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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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One thing I am not particularly fond of that was mentioned in the OP was "Strategic Resource Overhaul: You should need these and search for them far and wide"

One thing I did not like about Distant Worlds was the need to spend so much time searching the map for specific resources. That is no more of strategy than a Easter egg hunt. Just keep the amount of resources relatively low please. I know it is a tough balancing act.
 
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Another small addition I can think of is to make a list of surveyed planets , searchable by type/size/unique modifiers. A toggle to ignore planets inside another nation, and another toggle to ignore planets outside your borders.
 
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Glad to see Sector AI improvements listed for the first patch. I like the system on the whole, but it does have some blind spots when it comes to managing robot and slave pops properly. As well as some questionable build choices when developing up newly settled colonies.
 
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Oh, can we fix the leader portrait changing when you load a saved game. It is not game breaking but immersion breaking and annoying as all hell. LOl.
 
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First, thanks for this post. The game has really exceeded my expectations and this post really helps to show that it will only get better with time.

The only thing that is not mentioned that I would like to draw attention to is the fact that moons do not revolve around their respective planet, and planets do not revolve around stars. I understand that it would be a really big deal to add this to the game, but it really is the main immersion-breaking thing that jumps out at me currently, so I hope you seriously consider how this could possibly be accomplished.

They adressed this a long way back. It would ad a ton to the processor overhead (making the game slower) and would make the UI almost impossible. The in-system view would become for nothing but visuals at that point, because having to hit a moving target would make mouse control useless.
 
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Doomdark...

You guys rock. The very things I posted in my (thumbs up) Steam review, and have queried on forums... regarding diplomacy. Are coming in a free patch. It'll be like getting another game for free. I also think your way of handling the 'access' is inspired - I have this problem currently, cannot finish missions without making war, and your solution is the kind of nuance that I'd expect in EU4 / Crusader Kings. Quite cool.
 
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+1 for the honesty. I think it will help bring dialogue on a constructive path.

Make history great in space! While you guys fix the buggsies and add the content that people seem to be fond of, I hoe you'll consider expanding the sim part that runs in the background. I think you're onto something already.

The fact that people gave more flak about the diplomacy/adventure options in mid game more than what history-games nerd usually want proves to me that they got what the game was trying to do, as Pdox releases got better and better at this. And this gives Paradox a lot of room to manoeuvre with the format of future releases. The adventures of the science vessels, the dialogues, the research quests were to me in Stellaris the same as "family management" was in CK2 - the main part of the game, though not as juicy. That been said, before release, I was hoping to make history in space for my faction and this part is not covered, I feel. It's surprising, but at the same time, I get it and if you choose to give people more of the things they already like and works well for them, it seems reasonable. But whatever will be added to improve these factions, their colonies, the impact of their ideologies, I'd welcome whatever is done to communicate this part of the game and show what the little ants are doing in my cosmic empire, uhm, benevolent dictatorship, uhm enlightened hegemony.
 
a log would be nice:) where all the messages are saved, so u can go back and find where that proto civ is:)
You can do that now. It is not a logbook, but go to contacts>>>species and click on the desired species. In the panel on the left there is a button that looks like a camera. Give that a click and it centers the view on their world.

Still, a log book would be nice. Along with a ledger and lists. I like lists.
 
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Living Solar Systems: Little civilian ships moving around, etc.

with this should be a policy toggle for active or restricted targeting of civilian craft during a war. the difference would be only targeting ships attempting to get through a blockade, or actively going after civilian ships because they are there.

some of these ships should be tied to the income of that system, if a number of these are shot down transporting taxes to a core world you should have less income received from that sector or planet during the month in which it was sunk.
 
Game shipped in exactly the state I expected it to ship: lots of bugs, balance issues, performance problems, long lulls in action, bad GUI decisions and unfinished mechanics.

All that said, I do not regret a single cent I spent on preordering Galaxy edition. What we got is a platform for all the awesome content that is yet to come. Even in vanilla Stellaris is full of emergent game play, and it will only get better.
 
