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Stellaris Dev Diary #34 - Clarke Patch

Hello everyone! As you may have noticed, there was no Stellaris development diary this week, because the team has been extremely busy working on the first free patch for the game, which we have named Clarke. Clarke is currently undergoing internal QA testing, and we hope to have a beta version of the patch out for you before the end of the week. Therefore, we decided to do a dev diary after all, detailing some of the fixes, changes and improvements coming in the patch.

Please note that the highlights below are just highlights, NOT exhaustive patch notes!

UI IMPROVEMENTS
A major target area for Clarke was the UI, particularly in regards to sectors and diplomacy. A few highlights:

  • Sectors can now be managed directly from the outliner.
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  • Diplomatic Notifications are now much more detailed.
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  • End of Combat interface has received a major face-lift.
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  • Habitability icons/tooltips now show you more detailed information, including which worlds in a system you can currently colonize.
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AI IMPROVEMENTS
Another major target area for Clarke was to address complaints regarding the AI, particular in sectors to sectors and warfare. A few highlights:
  • Greatly improved sector AI handling of pops, buildings, spaceports and mining stations.
  • Fixes for AI in end game crises.
  • Improvements and fixes to AI handling of its fleets.
  • Less restrictions on what the AI will trade and with who, especially in regards to border access.
  • In multiplayer, empires that are player-controlled will have a 'limited' AI for a period of 10 years if the player drops. The limited AI will not make any drastic changes to the empire, such as changing sectors, disbanding ships, declaring wars, etc, allowing a player to rejoin their empire pretty much as they left it.

We've also added a new option in galaxy setup where you can set the AI's overall aggressiveness.
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EMPIRE BUILDER IMPROVEMENTS
We also took some time to add a pair of highly requested features to the empire builder. Namely, the ability to write a biography for your species and empire, and the ability to customize ruler titles. Ruler titles are customized separately by gender, and will remain even if you change government type, so long as the new government is of the same type as the previous one (so changing from a Monarchy to another Monarchy will not clear your ruler titles, while changing from a Monarchy to a Democracy will).
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BALANCE CHANGES
While balance wasn't our main priority for Clarke, we nonetheless targeted a few major balance issues. A few highlights:
  • War score costs now scale to the size of your target, so you can take more planets from large empires but can't vassalize them in a single war.
  • The ability to stack evasion on Corvettes was nerfed.
  • Strike craft had their range substantially increased.
  • Ethics were rebalanced to make Xenophile/Xenophobe stronger picks, among other changes.
  • It is no longer necessary to control planets to demand them in war, but controlling planets that are set as wargoals are now worth more warscore.
  • Technology cost is now increased both by number of planets owned and size of population, instead of just population. Accordingly, the tech increase cost from population was lowered.

BUG FIXES
In addition to all this, Clarke naturally also includes dozens of fixes for bugs large and small. A few highlights:
  • Military Station maintenance is now correctly calculated (was far too high previously).
  • Numerous fixes to events, including fixing up the Old Gods event chain.
  • Fixed 'ghost' trade deal entries and trade deals silently failing when you traded above a certain percentage of your resource stockpiles.
  • Democracies that don't allow slavery will no longer get the Slaver mandate.
  • Difficulty settings are now available in multiplayer setup.

With Clarke almost finished, we're now switching over fully to working on the Asimov patch, as outlined in last week's dev diary. Where Clarke was mainly a fix and UI improvement patch, Asimov will target the midgame with new diplomatic features and event chains. More details about Asimov will be released in development diaries over the next few weeks, but if you have any questions about the Clarke patch, feel free to ask and I will do my best to answer.
 
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Paradox, could you please add ticking warscores? It's my single biggest issue with warfare.
And the auto-surrender without any player agency. And the unability to negociate anything outside war goals. And the fact that war goals are very simplistics.
Also some equivalent of casus belli, both to know WHY someone declares war on us, and to add some diplomatic/internal happiness management, would make it so much more interesting than a simple Civ-like "let's go to war, just because".
 
