• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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!

 
  • 90Like
  • 53Love
  • 5
  • 2
  • 1
Reactions:
Great dev diary! It made me think that some origins could be scenarios instead (like Payback, Feud or even Toxic God) with some extra content. I'm very excited about politics and factions rework as well.

Also, if playable nomads will be a case, then they would also fit perfectly for a scenario (f.e. you're playing with the fleet that survived Doomsday origin and now you have to find the planet to establish colony, fighting pirates to clear your way or something like that). Possibilities are endless and I can't wait to see what you are preparing for the next year!
 
  • 4Like
  • 3
Reactions:
A few added things of note from my own perspective that should get looked at in some fashion:

- Influence still somehow seems so underpowered and overpowered at the same time. It is the core of one of the primary things in the game [expanding into new systems]. Early game it feels like a wet noddle where it doesn't really do enough, and late game you often somehow end up with it overflowing [for the most point] to a wild degree.

- Tradition Slots & Ascension Perk Slots are a problem in their own right, I feel like we keep getting more Traditions and Perks but the amount we can have of each hasn't changed since these systems were added. I'm not expecting something like modded levels of slots, but I feel it would be nice to have more room. Or, if the limit is 8, we need to seriously consider combining Traditions and Perks together if they match up well. Ex: Adaptability and Expansion being combined into one new Tradition would make sense [obviously some tweaks to Adaptability would need to happen so it can benefit Machine Intelligence]; and Xeno-Compatibility could be merged into Engineered Evolution [not that many people play with that on in the first place], another option would be Mastery of Nature and World Shaper being combined.

- Civics also could fall into the same line as Traditions and Ascension Perks where there are some that just don't get used for one reason or another so combining them with other Civics might be smart.
 
Last edited:
  • 6Like
  • 6
  • 3
Reactions:
I am new to the game and wanted to buy some more dlc after testing some content but I notice the latest expansions have 0% discount and as a bundle by themselves they are now more expensive (42€) than they were before the sale started (39.99€). Is that a mistake? I’m very confused at the moment
 
Last edited:
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.

This. Cybernetic used to be the first step to Synthetic Ascension, but they were later decoupled because peopoel wanted to play Cyborgs but it felt like inferior as gameplay-wise it was first step toward a different ascension.

Currently Biological should be about Genetically perfecting your species, and we should get a new one that focuses on complete overhaul of your species and turn them into what some could call horrific monsters, even give us Biological Ships. Could be connected to Leviathans and Space Faunas as you use their DNA to "improve" your species.

And when we are on the topic of adding new Ascensions, what about Biological Ascension for individualist robots, where they become fully biological or cybernetic? I can imagine some robots, especially spiritualist, wanting to leave their mechanical husks behind and become like their ancient creators.
 
  • 12
  • 5Like
  • 1
Reactions:
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!

I see obvious things like making spies fully-fledged leader classes and having some impact on larger empires to incite rebellions and such.
But I'm worried if all scheming and spying can just be mitigated by wiping the spying empire off the face of the galaxy with my 500k fleetstack?
 
  • 3
  • 1Like
  • 1
Reactions:
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.
Precisely this. Combat - both space & ground needs a massive overhaul.
 
  • 10Like
  • 4
  • 2
Reactions:
Oh yeah, btw, last week you said fleets won't have any major changes but there will be some tweaks. Can you share any of them? :)
 
  • 2Like
Reactions:
I think you might have missed adressing mid to late game planet engagement ( that doesn't involve cosmogenesis and/or Écus that are usually locked to one resource), if you take base game without DLC, there is no such thing as proper late game planet, you will usually try to steal FE worlds.
 
  • 5Like
Reactions:
I would really like to see surveying and exploration get an extension (not overhaul). I think many players would argue exploration and finding anomalies/digsites etc is the funnest part of the game. And yet by mid game its over and everyone has filled in their territories. I don't know the technical problems that would come but I would like to see the ability to resurvey systems and find new anomalies and even digsites in neutral space or other players space (cloaking combined with the new tradition that lets you dig outside of your own space makes it seem possible).

Just random ideas maybe have a system able to be surveyed up to say 5 times. After the first survey you get all the information and abilities to build outposts etc that you do now after a survey so the game doesn't slow down for people. But then you are able to go back 4 more times over the course of the game to survey at your leisure and find more anomalies or digsites. Maybe it could be part of a DLC story pack focused on adding tons of new anomalies/sites so that they don't get stale. I'm sure there is a more elegant solution but however it is done I would like the exploration and wonder phase of Stellaris never truly end, or at the least continue well into the late game.
 
  • 18Like
  • 6
  • 1
Reactions:
Speaking of different game modes.

There use to be a game called Dark Colony(and an expansion pack), a space marine vs alien type of RTS. It had a campaign mode for either side and as you progressed you unlocked the more advanced technology, buildings and units.

