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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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Yes, we are taking such reports very seriously. It's an ongoing project to optimize the game.

I have also noticed just yesterday that when I click on my fleets, the game lags and it's very slow for me to move around the map. However, when I unselect the fleet, the game goes back to normal or so I thought. This is because when I now click on colony ships, the same happens. The game stutters and it's very slow to move around the map and issued orders take about 5 to 10 seconds before they start. So when I click on say a fleet or colony ship and target an enemy infested system or planet, the game slows down and I have to wait a while before my ships route is placed; Not something that occurred during the early stage of the game.

Also, I strongly feel that it would be beneficial for science ships and constructor ships to have auto commands, such as auto explore and auto build etc. Clicking with science/constructor ships early on when you start off with a small empire is easy, but later on in game when you have hundreds of planets to manage, it gets very tedious and stressful.
 
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.)

I would *really* love if by default borders were closed to military ships, but otherwise open. But then make the AI open to opening borders to military ships if you have a non aggression pact in place. I think that would make a lot more sense than having borders entirely open by default. :)

Maybe have the AI tend to close borders to you entirely if your relation with them is under a certain threshold.

Both of these options would give a lot more reason to deal in politics between nations. :)
 
After 70+ hours, I think my major gripes are:

  • Lack of an event log that is filterable. The situation log is only for active things (and doesn't display things like systems with hostiles, fleets in combat, or other useful things besides quests/research/debris). The research log is off by its lonesome. The game needs some way to keep track of when colonies were established, when leaders were hired/fired/died, when empires declared rivals, or made war, peace, or took systems. When major fleet battles occurred, etc. All with both a search field and a few filter checkboxes so that you could quickly filter down to what you want to see.
  • Lack of a sortable colony / inhabitable planet list. (Uninhabited planets, that could be colonized, should show up in the sector list.)
  • Combat imbalance (corvettes, weapons with 100% accuracy, or 100% bypass of a defense).
  • Defensive stations that are simultaneously both too expensive in upkeep (15 EC/month for a fortress!?!?) and too weak (fortress should have something like 20-30k hull, a bit of base armor, and built in shields of 1-2k strength).
  • Mining/research stations that don't have enough hull points.
  • Space ports that don't upgrade their defenses based on size, nor speed up repairs / construction based on size.
  • Sector AI governor stupidity in building out colonies.
  • Sector governors should become less effective the bigger the sector, maybe you need a 5-star leader to effectively govern 50 planets. So maybe you'd train up a 2-star governor in one of your smaller sectors before promoting them to the big sector.
  • Fleets should become less effective, the bigger they are. Unless led by a good admiral.
  • Border access that is binary - we should be able to grant access to border (uninhabited) systems, but not systems with colonies or military stations, and with the ability to not grant access to our homeworld area if we choose.

Absoluetly true what you wrote. I would add two more things.

1. Pointless pirate event after you colonize your first planet. Pointless because this event occurs every time when you start a new game and pointless because there wont be any new pirates in the game after you kill their fleet and base.
2. Flying space amoebaes, who are always hostile with you, and because of that your science, mining ships cant do their work. Why are those creatures hostile with you already at the start if you didn't attack them?
 
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Absoluetly true what you wrote. I would add two more things.
2. Flying space amoebaes, who are always hostile with you, and because of that your science, mining ships cant do their work. Why are those creatures hostile with you already at the start if you didn't attack them?
Some animals just always go, "Smurf these guys" when they meet something around their own size.

Gameplay wise they force you to actually think about what you science ship is doing instead of just ordering it to scan all system one after one.
 
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I do not know if it has been mentioned (as I don't feel like looking through all of the pages) but there seem to be a bug/error with the Genetic Modification element in game. Unless there is an unexplained and or hidden mechanic in place.

After a very long and very costly process of modifying the massive population of my Repugnant Spider-race, I finally made them sexy by removing said trait, additionally, I made the species more long lived through the Enduring trait.

That was at least what I thought I did, as I've not seen any effect aside from when I change some of the pops' environmental preference. My alien race seem to have no longer lifespan, and all other stellar civilizations seem to still be disgusted at the no longer repugnant race of mine. Obviously, this is a real bummer, and I cannot imagine this being an intended feature.
If there is anyone who have a solution that is not explained In Game, then I'm all ears. Until then or a patch fixes it, just don't use genetic Modification to alter traits, not worth it apparently, which is sad.

