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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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Definitely needed since you can only give systems to sectors and not individual planets.

I'm not sure. It seems to me that if you have a number of systems that contain multiple planets (particularly if they're good planets) then you are at an advantage. Allowing an empire to control directly a greater number of planets would simply compound this advantage.
 
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Yes! This please! I'm currently having trouble tweaking game to have what I like. First of all - I hate the idea of penalty for having higher population. I suppouse it was introduced to slow down research rate of bigger empires so they won't become too powerful, but it's kinda ridiculous - huge empire with dozens of research centers is worse at research than small, few systems ones. I've seen someone claiming he had battleships by 2260 with few planet-wide empire while I have a 50 planet empire and in 2300 I'm still stuck with destroyers, while having about 250 points a month in every field of research.

That's why I reduced population penalty to zero instead of 2% and... now my techs are being researched in two, three months max. Nope, not good. So I decided to add this penalty back but I lowered it, but that's not a good idea either, because it still is punishing the strong while favouring the weak.

So my aim right now is to remove this penalty once and for all and tweak the research times to make them longer to research. I think I'll just multiply them by 5 or something like that.
You always try and switch on the penalty which is ought to be possible for having planets - it's 0 now but it already exists in defines.lua so should work. (If you are messing with the per pop penalty you already know where to find the per planet penalty, it's three lines or so above)
It is not only about the lab work in developing a new tech. There is no separate step for integrating that tech into your society. Even a new weapon means that all the manufacturers of weapon components need to retool their factories etc. It would take much more time to disseminate the new tech across a larger empire.

Also, yeah it is a HUGE balance feature. It is about the only thing applying breaks to the urge to spread out and plant colonies as rapidly as possible. The game is more interesting when you need to find a balance between tech advance and empire expansion. Having it so expansion were 100% advantageous would remove a key element of strategy, just as having the game almost force doom stack play removes most of the finesse from war.
Sectors are what's currently holding me back from expanding as fast as I can find habitable planets - I can fix the research penalty to my liking (which is 'nearly off') - but I can't do anything about making the Sector AI slightly smarter than bread mold except making sure the planets I hand to it are already developed. And even that is ony really possible once this patch hits, right now I'm using the Core Cap removal mod and will probably use it well after to maintain direct control of the parts of my empire that are interesting.
 
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  • End of Combat interface has received a major face-lift.

Can you please make the accuracy on the 'end of combat' interface per weapon type and not an average of them all. Not only would this be way cooler but it would help to quickly identify weapons not living up to their potential
 
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We have released a number of performance improvements in the hotfixes, and we're continuing to look into it for the people who are still experiencing performance issues, but there are only minor performance improvements in Clarke itself as we opted to put them into the hotfixes instead.

Hello, it would appear stuttering is still affecting a lot of people mid/late game. I tried to look for a sticky regarding information gathering by PDX to look into this. Could you point in the direction regarding this specific issue.

I really enjoyed so far PDX games but this stuttering is really taking its toll on how I enjoy playing Stellaris.

Thank you for looking into it.
 
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Breaking up doomstacks would be great, something along the same lines that prevented doomstacks in EU4 and forced players to break up their armies into more manageable pieces. Even if I wanted to break up my fleets I really can't because the AI will send it their doomstack and obliterate my forces separately.

I'm not sure how that could be managed; there's no manpower and running huge deficits in the game is part of the game. A ship support limit per system would definitely be great in breaking up combat to multiple areas rather than deciding the war in a doomstack vs doomstack mess after playing cat and mouse for 10 years.
 
I noticed a bug where my democratic empire ran out of presidental candidates after 250 years or so, everytime there was an election it instantly ended and picked the current president, i guess because there was noone else running for president? Dont know what happends when he dies because i stopped playing since the game speed was running at 10% or so in late game.
 
Sounds good. I'll still probably let a few more patches pile up before digging into Stellaris more. I look forward to many more, and picking it up again in December or so.


Smiles
 
I'm not sure. It seems to me that if you have a number of systems that contain multiple planets (particularly if they're good planets) then you are at an advantage. Allowing an empire to control directly a greater number of planets would simply compound this advantage.

The opposite change would work just as well to me - if we could give planets to sector control rather than systems.

The problem I have is one part of the equation works on planets and one works on systems.

It makes for artificial breakpoints where settling the second planet in the system becomes a factor of how good the first planet was, rather than how good the second one is.

I am not sure I understand how having core systems with multiple planets is more of a problem then having multiple systems with Gaia planets, or multiple systems with pre-FTL species.

RNG is RNG.
 
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if I understand well the "open borders by default" thing will have to wait till Asimov. unfortunately I already have three early-game objectives in the territory of a militaristic fallen empire with 0 trade willingness from their side so.. I guess I'll wait till Asimov :p
 
That's a shame because playing on the 1000-star galaxy still has major preformance problems late game:

- The game freezes for a second every 5 ot 6 seconds
- Performance seems to be as bad as pre-1.0.3 if you have any of your own units selected. When no units (or neutral/enemy units) are selected, it's fairly smooth, other than the previous point.

Don't get me wrong, it is much better than 1.0.2 ever was, but it's still no fun once all those empires and fleets get going.

I am playing the game on an embarrassingly powerful computer so I'm certain it's not my hardware that's at fault.

I disabled V-Sync in the settings.txt file. My FPS has doubled with that. I run the game under Linux but maybe it gives you a performance boost under Windows too?
 
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Yesterday while I was clearing up some weaklings in a... Lively part of galaxy (a place I actively sought to destabilize and that ended up in a multitude of single system empires) I saw something strange. One of those recently born small empires had a tiny fleet of drones, cristalline entities and amoebas. It was like the circus.

I suppose it's a bug or something? When they engaged my imperial flotte they died.
 
Yesterday while I was clearing up some weaklings in a... Lively part of galaxy (a place I actively sought to destabilize and that ended up in a multitude of single system empires) I saw something strange. One of those recently born small empires had a tiny fleet of drones, cristalline entities and amoebas. It was like the circus.

I suppose it's a bug or something? When they engaged my imperial flotte they died.

I've had a primitive civ in my sights for a while, next thing I know I see a fleet of space amoebas parked in their system flagged as owned by them. It just hung around there for about 100 years.

Very odd.
 
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