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This!. A minor change but managing multiple planets in the same system would be MUCH easier than managing one light years away. This change would account for that nicely (I have not seen a system with more than 3 habitable planets in them so it wouldn't be staggeringly game breaking)

One of my star systems consists of a gas giant orbited by 4 largish habitable moons, of which I've colonized two, and will occupy the others eventually (and making the system its own sector probably).
 
@Wiz , Thank you for the Dev Diary update and the highlights.

  1. Regarding the Habitability icon/tooltip, I see that it mentions Planet Type, Surface Size and Habitability %. Is it not possible to add to the tooltip, beside the habitability %, the Species that holds that highest compatibility?
  2. I am not sure if these Bugs were reported, but they are active and prevalent. Are there plans to fix the below (not specifically in Clarke)?
    • I modified my own species with genetic traits that did not manifest themselves. In my case, I added the "Enduring" trait and completed the Research Project that applied it to all my Pops, but my Leaders would still die around Age 85, even after waiting a couple of years to recruit. I presume (but have not tested) that modifying my species to be "Strong" wouldn't affect my Army damage either. Is the Player going to be made aware when these kinds of self-modifications are going to become active, or if not applicable to Leaders (as I assumed) be removed from the Genetic Modifier window?
    • Ship costs and build speeds are only affected by Assembly Yard modules and Ruler Traits, but not other modifiers. For example, having a Retired Fleet Officer as a Governor and/or a Pioneering Terminal spaceport module does not affect the costs or build speeds of Ships, colony-class or otherwise.
    • A Fallen Empire and my alliance were in a stalemate and demanded my surrender with no terms. To refuse costs 100 Influence. When I refused, they just re-demanded my surrender, costing another 100 Influence; 200 Influence a year if allowed to auto-expire. Are Diplomatic timing limiters going to be added to ensure this kind of un-avoidable Influence drain cannot be exploited by AI / within multiplayer?
Thanks again and looking forward to being a Stellaris fan for years to come!
 
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Also some equivalent of casus belli, both to know WHY someone declares war on us, and to add some diplomatic/internal happiness management, would make it so much more interesting than a simple Civ-like "let's go to war, just because".

I don't think casus belli would fit in very well, to be honest. This isn't feudal Europe, it's science fiction. There are incredibly aggressive, non-civil species that indeed would go to war with you "just because". If casus belli is added, one of them should essentially be "just because". Perhaps it would carry some sort of malus with it, but it should be present.
 
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Considering the HUGE importance of sectors in the game, and just how hated they are, I'd say they are of a critical importance to overhaul ASAP. Please don't delay this to the next year.

Can't agree with that. There are so many bugs in sectors that no one has had a chance to see how they're supposed to be working. Calling for an overhaul before we've had a chance to play with the bug free version is counter productive IMO.
 
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I don't think casus belli would fit in very well, to be honest. This isn't feudal Europe, it's science fiction.
What kind of argument is that ? Because it's sci-fi, people stop to have reason to go to war ? Wut ?
Reminder : "casus belli" is just latin for "cause/reason of war". It's nothing specific to Europe or to middle-age or to whatever. It's universal to all war by everyone and everything. There is always a REASON to go to war.
There are incredibly aggressive, non-civil species that indeed would go to war with you "just because". If casus belli is added, one of them should essentially be "just because". Perhaps it would carry some sort of malus with it, but it should be present.
Totally agree on this one. It would actually make the system even more interesting - some ethos' advantages would be to be able to declare war without internal happiness penalty.
Possibilities are endless and very exciting, it would make for more variety and depth. What's not to like ?

I can already imagine...
Xenophobic : free CB on all others species "because they are ugly xenos". Gives penalty to reputation with others species, no internal unrest with prime species having the xenophobic ethos, positive happiness if it has the fanatical xenophotic ethos.
Militarist : CB on anyone as a "glorious war", requires twice as much warscore to conquer planets. Gives penalty to relation with non-militaristic empires, positive relationship ("respect") with fanatical militarist.
Just two examples. I can imagine plenty of others, like "genocide" or "enforce peace" or "convert to our own ethos"...

Again, having a reason to do war (even if it's a flimsy pretext) is nothing specific to a game, a nation, a region, a period in history or even a species. It's just a mechanism allowing for lots more depth and possibilities and also allowing to have emergent narrative. It's all win.
 
