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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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As I've been playing, I have had some concerns about the mid and late games... but it looks like between Doomdark's plans and everyone else's comments, they're all covered on the forums already. Saves me some troubles.
 
Also, I'd love to see independent traders/miners and smugglers (would be cool if these two were separate).

Also, alternative starting scenarios (DW had these - instead of everybody starting from scratch, you could have one big empire and a bunch of young contenders, ect)
 
I think most of us knew this was coming; it's still very, very nice to be told so, and giving such a good outline of the things you've listened to and agreed with.
 
Thanks for the detailed plans - sounds excellent. Gives me reassurance that Paradox is listening to feedback and focusing on important areas to fix/expand. That mid-game grind is getting me the most.
 
Yes, I can agree to this.
But isn't this already achieved by those being neither collectivists nor individualists not having a bonus or malus on slave tolerance, while collectivists have a 50% (100%) bonus, while individualists have a 50% (100%) malus?
I went through a few of my files and confirmed this is indeed the case. I misinterpreted the bonuses it's difficult to keep track.

The Collectivist slaves could be a worker caste, or similar. As for Reducation, it reduces ethics divergence and assuming ethics divergence is negative, the pops will drift into your empire ethics. So it does in fact impose your ethics on your population, assuming there's not enough outside factors that lessen the influence of it. I think it's working as intended, although of course maybe some numbers needs tweaking.

And non-native pops born in your empire will share your empire ethics, which actually seems like a decent method of representing that the generation you included might never adapt fully to your systems unless you really put some effort into it, but the future generations who grow up having never known any other culture will start out assimilated and only drift if their situation is bad.
1) I wasn't aware of the first. Thanks for letting me know it's hard to see these things quantified in game.

2) I wasn't aware of this either, I confess I haven't been paying as much attention to these details as I should've.
 
CURRENT "HEINLEIN" INTENTIONS
  • 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!

Hey Doomdark, on this note I'd like to ask you guys something. I've brought this up on the forums a few times, but not a lot of other people have. What is your guys current stance on the dps increases per tech level. Currently I find them really lacking, for example the tier 1 and 2 small missiles have a difference of 0.2. IMO compared to any other tech this is way too weak and there doesn't ever seem to be much point in upgrading your weapons even if you are a fanatic militarist. Are you guys at all looking to grow weapons larger and vary them up a bit more, or are you happy with where things are at right now?
 
Instead, I would favor a rework of the armor mechanic. The % based damage reduction is truly underwhelming. If armor were to reduce a flat amount of damage, there would be a reason to get big weapons and big ships. Think of small corvette guns hardly able to penetrate battleship armor - way more elegant of a solution!

Or borrow an idea from SoaSE:
In Sins of a Solar Empire different ship types get multiplicators against others (- so large, that they do make a differnce: like 50% or 150%). Which means there is a hard counter to every ship type, and the AI actually knows how to use this against you.

http://sinsofasolarempire.wikia.com/wiki/Counters

At first look this seems a little artificial, since it's a base mechanic itself, that doesn't come from simpler / deeper base mechanics (like evasion, armor etc.) - but it really works well.
The AI adapts to it, if you only bring certain types of ships. Which means over the course of the game you really need to build all type of ships. And since in that game you actually get to control your ships (set targets, move around, activate special abilities), but not design them yourself, the tactics is actually in the battle and how you set up distances and formations - which will probably never be the case for stellaris, but I still like the idea to be forced to have all kinds of ships, instead of just finding out which the best ship type is and then only mass produce this one.


As for the OP: PERFORMANCE-FIX FIRST please!
I stopped my first Ironman game at 165 planets (out of 195 needed to win), around the year 2300 because of UNPLAYABLE LAG.
And that was a midsize galaxaxy, and even without crisis or war going on.
(If having 143 planets in one sector is causing it, then don't allow so many planets per sector, make a higher leader limit and make the leaders cheaper (let's say 5 times)... - I'm just just speculating, I haven't tried to reorganise my empire yet (14 leaders of which only two are sector governors).)
 
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There's a 'detailed' map mode you can toggle, either by checking the box in the bottom right of the screen or turn it on temporarily by holding Alt. It'll give a more detailed overview of sectors and their resources, etc, including if there's a habitable planet there.

wow bummer, never noticed that
Thanx budd!
 
one thing i suggest to change is the observation station, when i constructed one in a sector, I cant using. I wanna control that station to interact with primitives, but i can't because the sector is the owner, is better let the player control the station, even in a sector.
 
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It's great to see these upcoming patch notes flying out the airlock so quickly, it shows a lot of commitment to the game and the genre! I'm a pretty regular GS/4X/RTS gamer, however I've never really found a place in my heart for EU or CK (blame too many years and re-iterations of Civ and Total War for that - I am sooooo bored of medieval armies now!). But then, they're not space games. And if there's one thing I love, it's a good goddamn space game :cool: As with all new releases, there are a few bugs and issues I've spotted, undoubtedly most of them have been mentioned and taken to the cleaners already, but I guess it's worth mentioning them again for +1's, if nothing else!

