. This is bad for your Science Ships too, of course, since they might not be able to finish some of the grander “quests”. Compare the situation with Europa Universalis, where you usually have access to the oceans and can thus reach most of the world, or Crusader Kings, where you can even move through neutral territory with your armies. We also intend to add as much mid-game scripted content as we can. Thus, this is currently the plan for “Asimov”, but it’s not set in stone yet, so please bear with us if something gets pushed or altered:

"ASIMOV" HIGHLIGHTS (NOT SET IN STONE!)
  • Border Access Revision: Borders are now open to your ships by default, although empires can choose to Close their borders for another empire (lowering your relations, of course.)
  • Tributaries: New diplomatic status and corresponding war goals.
  • Joint Declarations of War: You can ask other empires to join you for a temporary alliance in a war against a specific target.
  • Defensive Pacts.
  • Harder to form and maintain proper Alliances.
  • More war goals: Humiliate, Open Borders, Make Tributary, etc.
  • Emancipation Faction. We had to cut this one at the last minute. Needs redesign.
  • Diplomatic Map Mode. Much requested!
  • Diplomatic Incidents: This is a whole class of new scripted events that causes more interaction with the other empires.
Past “Asimov”, I can’t give you any kind of specifics yet, but I am currently leaning towards honing in on the following general areas for the “Heinlein” update (these are not promises!):

CURRENT "HEINLEIN" INTENTIONS
  • Sector and Faction Politics: We are working on a design for this. I always wanted to make Factions more closely tied to Sectors, for example...
  • Federation and Alliance Politics: As a player, you need more ways of interacting with the other members, push your will through, and get elected, etc.
  • Giving Directions to Allies and Subject States.
  • Strategic Resource Overhaul: You should need these and search for them far and wide. They should be extremely important.
  • Battleship Class Weapons. Some Battleship front sections will be repurposed for an XL size weapon slot. There are currently four ship sizes but only three sizes to weapons, creating an imbalance. Also, Battleships should have fewer small weapon slots and have to rely on screens of smaller ships.
  • Fleet Combat Mechanics: Formations and/or more complex ship behavior is needed.
  • Mid-game scripted content: Guarded “treasures”, mid-game crises, colony events, etc.
  • Living Solar Systems: Little civilian ships moving around, etc.
Again, remember that we need to be somewhat flexible when things don't work out or when something else takes priority, so please take these later plans with a large grain of salt. As always, we also listen keenly to your feedback, so keep it coming!

Now, I am sure you are full of questions about the details, but hold your horses; it will all be explained in the coming dev diaries!
 
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You know in the 4x genre tall are suppose to have a science advantage while wide gains a military one right? The issue I'm trying to bring forward are the abysmal VC and poor diplo which make Tall a non-viable option (if you play to win, at least).
Honestly, I wish they hadn't included "win" conditions. I'm pretty sure this is the first non-HoI game to have them, and it doesn't really make sense for them to exist.
 
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Any plans for Achivments?

EuIV have far better achivment than any other game (on of few games were they actualyl are of interest), but Stellaris is ver lacking in that department.

Finished my first game and have 15/23 already .Would have more but only one end-game "dissaster" spawned and the achivments:
Build a Robot pop
Have 5000 EC stored
didn't fire.
(Never tried Terraforming/Federations/Vassalisations).

Grand Admiral might be a bit tricky (have to find some very large battles).

You don't even get an achivments for the different vicotry conditions (or winning at all for what that matters).
 
Federation and Alliance Politics: As a player, you need more ways of interacting with the other members, push your will through, and get elected, etc.

May I make a suggestion? Please consider the possibility of adding some way to influence the current federation president to declare war on someone you want to have a war with, as well as the ability to influence its wargoals. One of the most annoying things of being a federation member is that you have absolutely no control over war declarations. So adding internal politics for federations - and not only to force a war, but to impose your will on all aspects of the federation, whether you are president or not - will add a lot of much needed depth to the mid and late game.
 
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I can't believe how patient the folks at Paradox are with the attitudes of some of these people. Awesome game. Doesn't seem entirely complete when compared with some of your other releases, but it's damned pretty by comparison, I'll give you that. I'm happy you chose to release it when you did. The fact that you plan to continue to update/patch it pretty much makes missing features a moot point.

I'm glad you're addressing the issues with borders soon, though. That probably drove me insane more than anything else. I typically go for wormhole technology, but even with the ability to jump clear across empires, you still feel completely boxed in by even mid game. Unless I'm missing some function or feature, it's maddening not having any way to determine what your neighbor's fleet or planets are composed of prior to declaring war (if they refuse any type of open border), especially when your game has no espionage features to speak of. Still, I would recommend that you tie initial open/closed borders to the ethos of the empire. It wouldn't make sense for fanatical purifiers or isolationists to initially have open borders with everyone.
 