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I am exciting about what I see and cannot wait to get the beta patch.
 
Yes, sector AI should understand robot-only planets now.

Could you please add the ability to change ruler name? That would make the game much more immersive.
 
Thanks for the up-date, Wiz.

Question. How regularly is Stellaris planning on releasing patches? Is it once every month? This DD almost gives me the impression Stellaris is still in full development.

That's generally how Paradox supports their games these days - they don't cut their teams after release, the full team keeps working on it, whether that's patches or new DLC.

Did it have the holy mark on it? Gaia worlds are not always holy.

I've had this happen as well, and yes it was a holy world. I had been looking forward to my annoying neighbour getting smacked down by the FE, but ... nothing.

In my testing on this, a major problem strike craft have is that they are far too vulnerable to point defense. Fighters have no special ability to dodge it and bombers don't have much extra ability to take more hits. They need to be a bit tougher/more evasive and maybe be given a bit of slow-regen shielding.

Fixing the accuracy bug would go a long way to making point defense less effective vs strike craft, but whether that is sufficient or not I have no idea.
 
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I'm very happy with the issues addressed by this first patch and can't wait to end my Ironman play I put on standby.

Please, keep it up the good work.
 
1. Will this patch address the problem with ship icons blocking the + symbol when adding systems to a sector? (Currently when a ship is in a system the ship icon that indicates its presence there, in the galaxy map, is on top of the + icon and thus it must first be moved to another system in order to ''free'' the + symbol)

While that UI glitch is not fixed, you may also add a system to a sector by clicking on the star itself, instead of the plus sign, it also works.
 
Paradox, could you please add ticking warscores? It's my single biggest issue with warfare.
Ticking warscore is already a feature of Stellaris. It just doesn't work correctly.
And the auto-surrender without any player agency.
The AI auto-surrenders when its willingness to accept terms is high enough to accept everything demanded in your wargoals. If you're that eager to finish your chevauchée campaign, finish that before occupying their planets.
And the unability to negociate anything outside war goals.
That's a deliberate design decision which seems unlikely to be revisited in a hurry.
And the fact that war goals are very simplistics.
Simplistic wargoals are good! They make it more likely that the AI can assess them reasonably.
Also some equivalent of casus belli, both to know WHY someone declares war on us, and to add some diplomatic/internal happiness management, would make it so much more interesting than a simple Civ-like "let's go to war, just because".
They declare war on you because they don't like you (the reasons for which are visible in the diplomatic interface) and want to reduce the number of mudballs you own (which is indicated by the wargoals).

This is, ultimately, always going to be why the AI declares war: it wants to gain something, and it wants to make you lose something.
 
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Cheers for the DD Wiz, UI changes and other fixes/tweaks sound great :D. On the by, any chance of pausable notifications (and some kind of predictability on pausing/unpausing when the notification is closed), as well as the possibility for notifications (preferably pausible, but just a reminder would be nice) of when fleets arrive somewhere. At the moment, later in the game, when multiple fleets will be in transit across substantial portions of the galaxy, it's very easy for one (or more) of them to be forgotten about and languish. Even if not forgotten, it's a bit fiddly having to scroll the map over, or the outliner up and down, to check if they've arrived yet. Fleet arrival notifications work really well in EU4 and HoI3, and could work well here too.

Down the track, more information being visible would be handy. For example, I currently use a notepad and pen to jot down where I find proto-civs and primitive civs, because as far as I can tell there's no way to tell whether you have any in your empire unless you scroll through each system manually.

Looking forward to Asimov and everything else down the track. Been playing Stellaris non-stop since launch (as in, haven't played any other games, I have eat/slept/worked/etc :)) and still very much enjoying it and finding more to it each game, it's a great achievement for the team regardless of it launching a bit rough :).

Nice try Axe, someday we'll get someone from Paradox to answer a message settings question :(. I thought you phrased it very nicely. I just wanted to add that in addition to colonization being a fiddly process of clicking all over the map, so is diplomacy and pop management. Centralized information would be much appreciated for those areas as well as primitives and protos.
 
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