1. The starting distance between empires could do with an increase, particularly on the larger maps. I've managed to complete one game, but literally every other one I've tried has resulted in me being boxed in before 5 years have passed... I rush my colony ship and send it out to claim territory but as soon as it arrives, up pops an NPC colony/station to block me and send my ships home! I've attached an image from my latest attempt. While my neighbors can expand, gather resources and build armies, I'm stuck in a tiny corner with 2 crappy systems and can't get out without border access, and as I can't harvest enough materials to trade my way to good reputation this is impossibru and requires a restart.... This happens repeatedly across multiple restarts. On the Large and Huge systems one should expect at least a little breathing room because.. *ahem* ..there's a whole galaxy out there!

blocked.jpg



2. Strategic resources are a major issue in mid-late game because sectors do not/cannot share resources. This needs some form of fix or workaround .- in my last game I had 3 systems with Betharian Stone all right next to each other at the edge of a spiral arm. There was literally nothing I could do besides putting them all in one sector, or keeping some/all of them as core worlds. Neither of these options created a supply route to my Betharian Power Plants tied up in other sectors - this could easily be solved by simply allowing the entire empire access to these materials, or by implementing an internal trading system which would allow separate sectors to support each other as well as the core empire. Regardless of their physical position in your empire, these resources can always be traded to other empires, but not within your own, which seems kind of silly

3. I have noticed there are a lot of textual errors particularly with the science ship/anomaly events - most of them are along the lines of things like this: "We found a native species in the Sol system, its seems they have been thriving on *Science Vessel* for thousands of years" (where *Science Vessel* SHOULD be the name of the planet they were found on).

4. When civilian ships encounter a hostile fleet they will retreat to the last safe system they visited, and stay there forever (unless followed by said hostile fleet and immediately killed). Would it be possible for them to attempt a different route to the location they were ordered to, instead of just sitting around?

5. Queuing a series of orders for your ships is great and saves a lot of time on the micro, but can be really annoying if you make a mistake - you have to cancel the entire route and start over. In future will we be able to add/remove individual orders from the queue without eliminating the whole list? Furthermore, is there any chance of adding an 'automation' button so Construction Ships and Science Vessels will do their thing without having to pick out 100 stars by hand and *hoping* they're not disturbed, lest you have to select them all over again? This worked fantastically well in Stardock's Sins Of A Solar Empire.

6. Not really a bug, but once your fleet has engaged an enemy, you have absolutely no control over them besides the Retreat button (which is never available because of that goddamn Unyielding trait that keeps popping up Lol). It would be grand if we can gain some form of control over the battle - positioning and moving ships, or at the very least being able to switch and/or focus targets. I've lost 50k fleets to 10 x 3k swarms (inferior fleet power/size and equivalent tech) simply because my guys think the safest tactic is to bunch up in the middle of a system and let the enemy surround them! :eek: If I could just move them closer to the system's edge, where my other 50k fleet has been sitting around charging their FTL drives for 10 minutes while ignoring my orders to attack, then a few more pilots might live to see the end of their service! In all honesty, I'd much prefer 100% RTS-style control over my ships during battle - even with 50:1 odds in my favour, I feel so useless just watching when I could be doing. Another GG to Sins for that! When your frontline ships are damaged, pull them back and let the next line push forward- why retreat the entire fleet to fix a bunch of poxy Corvettes when you still have 80 Destroyers, 40 Cruisers, and 15 Battleships all at full health?

7. Diplomacy is a little.... weird. Set up a star chart trade, whack on 4 crystals a month and they'll bite your hand off for the amazing deal. Remove just one crystal, or increase the deal's length by a single year, and "NEVEEEEEEER!!! YOUR PATHETIC TRADING TACTICS HAVE NO POWER HERE!!!!!". Like seriously, deal acceptance goes from +5 to -1000 over the tiniest little thing Lol Also, even with +180 reputation with an Ally, some things just cannot be bargained for no matter how much you offer (things like Active Sensor Link - not the locked stuff such as - "We will only share research agreements with Federation members") - this also means you cannot gain more reputation with your ally for better trading because your trading capabilities have already stagnated. Additional trading information/options would be fantastic, and perhaps the scaling effect could be improved as you're still going to fail anything below +1 for a trade agreement anyway.

8. When factions seeking independence have been completely eliminated, they still have one guy left floating around like an old fart. I maxed out my influence and bribed this one guy 5 times and yet still he remained. After being abandoned and ignored for the last 20 years, then bribed to buggery and back, don't you think he'd just hang up his hat and go home to reconcile with his family and friends? :rolleyes:
 
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When I saw the naming convention, I really wanted to see it show up with a robot DLC.
Yeah, I posted that as a tongue in cheek comment.

However, after thinking about it, if all the patches are going to be named after Sci-Fi authors, it would be a really cool touch if each patch had a little hidden (or not so hidden) homage to the author that the patch is being named after.
 
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.)
Wouldn't this make more sense as a policy than as a diplomatic action?

Defensive Pacts.
Hopefully at least learning some lessons from how they went down in CK2.

Diplomatic Incidents: This is a whole class of new scripted events that causes more interaction with the other empires.
"Scripted" meaning as opposed to "dynamic", or would they be able to arise more naturally sometimes like with Vicky2's crises?

The granularity of control will have to wait for a later update.
Getting way into the gameplay of it, yes, but surely allowing you to build on a sector world for a small influence cost is doable? Or would that be able to fit under "UI" since you currently can already do it in a roundabout way anyway?
 
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