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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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Sector Management

Oh, good, you're working on this.

SUGGESTIONS:
- Have the Sector A.I. pre-build appropriate buildings if it has the minerals to spare.
- Have the Sector A.I. build the special buildings (Power Hubs, Mineral Refineries, etc.). It should only build buildings that affect happiness as their primary purpose if happiness is low (the Frontier Clinic is a grey area here, since it does provide food.)
- Have the Sectors have a Governor by default, which does not count toward your leader total and may or may not give bonuses.
- Governors should have ethics and a divergence chance based on the average of all divergence chances in their sector.
- Governors should have the capability to rebel based on some kind of happiness system and either secede or seize control of the empire. If they seize power, the new government should be based in their sector, and the old core worlds should become a new sector based out of the old homeworld. The empire should switch ethics to match the Governor's ethics, and could be forced to switch government types because of this, and then be forced to keep the new government for as long as the former Governor is in power. If the previous government was ruler/heir style, the heir should be in charge of the old core worlds sector, and receive a large happiness penalty (seized power, or some such).

MORE GENERAL SUGGESTIONS:
- Allow the player to switch ethics in exchange for a temporary happiness penalty on all of their pops. (Unstable Government, or something). This would be on top of the penalty for all of the pops who no longer have your ethics, of course. To balance this, maybe decrease ethics divergence for a while (Revolutionary Policies, or some such). Or don't, and proceed to laugh evilly whenever someone actually uses the ethics switch system, preferably a YouTuber on camera.
- Stop ships from clipping through each other during battles. It looks kind of dumb. Optionally, the ability to turn this new ship A.I. off in the Options menu for a performance increase, since I feel like this change would affect that.

That's about it. I mean, you probably won't see this, but I feel like this would add a lot to the game.
 
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My main concerns are...

Late game performance
Poor a.i (coming from EUIV, i expected much better combat a.i)
Lack of diplomacy

So glad to hear that these are all on the list. Those mock up pictures also looked very nice.

Also could you please add a notification for when empires make peace? Currently there doesn't seem to be one and i find this information important. Message settings would be great too. That way people who don't care for such pop ups can disable them.

Can we get a "black flag" feature from EUIV in Stellaris? I recently went to war with my ally who after peacing out took a planet that ended up with enemy borders around it. After the war i was unable to get my entire fleet back home and could not get access through the other empire. I had to disband my entire fleet and rebuild it. Was very frustrating.

I didn't notice any fixes for carrier designs? currently the little fighter craft are useless. I hope this will be addressed soon i am dying to make carriers.


Overall i love the game, and once all these issues get ironed out, i believe it might even knock EUIV off of my top strategy game list.
 
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Just wanna say Thank you Paradox.

We shouldn't be too hard on them for releasing the game when some things were missing. Remember, tractor beams will not be installed until Tuesday!
 
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Every single thing I had an issue with in Stellaris was addressed in this DD, along with some fixes/features I never even knew I wanted! Good God I love you PDS! Can't wait until Heinlein!
 
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My one suggestion would be this two-part idea.

1. Open Borders only for civilian access. (Military access stays as it is now - by treaty)

2. Capital system would be a no-go unless given access through diplomacy.

Addendum: Or. at least there should be a diplomatic penalty for sending your massive fleet into another empire's space - as you could be just going for a surprise assault. In such a case there should also be a diplo hit with all other nations in the vicinity for such a maneuver.
 
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Can you make it so namelists don't break the checksum so I can still get achievements?
 
Pretty solid improvements, this fixes near enough every complaint I have about the game. I've been having a blast so far and I can see myself sinking many more hours into Stellaris, great work Paradox and I'm glad you're being so open. Hopefully we can see an end to the silly threads comparing Paradox to EA now.
 
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The plans look great!
 
Why shouldn't it come *with* a DLC though? As long as the changes doesn't come *in* a DLC I can't really see a problem with them starting to sell stuff to generate income, it isn't like all their people necessarily can work on the same project at the same time anyway. ^.^

Because they should be focusing on makleing hte game complete before they start to ask for more money. It would be worse than a day 1 DLC.
 
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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.
 
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