If it helps, then I'll mention that the race I'm using/having issues with is custom made, without the use of Mod content, and had the following traits before Modification: Adaptive, Rapid Breeder, and Repugnant. Environmental Preference being Desert.
The new traits after Modification are: Adaptive, Rapid Breeder, and Enduring. No change to Desert Preference.
It was the second modification, as I tested the feature by changing the Desert Preference of a single planet worth of pop into Arctic Preference after accidentally setteling there (was before I realized Hospitality was linked to Happiness). However, this apparently made them a whole different race. They got unhappy because only the Primary Race could be leaders, even though they were still the same Arthropod Race. Dunno if this is also intended or another bug?


PS: I love the game and made this account for the sole purpose of making a point out of this issue. So I hope it is being looked into.
 
I'm really liking what y'all want to put in the "Asimov" update. Especially about borders. It's annoying as heck when you have decent relations with an AI and they won't give you access for anything. More war goals (like Humiliate) and diplomatic options are well-needed.

Oh, and Diplomatic map-mode... YES!!
 
Awesome that it seems most of the stuff I was having issues with is going to be addressed soon.
 
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Would you consider running a competition for fans to submit events \ event chains for Stellaris, with the best ones being integrated? This would be a good way to get extra content into the base game, and free up the Paradox team to work on things that community can't directly help with.

Smurfing amazing idea man!
 
I would *really* love if by default borders were closed to military ships, but otherwise open. But then make the AI open to opening borders to military ships if you have a non aggression pact in place. I think that would make a lot more sense than having borders entirely open by default. :)

Maybe have the AI tend to close borders to you entirely if your relation with them is under a certain threshold.

Both of these options would give a lot more reason to deal in politics between nations. :)

In case if borders will be open, then wormhole travel will become useless. Because it provides benefits in case of closed borders. In case if borders will be opened by default - I see no reason to pick the wormhole-way travel.

Wanna have access for civilians? Use diplomacy. Failed? It is not a problem of wormhole-faring empires. It really looks like "Kids are failing in school because of lack of education, lets decrease the university entrance score, instead of improving education".
 
In case if borders will be open, then wormhole travel will become useless. Because it provides benefits in case of closed borders. In case if borders will be opened by default - I see no reason to pick the wormhole-way travel.

Wanna have access for civilians? Use diplomacy. Failed? It is not a problem of wormhole-faring empires. It really looks like "Kids are failing in school because of lack of education, lets decrease the university entrance score, instead of improving education".

Borders will not necessarily be open for everyone to build stations in them. I would rather imagine you can go in their borders freely, but you still have to have an agreement in order to build the station.

Wormholes would still be able to bypass completely big empires if your stations are placed at their frontier, in the right places. I see absolutely no problem.
 
Borders will not necessarily be open for everyone to build stations in them. I would rather imagine you can go in their borders freely, but you still have to have an agreement in order to build the station.

Wormholes would still be able to bypass completely big empires if your stations are placed at their frontier, in the right places. I see absolutely no problem.

You are right. BUT why you need to build stations in cases other than you are wormholer? The only reason to build stations is to expand your travel zone, which is useless for starline/warp empires. So the wormholers become greatly handicapped because of that decision.
 
I put this game back in the oven to cook for a while longer. I like what I'm seeing for the upcoming updates.

Been playing Total War: Warhammer. Finely polished product with tons of content and very few bugs. Doesn't feel like there are conceptual gaps just waiting for DLC to make the game intriguing. The way Stellaris should have been.
 
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Been playing Total War: Warhammer. Finely polished product with tons of content and very few bugs. Doesn't feel like there are conceptual gaps just waiting for DLC to make the game intriguing. The way Stellaris should have been.
I'm actually doing the exact same thing. Its a lot of fun. Stellaris to me is not bad at all, just needs more polish, like you said. Which they are doing
 
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I was actually thinking whether Stellaris would be more interesting if it actually had some sort of "claims" system such as in EU IV. You sort of should have "a claim", or a reason to attack another player's empire (whether "realistic" or not in space, is secondary to the fun-factor imo).

I personally think it would make things more interesting, especially coupled with espionage tailored for Stellaris' needs.

I wouldn't probably suggest making claims as ultimate, that you couldn't start a war at all without having one. What I'd suggest would be, that if you had a claim (/reason) to attack another empire, then diplomatic relationships and results would be less negatively affected throughout the galaxy towards other empires,

whereas, if you didn't have a claim (/reason) to attack an empire, and you did anyway, it would dramatically reduce your relationships towards the other empires in the galaxy (outside the war), and it could also have worst case scenarios, whereas if the empire you attacked to was in good terms with someone (but not in an alliance), that someone could join the war on the attacked empire's side. Attacking without a claim could also entice several empires adjacent to each others to form an alliance, which they wouldn't had otherwise formed - which would turn to be aggressive towards you in the future (AI otherwise, at the current state, is rather passive when it comes into declaring wars). Something like that.

