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Stellaris Dev Diary #363 - A Journey of Exploration

Hello, Stellaris Community!

Today we’ll start with preliminary release notes for 3.14.1592, then look back at the past at all of the changes Stellaris has gone through and summarize the feedback you all gave in the dev diary two weeks ago - The Vision. We’re still reading the responses to that one and will continue doing so, so if you haven’t had a chance to add your thoughts, please add them!

Preliminary Release Notes for 3.14.1592​

If all goes according to plan, we’ll be releasing the 3.14.1592 patch sometime next week.

These are our preliminary release notes:

Balance​

  • Add energy activation cost to Propagandosphere
  • Cloaking strength on Camouflage mutations are now consistent throughout sizes
  • Give -15% cloning cost and -10% fauna upkeep to Beastmasters civics
  • Reduce Space Fauna cloning cost by 10%
  • Reduce Space Fauna energy upkeep by 25%
  • Remove minor artifacts production from Decentralized Research edict
  • Rework Mutated Voidworms fleets content and scaling, aligning them similar to Prethoryn Brood Queen fleets

Bugfix​

  • Accelerate juveniles animation speed
  • Added Insider Trading and Trade Focus traits to each other's opposites block to stop them appearing together since they almost cancel each other out.
  • Added Orbital Ring variants for Beastport/Hatchery/Vivarium descriptions in all supported languages
  • Civics added in Grand Archive can now be swapped from the regular to corporate version and vice versa
  • Clarified the texts of the Cultivated Worldscaping decision and planet modifier
  • Deleting a design now keeps you in current designer type
  • Enclaves and Marauders satisfy Xenoist Contact Demand
  • Extreme Contortionist DNA now gives rare crystals instead of motes to be more consistent with the event that gives it
  • Fix an issue where Cognitive Node should be selected by the Leader Infected event
  • Fix blocked Tiyanki Graveyard event chain when capturing them
  • Fix Boarding Cables capturing literally anything - thanks for the fun screenshots
  • Fix Breeding Status displayed in view that was not always correct
  • Fix Fossilized Endoskeleton specimen localization
  • Fix Mercenary Enclave Stations unable to build ships
  • Fix Cloaked Patternwalker missing string
  • Fix scoped localizations for Memorial For Bubbles specimen
  • Fixed an unlocalized string showing up when you tried to return starbases at times. Also added linebreaks to the same tooltip.
  • Fixed recommended DLC tooltips in multiplayer
  • Fixes a bug with too wide portrait on Empire Design Selection View
  • FX for ship auras are now displayed
  • Improve Cordyceptic Drones fauna damage modifier text in tooltip to make it clearer what it exactly affects
  • Life Tree Protectors now don't move away from their system
  • Lost colony parents using Sol as their system will no longer spawn two Siriuses if the guaranteed habitable worlds slider is set to 1.
  • Mutated Voidworms fleets now don't use naval capacity
  • Mutated Voidworms now don't show they can upgrade anymore
  • Orbital Assembly Complex holding now correctly boost Beastport and Hatchery on Orbital Ring
  • Preccursors can no longer be discovered on Astral Scars
  • Prevent duplicate specimens from being found in the same empire
  • Removed the unused h_dna string
  • Stop showing upkeep part of message when leader upkeep is zero in hire leader confirmation dialog
  • The Diplomacy Tradition Finisher now properly refers to Officials and not Envoys.
  • Voidworms now stop bombarding if the Immunity technology is researched (before crisis)
  • Worm-Riddled Gate is now correctly accessible if Voidworms are captured instead of killed

AI​

  • AI won't build infinite science ships when trying to build frigates anymore
  • Fix AI that was not willing to build Shipyards

Stability​

  • Fix a crash when a tooltip references the concept of a tradition that doesn't exist
  • Fix crash when Voidworms try to act on empty fleets
  • Fix OOS when riftworld station is built
  • Fix saves affected by the crash when an AI without a Grand Archive tries to capture a Space Fauna
  • Fix Voidworms CTD
  • Fixed issue with resolving the user home dir on linux that leads to CTD

Okay, now on to the main dev diary.

Where We’ve Been​

A long time ago in a galaxy generated far, far away, on May 9th, 2016, Stellaris was released.

We all took our first steps out into the stars, filled with a universe of possibilities and wonders. I was there picking my FTL type and favored weapons and experiencing those early days the same way many of you did.

Each of the Expansions changed Stellaris in their own way.

The first really major changes came to Stellaris in 1.5 in the Utopia expansion, when Ascension Perks were added. These shook the game up so drastically that when Apocalypse changed the face of war in 2.0, they ended up moving into the base game.