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Only major issue I don't see addressed is the FTL balance. Per my thread here the community overwhelmingly agrees that wormholes are overpowered and that warp needs a serious buff. Would like to hear Paradox's thoughts on this.
 
  • Border Access Revision: Borders are now open to your ships by default, although empires can choose to Close their borders for another empire (lowering your relations, of course.)

About this: The main reason why people don't want to give access is presumerably so they can't be scouted, right?
Perhaps an option for "no scanners" so nations can force you to turn off any method of recording data, so you can't survey, look at planets, fleet sizes, etc.
 
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Hey I wanted to say thanks for makings such a great game! Unlike most game developers I've noticed you guys keep in touch with us with all your update ideas and listen to all our feed back. That is great keep up the great work. To be honest I never heard of Paradox until 2 months ago when I saw the Stellaris trailer and said I have to get this!! The game totally lived up to my hype 10/10!! Also I will be pre ordering Hearts of Iron IV because I know it will be great like Stellaris. Once again thanks for this great product and making space great again!
 
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I love this, addresses every complaint I've had and so much more!

Thank you based Paradox.

The game is amazing and a very good base, and I'm enjoying it more than just about anything else I could be playing, but with these patches and accompanying DLCs it's going to be so ahead of the curve it's not even funny.
 
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Please Please Please... provide a UI option to track and read old in game msgs/alerts... it is crazy not to be able to review old information
 
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Honestly, I wish they hadn't included "win" conditions. I'm pretty sure this is the first non-HoI game to have them, and it doesn't really make sense for them to exist.

Completely disagree. Designing games with no victory conditions make zero sense to me. I'm not into the whole "set your own" thing. If ceases to become a game and is then more an activity.
 
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Don't get me wrong, I love this game, but it feels like this game was rushed through the last few months of development. Possibly because HOI4 got delayed last year and the company needed the income. Either way i'm really looking forward to the coming months/years of development
 
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@Doomdark don't forget trade! Economics is still lack of depth, just placing buildings and mining stations ain't fun! I need trade routes!
 
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Paradox is the kind of studio I trust completely to make this game one of the finest ever.

I hope that you ensure in the future that the one-sector strategy discovered by Arumba is nerfed. That is clearly not what you want, and it's just... weird. Perhaps if a governor feels like she's very powerful, she gains the "Ambitious" trait and may threaten the stability of your empire.
 
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I'm glad to see Paradox changing their plans to meet the requests of the community.

However, it would be better to have a wider range of Graphic options. This would help optimisation issues for large games or those on older rigs (like myself).
Some of the earlier posts such as having an option for "Dust" being on/off would be useful.

Another would be to set whether Solar System animations (ie Sun flairs/planet rotation) are Off/Low/High



Simply adding option to have certain affects (like the above) hopefully won't take much time and would ease the demand on CPU/GPU/RAM before the game is fully optermised.
 
I really think the bugs present need to be worked out, but overall the game is great but lacks continent. The systems are there but after your empire blobs up the game snowballs. Also more diplomatic options are needed ASAP rocky.
 
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I would really like a better way to gauge enemy strength. Possibly via a new type of scout vessel that merely observes and is cloaked but if detected it is destroyed and relations are lowered. Maybe it could even be a tech upgrade for the science ship. Basically I am asking for an espionage element to the game which seems to be lacking. The current method for gauging enemy strength is insufficient in my opinion. Pathetic, inferior, equivalent, etc. is not enough information and often it is inaccurate. I need to know if I am about to commit suicide by declaring war and once the enemy has closed their borders to you, you can't really tell what they have. You can really only see what planets they have and maybe what resources those planets have if you've got the star charts.

Let's say that the enemy is equivalent strength. OK, all things being equal you might have a chance to win but you still have no idea what types of weapons and armor they are using on their ships until you are engaged in a battle and when you find yourself in a situation where you have no point defense (because the RNG gods cursed you) and they have missles, you either have to retreat or you die.That's just one example.

Even if you retreat they will chase giving you no time to make any sort of adjustment to your setup. This forces you to try and have as balanced of a fleet as possible but your tech does not always make it possible and there is no way to see what tech they have before you engage the enemy and... it just goes on like that in a repeating cycle of never knowing what is going on with your enemy.

This leads me to really only one safe choice to ensure I will win. Attack only those who are showing as inferior or pathetic. This works fine in the early to mid game but by the end of the game it is very difficult to find anyone near enough that fits this criteria.

The game is still relatively new to me but Paradox games are not new to me and there has always been some way to gauge enemy strength via numbers instead of an adjective like "Inferior". If I have missed something help me out here.

Even just adding a ledger similar to the ledger in EUIV would be a massive improvement.

I do want to say though that this is by far my favorite Paradox game. Completely surprised me. Well done.
 
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