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Stellaris Dev Diary #364 - Sights Unseen

Hello again, Stellaris Community!

Last week we looked back at where we’ve been, and today we’re going to look at possible themes I think we might explore in the future. Like the past few dev diaries, this is one where we’re actively soliciting your thoughts.

If you haven’t had a chance to add your bit of feedback to The Vision, you still have a couple of days left - it’s going to stay active until the end of November.

Today is the 3.14.1592 release day, so before we get to the main diary I’ll start with the final release notes.

3.14.1592 Release Notes​

The 3.14.1592 patch addressed the following issues - I’ve bolded new additions (all under Bugfixes) since last week’s diary:

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​

  • Clone Soldier Ascendants can now cyberize
  • Fix to AI machine empires spawning as Despicable Neutrals without The Machine Age
  • Necrophages no longer create an endless series of replacement pops when purging on the Synaptic Lathe
  • 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
  • Precursors 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

Unless critical bugs in need of a hotfix arise, this will be the last planned Stellaris release of 2024. I want to avoid potentially destabilizing the game just before the winter holidays.

Now, on to the main dev diary.

Infinite Frontiers​

Over the past few weeks we’ve looked at the basic vision of Stellaris and discussed how Stellaris has changed over the years.

This week I want to talk about things we potentially might want to explore in the future.

This is not intended to read as a timeline or a list of promises, but an open discussion about things I consider possibilities and why.

Biological and Psionic Ascension
First things first, I strongly believe that remastering the remaining Ascension Paths is a top priority. The Machine Age dramatically improved Cybernetic and Synthetic Ascensions, and gave machine empires proper ascension choices, but left the others behind. Biological Ascension isn’t in a good state right now mechanically or as an overall experience. Psionic Ascension is better off as it is affected tangentially by most content releases, but is a bit too reliant on random events and luck. Both of these Ascension Paths will be revamped, though since they are very distinct from one another, I intend on having them focused on in two separate releases.

Warfare and War Resolution
At some point in the future, I’d like to see us revisit war and war resolution, and enable more of the scenarios that occur in the “Stellaris Cinematic Universe” of our trailers. When the Gamma Aliens attacked the UNE colony of Europa VII, the Commonwealth of Man did not wait patiently for an invitation to war before summoning the Apocalypse. Humanity was threatened, and they acted. More fluid rules around joining and leaving wars are needed, and betrayal is not supported to my satisfaction. (Secret Fealty exists, but I don’t find it enough in its current state - other mechanics currently prevent them from seizing the chance for freedom at what would be the most opportune moments.)

Biological Ships
While rearing and mutating space fauna was added to Stellaris in the Grand Archive story pack, I feel that it’s not the same fantasy as true bioships. These are vessels that your people grow and fly around in, or that have more symbiotic relationships with their pilots. I think those systems would probably pair nicely alongside Biological Ascension.

Factions and Politics
Governments in Stellaris may hold a grudge against you for centuries for your atrocities but pops and factions are very quick to forgive and forget. There are no revanchist or irredentist factions that make trouble when borders change, nor variety within the factions themselves. I’d also like to see factions have their own tenets and goals and different ways that you can deal with them. There have been a lot of calls for an “internal politics” expansion, but I think that it would really be politics and culture in general, affecting both your empires and those around you.

If we were to do something along those lines, I’d also want to add some variant of factions to Gestalt empires - maybe Instincts for Hives that grow more dominant based on your behavior or Directives that compete for priority in Machine Intelligences. They’d have to feel different from individualistic factions, however. Among individualistic factions, I could see the tenets of an Egalitarian faction from a Shared Burdens empire being very different from the Egalitarian faction in a non-Worker Coop MegaCorp, and these tenets might also be used to define the beliefs of your Spiritualist factions. I’d certainly want to explore spreading my factions into other empires.

Espionage
Espionage is a related system that isn’t satisfying its promise currently, as Mr. Cosmogone reminds me during every design meeting.

It’s difficult to keep track of spy networks, is generally of low impact, and has no real counterplay. But he’s got schemes.

Playable Nomads
Finding different ways of playing the game can be popular - landless adventuring in Crusader Kings III, for example, makes me wonder what we could do with nomadic fleets in Stellaris. The key questions there end up being “why are they nomadic”, and “how do they interact with more standard empires”. Origins could also be opportunities to “table flip” the normal economic or political models of Stellaris.