Apocalypse and 2.0 included a huge number of other changes as well, changing how system control works and removing the different FTL types. I mark this moment as the point where Stellaris began moving from a pure 4X game to more of a hybrid of 4X and GSG. That transition continued in the next major shakeup with MegaCorp and 2.2, which replaced the economic model, changing from tiles to the pop and job system we still use today.

Federations and the 2.6 update added the Galactic Community, revamped Federations, and changed the way we think about empire creation by adding Origins to the game. Most of the Origins started off relatively simple, but as we added more they steadily grew in complexity. (Knights of the Toxic God, I’m looking at you.)

The intel and exploration changes of Nemesis brought us to the 3.0 update, as they fundamentally changed the early stages of the game. Nemesis also brought us our first player Crisis path, Galactic Nemesis, which was originally simply called “Become the Crisis”.

3.1, the Lem update, wasn’t an expansion release, but it changed how the Stellaris team operated, for the better. This was when we began the Custodian Initiative. The Custodians have done an excellent job polishing old content up to our modern expectations, fixing bugs, adding new quality of life features, and generally improving the game.

Overlord and 3.4 added improved subjugation mechanics and added the Situations system which has become an incredible tool for the content designers. We also expanded automation at this time, revamping planetary automation and letting unemployed pops find their way using the automatic resettlement system.

The leader system underwent massive changes in 3.8 when Galactic Paragons added leader traits and attempted to make them a more interesting system to play with. This system remained in flux until 3.10, when they finally reached a state where we were happy with the results. Sometimes change needs a little iteration. 3.8 also added Cooperative gameplay, making it much easier to teach your friends how to play Stellaris.

This year brought the Expansion Subscription option to make it easier to get into Stellaris, and The Machine Age and 3.12 began the process of elevating the Ascension Paths to new heights. The positive reaction to The Machine Age and the success of the Season 08 Expansion Pass strongly affected our plans for 2025, and made us also reflect upon questions like “what is a Crisis anyway", “what is ‘winning’”, and “can we remaster two very different Ascension Paths in a single year”.

The Story Packs, Species Packs, and other content added to Stellaris in their own ways as well, adding to the deep lore of Stellaris and expanding the possibilities.

So Much Glorious Feedback​

I want to thank everyone for the enormous outpouring of feedback that we’ve received over the last couple of weeks. As I noted last week, I’ve been reading every response to Dev Diary 361, and I’ve been keeping tabs on responses on several different platforms. If you haven’t had a chance to give your feedback, don’t worry, you’re not too late. I’ll be keeping The Vision pinned in our forums until the end of November.

This section will be my musings on the feedback and some of the things it made me think of. Not everything I talk about here is viable or going to happen, but if you’re being this open with me I owe it to you to return the favor.

Based on the feedback you’ve all given, the consensus is that you’re very amenable to change to address engine or system limitations, and that we should not feel constrained by what is already there if we feel we can find a way to make things better. Many of you did note that the initial implementations of changes aren’t typically perfect, and that they take iteration to achieve their goals. (So we should be careful with what we decide to take on at once!)

Some of the questions that I offered as proposals were a bit leading - I did want to know what you all thought about the existing pop mechanics, for example, because I’m very interested in improving their performance and addressing several other quality of life and mechanical issues with the current systems. Your responses have strengthened my belief that tackling planets is a correct course of action, and you should expect some experimentation in next year’s Open Beta.

I’d like to move us over to a system more similar to the pop groups used in Victoria 3 - though with a Stellaris spin on things. We’re not likely to go as deep in the simulation as Victoria does, but I think that we can likely split pop groups based on species, ethics, and factions. Some of the granularity we have right now might slip though, so I’m eager to get to doing some prototyping and seeing what the pros and cons are of such a change, as well as what the performance implications would be. The economic implications are huge.

Fleets are unlikely to get major changes this year, but a number of you identified them as a place where we can do a lot of major improvements, along with many aspects of war. We’ll talk a bit more about these next week.

Trade is almost certainly going to change. Very few of you seemed terribly fond of the current system, and it’s both terribly bad for performance and mechanically difficult to understand for new players. While I like the general idea behind the trade routes, I don’t think they add enough benefit for their costs. We’re likely to revamp it into a proper resource, though I’m also considering ways of also using it to simulate supply lines and local planetary deficits. If we end up pursuing the latter, gestalt empires would need access to trade or at least, something similar. That could potentially open up more opportunities for MegaCorps and diplomatic pacts, and we’ll have to find new ways of using pirates.