It was no Starcraft, but it was good and I found the sounds and visuals maybe more satisfying in some respects(Reaper units were just awesome) but more than anything what kept drawing me back was its skirmish mode(like Tiberiun Sun) where you could setup up to 7 AI players with / against you. As a teenager, I started off with 1v1v1v1v1v1v1 etc but as I got confident it was 2v2v2v2 and slowly I upped it to 3v5, 2v6 and even 1v7.

The only way to survive those kinds of odds would at the very least be to turtle up on chokepoints and unlike Stellaris, units collided and took up space, so a chokepoint worked and slowed down the neck of the funnel. A key difference was though that resources ran out and you ad a puny 3 resource per tick or something.

That's where I think Stellaris could head, map modes where placements of empires are guaranteed - the hub and spoke type one(starburst?) is a good candidate. If you could extend that so you can setup end game crisis spawn locations too, that would be awesome too.

I say that all because Stellaris, for me, is still very playable as an RTS and definitely compared to other 4Xs is relatively simple unless you try to engage every panel and system that exists and this game has never really forced you too - in my opinion.
 
Last edited:
  • 3Like
  • 1
Reactions:
From my experience from mods and other games, Nomad gameplay without proper gameplay goal is really, really boring.
Sure, moving planet fleet go brrr, but it goes flat in five minutes.
That being said, something like scenerio really can be helpful in this situation. nomads being just nomads are boring, but nomads being explorer to find their homeworld is suddenly interesting.
 
  • 7Like
  • 2
Reactions:

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?

Arguably this should come under internal politics, but Religions. Like specific space religions who arn't all vaguely spiritual space hippies (some of whom are death cults).
 
  • 11Like
  • 3
Reactions:
the factions and politics section sounds almost exactly like what i would want from a rework to the faction system. more (and larger) variations of factions for an ethic that depend on civics, temporary factions depending on major events like border changes. especially the brief mention of culture, 'exporting' factions, and calling espionage a related system makes me really excited too

cant wait for the psionic changes, as I adore psionics and space magic in all their forms (though I know you said you delight in turning down the team's space magic suggestions lol)

nomads could be a ton of fun too, really curious to see how you manage it ^^
 
Last edited:
  • 9Like
Reactions:
Personally I'm not too interested in scenarios or nomads, but I can see how nomads might appeal to some players.

Trade and market revamp would likely pair well with piracy revamp. I'd definitely be interested in a deeper market simulation which made economic relationships with neighbours more interesting - perhaps a much lighter version of what's been announced in Tinto Talks for not-EU5, where each nation has a capital market but outlying colonies may more commonly trade with nearer and more competitive markets if it's more feasible for them (and trade agreements exist). It'd be cool if I could get rich or gain diplomatic weight by exploiting the resources my neighbours are short of.

I've never been a great fan of unity and influence, both of which are extremely abscract, though I appreciate their use as balance tools. Something less abstract - a value that imposes modifiers rather than a pool you can spend from - would be preferable.

I'd buy a Plantoids 2, so long as custodians keep giving love to Plantoids 1.
 
  • 9Like
Reactions:
This all sounds well and good. But having a Internal politics or factions rework boiled down to just some more variety and flavor for factions would be very disappointed. I in my opinion truly think Stellaris needs something really substantial here

Like pop political power and ethics actually mattering. And different government types playing differently beyond modifiers. Like what I want is so much more events for things happening inside my empire. How do all my pops feel now that they are minority on their home planet. How do they feel about being genetically altered. How do the pops on my newly conquered planet feel.

Like a bunch of pops of opposite ethics of my own on the same planet should matter. The fact that my rival conquered a planet of mine when I'm militarist should matter for my pops. Etc.

And tie into more into sectors and leaders. Like leaders can be disloyal. Sectors can break off. Rebellions is a challenge for wide empires instead of an artificial limit.

Something like that is at least what I feel Stellaris really need. Because right now, my pops in my egilaterian empire feel has as much agency and opinion as a pop in a hive mind empire it feels like.

Again, the rest look great though, and I know this would be hard and a lot of work to implement, I just feel internal stuff should be more beefier then some changes to factions.

Edit: Otherwise, yeah war and how you interact with other people and joining and leaving wars, and peacedeals are definitely high up on my list. Then nomads and scenarios could be cool, but it's probably on the bottom of my list, I just think stuff like the mentioned war, politics and also trade, crime and terraforming/colonizing is a lot more important and should have a higher priority then stuff that people may play once or twice.
 
Last edited:
  • 4Like
  • 3
Reactions:
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.

Or perhaps Mamelian, Avian and Reptilian focused ones?

(when I say Mamelian, I'm not talking about humanoids - I need yet another cat portrait set and like.. 6 dog ones. guess we can do Elephants too while we're here).
 
  • 10Like
  • 1Love
  • 1
Reactions: