• 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.
Showing developer posts only. Show all posts in this thread.

Eladrin

Stellaris Game Director
Paradox Staff
Apr 4, 2019
1.061
37.571
www.paradoxplaza.com
Hello everyone!

Today we’re going to take a deeper look at some of the ways we’re adjusting game pacing through changes to Galaxy Generation, Message Settings, Events and Anomalies. Then we’ll take a peek at the Focus system, the Empire Timeline, and a few other changes.

Some of this has already been covered in the announcement diary, but I’ll be providing more up-to-date screenshots and more details. As this is from a build that is still in active development, there will be placeholder icons or temporary text in some of these screenshots, and all of these are still subject to change.

Pacing Adjustments​

Stellaris is a game with many moving parts, each of which interact with other elements to produce a complex whole. Small adjustments in one spot can have significant effects in another, and in the end there can be unexpected impact to the general pacing of the game and overall economy.

Galaxy Generation​

As mentioned in Dev Diary #366, we’ve gone through all of the scripted systems and done a normalization pass on the frequency of these systems appearing, as well as preventing many of them from appearing in empire starting clusters. Some other adjustments have been made to generation as a whole, which should distribute non-guaranteed habitable worlds a bit better and reduce the likelihood of massive clusters of them right around your homeworld.

There were comments in the thread asking for the ability to easily change these weights. Since most of them now use scripted variables, they’ll be very easy to change with mods.
# SYSTEM INITIALIZERS
@spawn_system_rare = 0.1
@spawn_system_uncommon = 0.5
@spawn_system_base = 1
@spawn_system_slightlycommon = 2
@spawn_system_common = 4
@spawn_system_verycommon = 8
@spawn_system_extreme = 16
@spawn_system_max = 99999

@spawn_system_enclave = 100 # first enclave uses this, rest use extreme

As the pool of anomalies and prescripted systems with guaranteed anomalies have also grown over the years, we’ve adjusted the anomaly spawn chance increment a bit to compensate.

Leader Traits​

A minor change from the original announcement is that we’ve implemented a suggestion from the forum thread to have the trait selection levels on even levels - it’s much cleaner overall. Leaders still begin with a starting trait at level 1.

If you have trait selections to make, the leader level up Notifications will show the green “call to action”. If you don’t, they’ll have a more subdued monochrome icon.

Leader positions will also have a significantly greater effect on which traits will be selected for players without Galactic Paragons or those that prefer automatic trait selection. For those that prefer picking leader traits themselves, this bias is instead reflected in which traits are selected for the pool of possible traits whenever a new trait is available.

In Settings, we’re also letting you choose what you would like your default automatic trait selection to be. Any time you take over an empire as the primary human player (a distinction that is primarily relevant for co-op gameplay), it will make sure that the Auto Select Leader Traits box is set to your preference.

image10.png

Events, Messages, and Notifications​

We’re going through many events, messages, and notifications to reduce the number of popups that disrupt your general gameplay. While major events still appear as popups, those that don’t require an immediate response or are purely informational have been converted into notifications or toasts.

image3.png
image6.png
image14.png
image2.png
image4.png

The Artisans and Mirror Dimension can wait until I’ve finished what I’m currently doing.

As we’ve been doing this pass, we’ve updated some of the messages that have been converted into toasts, to make them more informative at a glance.

image13.png

Empire Focuses and the Timeline​

While designing the Empire Focuses we had several thoughts.
  • Stellaris is a dynamic game full of wonder and possibilities. Our sandbox nature means predefined and structured trees cannot work for us.
  • Tasks provided by Focuses should help guide newer players through the game, providing suggestions for short and medium term goals.
  • Behaving in a manner consistent with your Empire Focus should naturally complete the Tasks from that category.
    • Empire Focus categories are Conquest, Exploration, and Development. (Names subject to change.)
  • Rewards for progress within a Focus category should be intangible.
    • Any rewards you get should feel narratively consistent with your empire’s behavior. For instance, acting as an aggressive militarist should naturally guide your researchers to theorizing applicable technologies.
    • These rewards should reduce the need to rely on lucky draws from the tech pool if you want to pursue your Focus.

The Empire Timeline and Focus share a tab in the Situation Log.
image9.png

The current mockup of the Timeline tab. Some differences will exist between this and the final version.

Tasks come in four different categories - Conquest, Exploration, or Development correspond to the three different Focuses, and there are some very basic Tasks at the beginning that are considered “Core”. Completing a Task grants progress within its associated category; Core tasks grant progress in all three.

image11.png

Many of the early game tasks are generally straightforward. The tooltips try to give some advice about how to complete them.

At any time your empire will have five tasks offered, weighted toward your selected Focus. Tasks complete automatically and retroactively, so if you’ve already completed an Archaeology Site, it will complete immediately if you draw it. If you have a Task that either feels impossible or isn’t something you want to do, you can discard it for a small Unity cost.