Next Week​

Next week I want to look at some of the things I think we’re still missing. Player fantasies that we either do not support or do not support well enough in Stellaris at this time. Like The Vision dev diary, I’ll be asking for your feedback there too, so think up on this over the next week if you want to help influence where we go next.

See you then!

 
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I’d like to move us over to a system more similar to the pop groups used in Victoria 3 - though with a Stellaris spin on things. We’re not likely to go as deep in the simulation as Victoria does, but I think that we can likely split pop groups based on species, ethics, and factions. Some of the granularity we have right now might slip though, so I’m eager to get to doing some prototyping and seeing what the pros and cons are of such a change, as well as what the performance implications would be. The economic implications are huge.

Finally, that would be the end of a nightmare! The one thing I really dislike in this game is the pop micromanagement. Victoria 3's system is way better.
 
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Next Week​

Next week I want to look at some of the things I think we’re still missing. Player fantasies that we either do not support or do not support well enough in Stellaris at this time. Like The Vision dev diary, I’ll be asking for your feedback there too, so think up on this over the next week if you want to help influence where we go next.
I know its not the most popular way to play the game but I have always been in love with Fanatic Pacifism and especially Inward Perfection. The idea of being able to have an incredibly small territory with something like Void Dwellers and focus almost solely on your own empire is something that feels especially compelling to me. Being forced to come out of your shell as an empire to deal with galactic threats (mid and end game crises). It does feel bad sometimes when one of the arguably most effective ways to do it come in the form of Sovereign Guardianship which necessitates Militarist.

Basically seeing a little be more in the way of supporting a kind of non-threatening dense empire would absolutely be something id look for to stop me from running almost a copy and paste of my previous empire everytime because Inward perfection meets the fantasy i enjoy playing but REALLY punishes me for little reward when im using it
 
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I'm very concerned about any fundamental change to the systems in Stellaris, because they have been a disaster that takes months or even years to recover from every time so far.

I was one of the people who protested the 2.2 planet management change at every turn back in the day, and I was vindicated when the game ended up being terrible for at least two years afterwards, until the Custodian initiative salvaged it. Even if the end result today is better than the old tiles system, it was not worth all that wasted time.

The whole game performance optimization thing is really not worth pursuing at such a high priority. Stellaris is an old game now, and the playerbase's hardware is constantly being upgraded. Until this year, I played Stellaris on a 10 year old laptop, and even then endgame performance was fine. I'd guess 99% of players have far better hardware than that.

I wish the devs would focus on improving the areas of the game that are in a more questionable state, like wars and ship behaviour and indeed trade, instead of areas that work perfectly fine and no one actually asked to change.
 
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even then endgame performance was fine
A striking thing with Paradox GSG performance is that one player's "fine" is another's "insufferably sluggish" (and conversely, one player's "fine" is another player's "can we have a speed setting between 'speed 4' and 'unthrottled'?")
 
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A striking thing with Paradox GSG performance is that one player's "fine" is another's "insufferably sluggish" (and conversely, one player's "fine" is another player's "can we have a speed setting between 'speed 4' and 'unthrottled'?")
You're right - there's a big gap in how fast players actually want the game to go, correlating with how much players care about optimizing their play. But even on my 10 year old laptop I usually played most of the game on Slowest. I just don't think it's worth the risk of destroying the game for a second time just for eking out more performance for the very small portion of the playerbase that plays on ancient hardware AND wants the game to move at breakneck speed.
 
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But even on my 10 year old laptop I usually played most of the game on Slowest.
Speeds 1-4 ("Slowest" to "Faster") are rate-limited; Slowest on your 10yo lappie is (supposed to be) the same speed as Slowest on a brand new gaming desktop, and indeed is slow enough that it pretty much always will be.

Speed 5 ("Fastest") is "as fast as your computer can physically run the game", and there are definitely situations with certain titles where Speed 5 converges with Speed 4 even on shiny modern gaming desktops.
 
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My suggestions for trade:

Trade routes connect planets, with the planets in a sector connecting to the sector capital, and sector capitals connecting to the empire capital. Planets need to be connected to the trade network to have access to the empire's resources, otherwise they can only access what they themselves produce, like a simplified version of Victoria 3's market access (and, incidentally, also like your "supply lines" suggestion). Commercial Pacts require a trade route between the empires' capitals, which prevents forming pacts with empires you have no access to. Sometimes, planets can have a Trade Commodity that gives some sort of bonus to all connected planets in the trade network. Commercial Pacts allow other empires to take advantage of part of the Commodity's effect. Trade Commodities can represent a variety of goods, from trade goods (i.e. a mining planet discovers a cache of gemstones that have no industrial value, but are quite pretty) to tangible cultural aspects (i.e. a cultural exchange happens and now the other empire wants to wear your blue jeans and listen to your rock music).