Pirates and Crime
Space Piracy is a popular fantasy - we touched on it a bit with the Treasure Hunters origin in Grand Archive, but they could mesh well with the Nomads idea mentioned earlier or even a factional political expansion. Crime and Deviancy aren’t terribly engaging systems at the moment either, and might benefit from wider examination.

Species Packs
When it comes to species, I could see us examining what kinds of life could arise on molten or frozen worlds, much like we did with Toxoids. Like Toxoids, they’d likely need some restrictions on what they can do with those worlds (as they’re 10x more abundant than normal habitable worlds), but they’d be interesting to explore. Players often ask for gaseous or energy creatures - the first are already represented to an extent by the Dathnak and the latter by the Unbidden. I feel that energy beings may go too far into fantasy “elementals”, so I’d like to stay away from them if possible. Expanding the existing species phenotypes could also potentially be interesting - Plantoids II, for example.

Scenarios
“Scenarios” are another proposal that I’ve seen a number of times over the years - would it be interesting to have scripted game modes with custom rules, and events already in motion?

They could lean hard into already established universes with asymmetric starts. Perhaps the game starts off with communications from a Xenophile empire that tells you, Pre-FTL Earth:

Example of a possible Scenario

Hacked together example. Not anything real.

A system like this could allow for challenges or narratives that can be completed in a relatively short play session compared to a standard Stellaris campaign, or could otherwise completely change the pace or nature of the game. It could also be used to craft competitive experiences - at past PDXCons we’ve featured mods like Survival: Necroid Invasion or Ark of Ascension - I could see things like that fitting into the system.

Alternate game modes tend to be fairly binary though - they’re either not used very much, or they’re incredibly popular - not much in between. What kinds of things would you want to see in these sorts of game modes, if anything?

So What Did I Miss?​

This was a bit of a stream of consciousness dev diary, so I’m sure I’ve only scratched the surface of possibilities.

What do you think I missed? Are any of these especially attractive or repellent? Where do you want us to go?

Next Week​

Next week we’ll be reacting to your responses to this one.

The days are getting shorter and the snows are starting here in Stockholm, so I expect I’ll keep this one pinned for the next two weeks.

See you next week!

 
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Many good ideas here, but i would have liked to hear more about the pop rework concept that was mentioned in the previous DD.

We're experimenting with a prototype right now. We'll have more information once we have something worth showing.
 
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The Biological Ascension, Ships, and Espionage are personally something I'm looking forward to a lot, and I talk about them a lot, but the idea of an internal politics update makes me SUPER happy inside, its something I want to see and something that would finalize this as a game I would play likely until the day I die. Because as it sits, Empires stagnant in the mid game, because you don't feel like your people are real, or responding to anything, spying doesn't get you anything really, and its just boring in my opinion.

Scenarios however as an idea are something I don't think I'd ever play if its one of those "Here mission" sorts, if it was pre-made galaxies however I would be MUCH more interested, the idea of the history of Stellaris being more abundant excites me as well, and I can't even begin to guess at the creations Modders would turn a static galaxy/galactic situation into, it would be insane in the best way possible!

However this all said, I still would prefer Genetic Ascension and Biological ships first and foremost, thats a fantasy that makes it much harder for me to really get into Hiveminds. I would also love more Hivemind content, and something I wanted to bring up and I figure this is the best place for it

I think that, for the future of Stellaris, making Utopia basegame would drastically increase interest and player engagement, Hiveminds themselves being locked behind Utopia also makes it seem like they get less content, because that would be locking it behind a DLC or even double locking it if they have special engagement WITH the new Content being released.


No matter what is said however, this Dev Diary has done nothing but give me hope for the future, and has made me SUPER excited! Can't wait to hear more about season Nine!
 
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A nomad empire whose ships function as their 'planets' would be absolutely amazing, especially if combined with something like the Wild Space mod where a bunch of the systems aren't colonizeable, so it's just empty space.
 
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Some things sound exciting and reflect what large parts of the discourse are saying, so this is a net positive.
But for me personally, many of the things you listed:

"When the Gamma Aliens attacked the UNE colony of Europa VII", "“internal politics” expansion", "Espionage", "Pirates and Crime", and "asymmetric starts" will all fall flat if these events can just be solved by whacking them with your big doomstack.
How will you depict asymmetry when one side is always heavily favored if they just bring double the points to a fight?
I can’t imagine a scenario where internal conflict results in a satisfying civil war that can either be instantly crushed by a 100k doomstack in the end or is instantly lost when I lose two-thirds of my fleet/planets in one swoop.

Doomstacking will ultimately sabotage any of these ideas in the end, and they will all come out as hot air—at least that’s what I expect.