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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.
Someone else may have answered this in 10 pages, but the short answer is no.

For software you set your release date and barring awareness of a bug so critical hat the software is unusable, you release at that date!

There are multiple reasons for this, but the one I find most compelling is avoiding feature creep. As soon as you allow your release date to slip, the temptation to keep slipping to always do one more improvement will grow and grow. It's a mistake many indie games make. Set your release and stick by it! Then if your a quality developer set a new release schedule to maintain, fix and improve your software after initial release.

Also there are other considerations - economic and business related in particular, but as a developer myself I identify with the one that is relevant for me.
 
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Sometimes im unable to some research quests due to having a station over a planet (mining,research). The research ship skips on and of from unemployed to researching, and needs to be manually moved to something else than to skip between modes. Also experience some problems being unable to perform some research quests due to two quests being on the same planet.
 
Can you guys fix the issue where you can't update army transports?

Hi Immortal Impi,

by chance a solution had been posted somewhere in this? forum (don't know where the credit goes).

It is only a small textfile edit and then the transport shows up in the designer. (Start/load a game after edit)
Maybe it was just an oversight by Paradox ... ?

Locate Stellaris....( e.g. Steam - SteamApps - common - Stellaris - common - ship_sizes)


In there is a file named: 00_ship_sizes.txt

locate line: (search for "transport")
quote
transport = {
max_speed = 3.75
acceleration = 0.3
rotation_speed = 0.2
combat_max_speed = @civilian_ships_combat_speed
combat_rotation_speed = 0.2
acceleration = 0.6
modifier = {
ship_evasion_mult = 0.10
ship_armor_add = 3
}
max_hitpoints = 300
size_multiplier = 1
fleet_slot_size = 1
section_slots = { "mid" = { locator = "part1" } }
num_target_locators = 0
is_space_station = no
icon_frame = 9

enable_default_design = yes #if yes, countries will have an auto-generated design at start
is_designable = no
class = shipclass_transport
required_component_set = "ftl_components"
required_component_set = "thruster_components"
required_component_set = "ship_sensor_components"
}

################
# MILITARY STATIONS #
################
unquote

edit line : is_designable = no into is_designable = yes


and it shows in the designer where you can add/change the engines, armour etc.

I had to build ONE transport for an event chains before I read the post and just
tried it out in the designer (changed thruster and added armour, saved the design).


However I did not actually build a second army or tried it in any way.
So it may not funktion as intended or the designers wanted to struck
the player with a slow and vuknerable transport.

Otherwise it may solve your problem. :)
 
On the GUI front @Doomdark, what this game desperately needs is a ledger. How many ships do I have? What kind of ships are they? What are all of the colonizable planets, sorted by several different factors? Where am I getting my resources from? What system resources am I not exploiting? Who is in what alliance/federation and what is their relative power to me? What is everyone's relative power to me? Where exactly are the different pops in my empire? What is my technology state along the various different paths (it's not like this is supposed to be secret per se, so I'd like to see how far I've progressed and how far I have to go along a path like, armor or lasers or science buildings). Right now almost all of this information is available in the game if you're willing to do a lot of work/have a great memory/write everything down. It's needs to be in one place.

I hope you guys were avid readers of the quality of life improvement thread, I thought it was one of the most productive threads I've seen in regards to suggestions:
https://forum.paradoxplaza.com/foru...ity-of-life-improvements-add-your-own.927124/
 
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All that said, I do not regret a single cent I spent on preordering Galaxy edition. What we got is a platform for all the awesome content that is yet to come. Even in vanilla Stellaris is full of emergent game play, and it will only get better.
I definitely don't regret pre-ordering either, since I remain optimistic that Stellaris will become stellar.

That said though, I'm putting it on the shelf until the end of year, since I want to play a game that feels more complete from my POV -- I don't want to get game-tired on something that hasn't hit its potential.

I'd also love to see more uniqueness sneak into the patches and updates -- like more leader traits, and more starting species characteristics, to help make things feel more varied each time.


Smiles