Also, I think pop groups are an excellent idea.
 
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On an unrelated note, I'd also like to see the Nomads be made available with Megacorp. The fact they're disabled is made weird by the fact they were recently updated with a few Grand Archive specimens that are completely unobtainable unless you turn off a DLC.
 
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The whole game performance optimization thing is really not worth pursuing at such a high priority. Stellaris is an old game now, and the playerbase's hardware is constantly being upgraded. Until this year, I played Stellaris on a 10 year old laptop, and even then endgame performance was fine. I'd guess 99% of players have far better hardware than that.

Performance is still the single most criticized feature by both players and devs. It's definitely not "fine".
 
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Trade is almost certainly going to change. Very few of you seemed terribly fond of the current system, and it’s both terribly bad for performance and mechanically difficult to understand for new players. While I like the general idea behind the trade routes, I don’t think they add enough benefit for their costs. We’re likely to revamp it into a proper resource, though I’m also considering ways of also using it to simulate supply lines and local planetary deficits. If we end up pursuing the latter, gestalt empires would need access to trade or at least, something similar. That could potentially open up more opportunities for MegaCorps and diplomatic pacts, and we’ll have to find new ways of using pirates.
Yes yes yes. Do that.
 
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I’d like to move us over to a system more similar to the pop groups used in Victoria 3 - though with a Stellaris spin on things. We’re not likely to go as deep in the simulation as Victoria does, but I think that we can likely split pop groups based on species, ethics, and factions. Some of the granularity we have right now might slip though, so I’m eager to get to doing some prototyping and seeing what the pros and cons are of such a change, as well as what the performance implications would be. The economic implications are huge.

The other direction you could go is to reduce pop count and make jobs more visible, instead of being hidden in a drop-down on a secondary tab.

The relatively new Throughput modifiers already do a lot to replace more pops with better pops -- that could be expanded to give more economic dexterity to a smaller and more visible population count.

==========

One concern for the current push is that a lot of newer players never saw a reasonable colony management screen -- they came in post-2.2 and only saw the mess which hides pops, throws a huge number of pops at every colony, yet still tries to do the pre-2.2 work of emulating individuals (who are almost never visible).

For players who have never had a worthwhile user experience with individual pops, because they came in post-2.2, it's reasonable that they would not value individual pops, and view the whole pop system as a mess (which it is post-2.2).


I'd really like it if one of the betas made pops MORE visible rather than throwing them away entirely, so newer players could see a bit of what they've been missing out on, and then after seeing that they could decide if it's worth keeping from a more informed position.


And maybe it's not worth keeping. Maybe the V3 system is better. But if you've only seen a half-demolished building, it's difficult to make a fair decision about rebuilding it or finishing the demolition.
 
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Awesome stuff. Tacking planets, pops, and jobs sounds like a sensible place to start given how many systems interact with it. I hope the foundation opens up more potential for internal diplomacy and feeling like we have living, dynamic populations!
 
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Can anyone explain how Victoria 3 pops work differently? I don't have that game.
I'm... worried about the pop changes. Could you explain in more detail what it would (hypothetically) entail? I haven't played Vicky 3 so I don't really have something to compare it to.
Vic 3 pops have these traits which define them:
- culture (race)
- religion
- job
- location

In Stellaris, 50 billion humans living on one planet would be 50 pops (handwave exactly how many there are) while 1 billion on a new colony is 1 pop. Game doesn't care if 30 pops are all doing the exact same job with the exact same faction and ideology, they're all separate pops. Game has to crunch numbers for each separate pop. Performance drain.

I’d like to move us over to a system more similar to the pop groups used in Victoria 3 - though with a Stellaris spin on things. We’re not likely to go as deep in the simulation as Victoria does, but I think that we can likely split pop groups based on species, ethics, and factions.

With a Vic 3 style system, you would have 1 "pop" saying "this represents 30 billion humans doing and thinking one thing". Exactly how it gets chopped up is something even the devs don't know yet but that's the general idea. I'll write my "requirements" as a user in a separate post.
 
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Very good DD, can't wait to submit my own sci-fi tropes.


Just for discussion sake i would like to mention some of the things I felt (in my play groups and playthroughs) didn't work since I started playing but I don't want to rain on the parade (and it sounds kinda depressing lol) since most of those were adressed anyway .

I'll jump right to my conclusion then :

With great changes at the horizon, all the chances, including learning from the past, must be taken to make the transition from our version of the game to the next as smoothly as possible, and I think the best way to do so is to remain coherent as a game.