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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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Maybe there win conditions could be optional? For me, i love the CK2 perspective, that your actions count towards your overall score and there's really no winning in it, just doing better/worse than others, better/worse than expected etc. At the end of the game, you get to decide whether you won or not. The aforementioned is probably the biggest reason i hope they'd implement "optional" win conditions and an "optional" end date.

On a completely unrelated note, what's your thoughts on implementing galactic religions on a bigger scale?
 
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The proposed Fleet Combat Summary looks great! Would we also be able to have a log of our recent engagements with each species like last 5 or at least keep the last battle saved somewhere in case you forget to look right after the battle?
 
I must say this game is amazing! There is a lot of potential for amazing DLCs, cross over universes IP content, and amazing role playing situations. I just have a few suggestions.

1. Add some form of a chicken race portrait. I want to conquer the galaxy with intergalactic xenophobic slaver roosters. I know you want it too. :)

2. Like in EUIV and CK2 have a little time line on what your galaxy has accomplished, failed at doing, researched, and other tidbits of info. It's always good to see how your empire has grown, and what you can do to improve on in your next game.

3. A better way of spying on other empires and gauging other empires strengths.

4. A way to utilize gas giants and space amoebas as weapons. As in gather a herd of gas grazers, and have them ram into other empires bases and constructed buildings as gigantic gassy living ordinance.

Keep up the amazing work!
 
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While 99.9% of this is awesome and I can't wait for it, one thing I need to get off my chest:

We desperately need MORE than just a single map mode. Please, please, please go through the Map Mode thread in the Suggestions forum and take it to heart.
I agree. I can't keep track of allies and federations. I don't know about everyone else, but I would really like a mapmode for this.
 
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When changing the UI please change the pause functionality to respect player pauses

If the player pauses the game the only way the game should unpause is with
1 - Pressing the pause button
2 - Pressing the spacebar (or whatever the user has mapped pause to)

Popups should NOT overrule the player pause state
 
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We need more moddability. For example allow ships and their components to require strategic resources during build times or even consume them from SR upkeep while ship exists.

No, this is going to transform the game from a Grand stategy title to a trivial strategy like starcraft. And I guess you haven't seen that some of the strategic resources are used for adding bonuses to specific weapon types via spaceport modules.

Sweet!!! Then it will be a good game! In the mean time I'm not playing this trash and will be playing Eve online and Distant Worlds Universe.


3 years for this?!!! Look at Vicky 1/2 and compare it to this!!! Graphics over gameplay!
heh
If you believe that spinning ships in a station for hours, is better than this go play Eve Online.
 
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I'd love to see your current leaders eligible for the pool of elected rulers depending on your type of government. For example, I've got a scientist led elective government and I'd love for some of my long-time scientists available to become the ruler. I shouldn't be forced to have them as rulers (spend influence to ensure it's not from my current researchers or institute a policy that they are ineligible) but it would be a nice option. Could also lead to the formation of factions that seek to have a 4 or 5-star leader become your ruler. Maybe some leaders could also have an "ambitious" trait that would make it much more likely a faction forms in support of them while giving a bonus to what they do.
 
Well watching the list. nothing that interest me. sad but true.

So Rulers and Leaders stay nothing but a trait bonus thing. Population meaningless down the road. other then resource things.
Well understandable will wait till the one of the DLC that interest me. but I do not see any changes in rinse and repeat conquest game.
Other then minor stuff, but the gameplay stays the same. which isn´t bad gameplay but gets boring really fast like all 4x games.
 
I would really like a better way to gauge enemy strength.
....

Even just adding a ledger similar to the ledger in EUIV would be a massive improvement.
I use the CKii one ALL THE TIME and it's amazing they didn't add one to this game (or any map overlays for diplo, surveyed or not, economy, resources, population, planet types etc!)
 
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While it is awesome there's free content coming along, I have to beg the question, why isn't all that free content already in the game? Wouldn't it be better to have put all that content in ready for release (delay the game, whatever) than release it with things cut out or not making the passing grade, and then adding it post-release?

I mean, if the team already knew certain things weren't going to get into the game in time, why not make that clear beforehand (sales right?), I don't know, it just seems disingenuous.

Putting that aside, the ideas seem cool, and should round the game out a bit more.

Sir, a game already under development (albeit secretly) for three years needs to come out as soon as it reaches a reasonable state of completeness, in order to return some of that investment and get broader input--ours. No game can honestly claim to be complete with "all that free content"; there is always "one more feature", and doubly-so for the style Paradox products live in.

If you are dissatisfied with your purchase, may I gently recommend shelving it for a few months while you entertain yourself in other ways? Leave us to our game as it is, but let us share our expectations of even greater things.

And the word you're looking for is not "disingenuous" it is "businesslike".

--Khanwulf
 
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I don't really know where to ask this and I don't think it's new thread worthy so I'm just going to plop it here: is it working as intended that if you genetically engineer your ENTIRE starting race with new traits that the game doesn't notice it? Diplomacy screen doesn't pick up charismatic and if I hover over the starting species themselves they only give the traits they started with, not the added ones.