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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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UI improvements are a real must! I know there is a million threads about them but please try to fix/implement as many changes as you can as quickly as you can!

As for the patch naming convention, I like it. Can't wait for the BANKS patch that introduces GSV equivalent craft worlds ;)
 
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Thank you very much for your dedication, devs! As far as I am concerned, all my issues are adressed. Perfect schedule for me so far.
 
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This looks like it's going to fix a lot of my problems with the mid to late game. Most companies would just throw it out there, release a bug fix or two, and never improve the gameplay again. Not PDX! Although Stellaris was a tad disappointing, at least you aren't giving up on it!
 
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First of all, I applaud Paradox for the transparancy of future updates and the concern of the players. I find that kind of unique, so thank you.

Secondly, the updates seems nice and necessary. I look forward to them!

Lastly, I hope that you will (eventually) look at the economic system of Stellaris. More specifically trade. Prior grand strategy games of your had trade-concepts either from the beginning or being expanded by updates and DLC's, but an entire galaxy of sentient, more or less, beings not being able to trade is not optimal. Some things that could be added, which would both be trade mechanics and diplomatic mechanics:

  1. Trade lanes
    1. The establishment of trade lanes with other empires
    2. The common understanding between empire to protect these trade lanes
  2. Trade Banning
    1. Aggressive economic banning of flow of goods and ressources through ones empire (fits with the close border diplomatic decision)
  3. Free Trade Arrangements
    1. Establish between multiple entities a free trade zone, which would reduce tariffs and promote further trade within such FTA. This would not be an alliance, but a trade agreement.

Those were just some thoughts. I think that you have created a magnificent framework. Time to fill it in with the help of the fanbase :)

Cheers
 
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sounds great! few questions if i may!

1. When you genetically modify your core race, do the traits carry on to the leaders? since they don't seem to show? e.g start game with "Talented" then decide to add "Quick Learner" later with trait points obtained through techs so that leaders will upgrade faster. atm when looking at the leaders traits after doing so, they seem to only retain there core traits while the populace itself does adopt it.

2. A slighty more tricky question, but have you any plans to improve late game lag a bit, it's quite a shame in mp games where we are all enjoying it, then get to the later stage and battles become alittle bit of a slideshow to watch, although to be fair everything else will remain responsive for the most part, e.g days tick past as normal, although sometimes the controls can be a bit sticky if not in the galaxy view, and instead in system view watching a battle while trying to change stances or build stuff from there.

3. Perhaps give planetary defence the means to inflict damage on fleets using oribital bombardment even if done in an abstracted form, to kinda force the army aspect of the game, so getting waves of troops down to the planet to help clear out defenders manning these fortfication to lessen the toll on the fleet, perhaps calculated on a weight of empire size, so smaller empires will be more resistant to planetary invasions, but overall generally giving the defender the time to react and maybe biding there time to attack a sieging fleet whom may have already taken attrition while bombarding a planet. The army aspect of the game looks like it fun, but for the most part, atm the higher grade armies seem like overkill, unless they where meant for storming heavily fortified planets, and army damage buffs from traits and goverment forms seem less important for the most part, since wars are mostly won in space unless alittle focus is given to armies in general.
 
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The border change is a good one, especially since the AI is really unwilling to engage in just about any of the few deal options that we have access to.

And since you're saying that strategic resources will become more important, it would be good if there was a page listing all the unique resources present within the borders of your empire and whether its connected, unconnected or surpressed by a building.

I researched the pet tech and only several hours later did I discover that I had a source of it in my empire because it appeared under a research lab that I built ontop of a society pop tile. I only noticed it was there by complete chance. There needs to be a page or notification that makes us aware of such things.
 
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I was eagerly waiting for this DD. If there had not been one, I would have been... not mad, but very disapointed.

I am very glad that the developpers intentions are in phase with most of what has been said on the forum. It proves Paradox listen to its customers. Altought Stellaris release was smooth, there was indeed a lot of criticism in the following days about the stuff you are talking about, and I welcome the changed proposed. However, a few comments on that if I may :

Doomdark said:
"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.

Asimov seems really great. Border access is a problem for science ship. You shouldn't have to invade another empire in order to survey an innocent planet far within its borders.

However, you should consider making a separate option for civilian access (science ship, construction ship and eventually trade), military access and colony ships. While the first category would not have to be that restricted, and most neutral powers should allow their presence in their territory, I don't think an empire would like to have armies inside its territory. For one, those armies could be used to submit the states neighboring it and surround the empire itself. Allowing military access should stay discriminated to civilian ships.

And colonies... It is fine if someone wants to survey my planets, but for them to take advantage of the civilian access to ship civilians all the way over my territories to colonize outside my borders wouldn't do. I did it with wormholes in my first game, and although it was hilarious, the proper reaction for the AI should have been outrage. So, you should make colony ships a separate category with authorizations similar to a military fleet. A colony isn't as frail as a frontier outpost. Once it is laid on, there is (currently )no way to dislodge it (except for fallen empires).

On the other points, I applaude the intention to improve diplomacy, especially "joint declaration of war", diplomatic map mode and diplomatic incidents. Those and colony events should spice up the mid-game.

I also like that you acknowledge the lag issue, which made mid-game almost unplayable for me and forced me to "end" my game while I had only a quarter of the galaxy under my boots. I hope improvements are on the way about that.
 
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I'd also like to note that Solar Systems seems to have most disproportionate starting resources and everybody choosing Sun Solar systems as start make it for confusing to navigate with 10001 siriuses/alpha centauri.
Another thing if you choose Solar System as starting point and choose a tropical - you'll still start in earth which is Continental.
 
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This all sounds great. It seems like I'm in a minority but I'm actually struggling to play the game for any extended period of time. I'm getting regular crashes to desktop (well crash to minimized with process still running and no dump files). I've tried a lot of different settings and I'm still getting these crashes. Today I even got a crash to black and my laptop became unresponsive and I had to force a shutdown.

If this was any other company I would have already asked for a refund because I'm not able to play for more than an hour at a time without a crash. But I trust paradox to fix these issues. I just hope that bug fixes take precedence over any improvements.

Side note: Please introduce map modes
 
Great game ! I am sad that I have to sleep and work :(

News are even better. And I am very happy that you are naming the patches after writers, at the end of the day we are having Stellaris because of SciFi !
Keep the good work Paradox!
 
Good to see that combat behavior is there, but the whole weapons and ship class system needs to be re-balanced. Seems like that's a long way off :(

Colony events could be great fun as long as it doesn't get too repetitive. I'm currently dealing with subterranean natives on one colony.
 
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.
 
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