Claims would be something you'd have to acquire over time to ensure diplomatically most accepted war in the eyes of the other empires; angering them way less than if you attacked without a claim. If Espionage was included in the game, then spies/saboteurs could also go into a covert ops on another empire's planets; creating events that would eventually grant you a diplomatically accepted claim (/reason) to attack a specific empire.

I could see how it would be harder or take more time to gain a claim over pacifist (or peaceful) empire than a over a fanatic militarist.

ON/OFF switch could be easy to be included within start a new game options screen.

This way, you couldn't just steam-roll and vassalize empire after another without facing much bigger resistance throughout the whole galaxy, if you went into war-mongering path without setting claims prior to attacking, first. I think, that interesting scenarios could come out with this. What do you think?
 
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I'm actually doing the exact same thing. Its a lot of fun. Stellaris to me is not bad at all, just needs more polish, like you said. Which they are doing
This. It's not a bad game but in no way is it an EUIV / HOI2 or 3.(though 3 on launch was not optimal with bugs, but the game was still fun and engaging)

However it's the first iteration of an IP, so hopefully with time it'll become fun. I'll return to it after the devs have had some time with it, hopefully it'll be fun then.
Given the dependence of future development of a title on DLC though, I'm not game to buy DLC yet when the base game isn't fun. Where normally I would preorder DLC to support a title, with stellaris I don't have this confidence yet. My hopes are that in 10 years when stellaris III comes out, I will. Until then i'll find a place on the fence and wait
 
A couple things I have noticed in my game play for Stellaris and I don't know if they have any plans to fix them.

I was playing and I was allied with another empire, who got attacked by an alien race that we could reach. One of the war goals for that empire that attacked my ally was for it to liberate Earth. Well before we could even really start battling and me going through my allies space they had a revolt or something because all of a sudden there was another empire in the way. We could not reach them and the war score was stuck at 36 percent. it stayed that way for 75 years and finally my ally surrendered but in the process I lost Earth without ever firing a shot or even being able to fire a shot.

My suggestion to fix this is either one you can't name another empires capitol if more than a few systems separate your capitol or the population on that planet is extremely unhappy and wanting liberation. Another option is making the ability for your empire to negotiate or continue the war if your ally surrenders. I was trying to figure out a way to surrender or negotiate a surrender without giving up Earth but never could because I wasn't the one they declared war against, But if I had the option to contuine the war even without my ally to get to some sort of agreement to end the war WITHOUT giving up my home planet I would have kept fighting. It Just seems like a messed up function that my Home planet deeply nestled into my empire with a very happy population is all of a sudden the Human Conscious and they hate the rest of my empire at a blink of a hat because my ally finally surrendered after 75 years.

On top of that I had to wait 10 years to take Earth back, thats to long or I should be able to not agree with that truce and retake earth, but the same empire that declared war was protecting Earth albeit from the other side of another huge empire. Then on top of that when I finally could attack earth my Ally wouldn't agree to go to war to retake my homeworld. I had to go into the settings and manually take over the ally for them to vote yes so I could retake my planet.

Other thing I wish they had in the game is the ability to barter more, sometimes allys wont go to war because they aren't getting a planted ceded to them or a planet to liberate, in the case of this dispute my home world was just a single planet, they wouldn't agree to it because they were getting anything. give me the option to pay them to agree by sending them minerals or something. Or let me go to war without them I didn't need their fleets I just wanted my home world back. Same with federations let them barter more than just planets to cede, liberate or vassilize.

lastly. the Sectors need some work, every time I add a planet to a sector my energy credits go way down, I don't know if I am doing something wrong or if thats just a feature. I would at least give players the option of micromanaging the tiles on the planet if they wanted to do so. The AI isn't always going to build exactly what I want on the planet being able to select it and jump right in to build something or replace something would be great and it should be done with no influence lost or taken from me. I conquered that damn planet why can't I make changes if I so choose, the Roman Empire had governors that managed sectors of their empire but do you think that Caesar couldn't stop in on one of those provinces and say build this? of course he could and did on many occasions. Should be given that option as well.

But overall I am having fun with the game despite these frustrating scenarios that just were bewildering to me.
 
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