On the part I think you missed: the fundamental problem with fleet power snowballing and doomstacking.

I'm sorry to mention this again, and you already stated that this will only be addressed maybe in one year or more, but I think it's just too big of a problem for the game right now to be postponed. Look at GGG—they just dropped everything 6 months ago to fully complete the endgame for the PoE2 Early Access release. So, there are methods to quickly react to changing tides.

P.S. Just to make it more clear, all these topics sound great, and I would want them in the game. But all of them are additional smoke screens for me that get dispersed as soon as I look into the fundamental mechanics that will counter all these scenarios/events/mechanics.
 
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Espionage!

I've been waiting for this :eek: . Would you give us a small hint what changes you've planned? I've made a lot of suggestions over the years and many others too. Bring some hope back to those of us waiting for this since Nemesis!
 
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+100 Opinion modifier towards psionic ascension rework and biological ships.
-200 Opinion modifier for no mention of ground combat rework or ripping it out entirely, which should also be the fate of Trade system.
+20 Opinion modifier for molten species for roleplaying Tholians and frozen species for roleplaying as the Breen.
 
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Warfare and War Resolution
At some point in the future, I’d like to see us revisit war and war resolution, and enable more of the scenarios that occur in the “Stellaris Cinematic Universe” of our trailers. When the Gamma Aliens attacked the UNE colony of Europa VII, the Commonwealth of Man did not wait patiently for an invitation to war before summoning the Apocalypse. Humanity was threatened, and they acted. More fluid rules around joining and leaving wars are needed, and betrayal is not supported to my satisfaction. (Secret Fealty exists, but I don’t find it enough in its current state - other mechanics currently prevent them from seizing the chance for freedom at what would be the most opportune moments.)

Hot take keep war exhaustion but bring back war score.

Biological Ships
While rearing and mutating space fauna was added to Stellaris in the Grand Archive story pack, I feel that it’s not the same fantasy as true bioships. These are vessels that your people grow and fly around in, or that have more symbiotic relationships with their pilots. I think those systems would probably pair nicely alongside Biological Ascension.

Please don't pair biological ships with biological ascension. I fully agree that the fantasy of true bioships isn't fully realized. But as a person who actually plays biological still, you have to ask what has biological been to us thus far? For me it's about enhancing my population through genetics to be on par (even though they aren't) with Synthetic, and Psionically ascended species. And if I can still do that, and you also wanna add some biological ship stuff great I just.

I just can't get excited at the idea of the Genetics tradition tree (already pretty suspect in some of it's choice) also having bio ship stuff. Genetics is about creating super soldiers, or entire castes of super miners or super scientists for specific worlds.
 
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I'd really love tailored scenarios, possibly with an associated achievement for completing them.

Bonus points if they are designed with multiplayer in mind. Often times I only have a couple of hours in the evening to play with a group, and we'd really enjoy playing a campaign to completion.
 
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The changes you talk about in "Factions and Politics" are exactly what most people think of when they talk about "internal politics."
It is impossible to separate culture from politics.

Personally, I would like to see two things in this place.
Combining factions with espionage to enable interactions not only with factions within our empire but also with those outside of it.
Allowing factions to build their own Holdings to simulate their influence on specific planets/sector .
 
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I agree with most of these thoughts, except for the Species pack thing. If you make an expansion for species packs, that ought to be free for those already having the species pack - so technically a Custodian update. You can be sure that nobody will happily pay for a Plantoids 2 pack.
The Custodian project is pretty much the best initiative Stellaris has, I wonder how much resources do they get for providing something that is technically free.

I think we have most species variants covered by now, but there need to be some trait changes or new trait infusions that are maybe unique to specific species portraits. Flight and swimming ability should translate down to something useful in a space fantasy. Natural communication methods could be fleshed out and given exclusive traits (making psionic communication actually impactful)
 
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Eladrin ordered me to keep my espionage plans fully classified. Otherwise I would have spilled all the beans in the above DD :p

But I kept a close watch on community suggestions for years now!
 
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There are a lot of great ideas in this DD I'd love to see, but the one I'd be most excited about would be playable nomads. Landless adventurers in CK3 allow for playing through the same game from a distinctly different perspective, more limited in some ways and freer in others. Having something like this in Stellaris would be awesome IMHO!

One thing I'd really, really like to see, too: Customizable origins. Specifically those that force you to spawn connected to other empires, like "Common Ground", "Hegemon" and others. I lean heavily into RP when playing Stellaris and would love to determine which (of my other custom empires) spawn in with me.
 
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