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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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Just have to say I loved the artwork with the game. The loading screens are really nice, wish there was more options to have them in the game.

Most likely already been said but it would be nice for the militaristic empires to be more aggressive and such.

Also it would be nice to have some form of trade system like EU4 where planets make a few specific goods and you can get some additional credits from the taxes on those goods being sold between other planets, the economy in this game feels too static. Maybe spend credits or have an event that can change what a planet would specialize in as well. Trading empires would be an interesting addition to go along with this. It feels like currently all you can play is a militaristic empire.

Talking about empires it would be nice if over the course of the game if empires would evolve or change becoming more militaristic, research oriented, economy based or such so that one that started out pushing for research could change to use the research later on for aggressive expansion, or one that was based in the military would slowly decay and become more passive as everyone else got stronger then them. If there was trading empires they could change to research based or gain a desire to rule all the rich worlds and start becoming more military based. It feels like right now that how an empire starts playing they are going to play that way the whole game.

After thinking about it for a while I am kind of disappointed in that you can only pick one travel type and that you can't mix them. You would expect large ships to be able to use warps easily, but small ships would be more likely to use hyper lanes or gates as they wouldn't have the generators to power a warp field as easily. Also it would be nice if warps didn't leave you sitting in place waiting for them to cool down, if you are jumping to another system right after it makes a bit of sense, but if you are fighting an enemy in the system why would you have to sit there for so long just to move?
 
On the positive side, all the ui sound effects when clicking on different planets are great. I like one touch/click responses like that, especially if they provide tactical information. Although this one was more of an atmosphere benefit.
 
Incredible patches to follow! This is something you don't see at too many developers. Paradox developers actually cares about their players. My respects gentlemen!
 
Mid game crises? Sounds nice. Maybe something like disease, minor threats, maybe something like a crazed usurper or something that acts as a smaller, weaker still yet powerful version of the Unbidden?
 
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I like everything I have seen thus far. I hope a majority of the "hidden" war goals make it into the May/June/July updates. Some cool goals are listed (Tributaries especially) but, Abandon Planet, Abandon/Change Policy, Emancipate Slaves, Destroy AI, Cede/Abandon Frontier Outpost, and Abandon Alliance/Federation are all things that I would expect to find in Stellaris' growing political playground. Also: MAKE SURE FALLEN EMPIRES CAN HUMILIATE THOSE THAT DARE RIVAL THEM!

Expanding to existing and adding new name lists would make for a cool free feature in the coming months.

And if your art team has nothing else to do, I'm sure my wallet wouldn't mind a cosmetic pack or two. :D

Overall, good stuff. I go "off the grid" for the summer months and am excited to see what "brave new galaxy" awaits me in September.
 
Thing Im mostly excited about is new scripted events, like colony events. Add moar. MOAR. MOARRRR!!

Also plz add map mode sliders asap. I want to configure universe conditions before start according to my tastes.
 
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Several questions: Why the fix of a swarm will be only at the end of May? It can't be made hot fix? Why the event of late game a swarm remains in game if it doesn't work? If can't repair now, then let will cut out from game. When repair - will return. Now he spoils game.
 
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Having the borders open by default doesn't make sense. Empires that do not like each other would not take kindly to having their lawn trampled so to speak. What is needed is a redesign of the maps so that there is more space in space, specifically some wiggle room between the borders. How easy this would be to achieve I have no idea as it would also impact on the border friction mechanic, but in just about every space based series you could mention there are neutral zones or no man's lands in space. As you have described it in the OP you will end up with empires closing their borders to anyone they don't like and you end up with the same boxing in problem. Fully 3D map perhaps so that we can go above or below as well as around?
 
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