Many of the rewards for progression along a Focus are (currently) research options thematically associated with the Focus. For example, the first Conquest milestone grants Doctrine: Fleet Support as a guaranteed research option, while others in the line include Specialized Combat Computers and Destroyers. You’ll still have to research them, but we’re happy with how your actual actions in game have an impact on the ideas your researchers are coming up with.

The Empire Timeline shows many of the key events of your empire. Beginning with your Origin as the starting point, important milestones will be logged as they happen. Empire firsts feature prominently on the timeline, such as your first colony or the first time you’ve been humiliated by a Fallen Empire, but some other crucial moments are listed as well, such as war declarations, megastructures, when a crisis appeared, or when an accursed rival stole your Galatron.

The timeline has several zoom levels to let you see a general overview of what happened at a glance, or a detailed list of interesting moments.

image1.png

Hard Reset​

In the 4.0 ‘Phoenix’ update, we’re adding a new Origin to the Synthetic Dawn story pack called Hard Reset.

As a warning, this Origin gets pretty dark (even for Stellaris), very quickly.

image7.png

In this Origin, you begin as the cybernetic battle thralls of an advanced Driven Assimilator that have suddenly lost connection to the gestalt intelligence. Naturally, you were outfitted with some of the finest combat cybernetics available.

image8.png

Your civilization begins in an immediate fight for your lives.

Thankfully, as the elite battle thralls of your former masters, you excel at violence. This is good, because you’ll need to fight through rogue barrier fleets that still infest nearby systems.

image12.png

I’m sure everything on Dream Loop is fine. No need to investigate further, right?

As with Broken Shackles, the exploration of yourselves as a people is a core part of this Origin, with factions forming a little while after you gain your independence.

image5.png

Your sudden independence has also left your populace with some traits that represent your nature as Assimilator battle thralls. As you discover more about your past, you’ll have opportunities to either mitigate or enhance these traits, either by pursuing de-cyberization or by embracing the power of the machine. An alternate path exists where you can instead accept your conflicted nature and… Well, I won’t spoil what happens on that path.

Achievements​

As part of the development process, we decided to take this opportunity to review some of the rules around gaining achievements. As I think that many of the simpler ones are a great tool for letting you know that you’re playing the game “correctly”, so we’ve made a change.

Ironman mode is no longer required to earn most Stellaris achievements. An unmodified game checksum and being in single-player remain as requirements.
  • The "Victorious" achievement has been updated to "Win the game through any victory condition in Ironman mode."

Next Week​

We’re still working on getting things like the pop and planet changes presentable, so next week we’ll likely be talking about Trade and Logistics.

See you then!
 
  • 114Like
  • 62Love
  • 9
  • 7
Reactions:
On the topic of focuses: since games of Stellaris are somewhat less predictable in terms of opening setup than, say EU4, can we change empire focus if we end up having our Development focused empire start next to Fanatic Purifiers and a Determined Exterminator?

Yes, you can change your Empire Focus for a unity cost. I'm pretty sure there's a cooldown too similar to changing policies.

Will my origin ( or other starting feature) influence the milestones I get? For example, will beastmaster get "build 5 organic ships"? Or is it the same for everyone?

Origin and other choices you have made can affect what tasks you are given.

These could even be Origin specific, like if we wanted Payback to have one (or more) for dealing with MSI, we could theoretically do so.
 
  • 22
  • 9Like
  • 2Love
Reactions:
Will the development tree include certain key techs like strategic resource refining or robot techs.

It currently includes strategic resource techs, the capital building upgrades, and the diplomatic technologies. (We're still refining the rewards though, so this may change.)

Development is mostly about economy and diplomacy, Exploration is mostly scientific, and Conquest is mostly military.

I think you should default to log everything, but filter out most things.

Every historical object we log will end up in the save files so we have to be somewhat selective about what we want to keep track of. (Especially for large galaxies, since ideally we want to have a complete timeline for AI controlled empires in case you switch over to playing them.) There's a lot of stuff that's going to be tracked, as well as a new "dead object database" to keep track of some things that no longer exist.

I don't agree, I think we should have a button that enables achievements but disables console commands.

I have to double check with my Tech Lead, but I'm pretty sure that using any debug commands during a playthrough should block achievements.

If you are building pretty tall per say and therefor you research destroyers before completing the conquest milestone do we get anything for that or just a pat on the head?

Likely a pat on the head. In an earlier iteration, we gave a small amount of research in the field the technology was in, but I'm leaning against it now.

I'm happy with the system acting as a fallback to the normal tech tree to guarantee that research options that thematically match the way you're playing will appear, but very much do not want it to be a system where you feel obligated to complete all of the tasks because it's the only reasonable way to get technology X.

Can you take the Hard Reset origin if you're a Pacifist empire?

No. Hard Reset requires some degree of Militarist. It also doesn't play well with civics that suggest that your civilization has a long and storied past, since you're a bit of a blank slate.

1738312880912.png
 
  • 10Like
  • 7
  • 2Love
  • 1
Reactions:
"I hate that I'm forced to build 20 Destroyers to get Cruisers early and reliably because that's the most efficient way to play! An early Cruiser rush is always a game-changer and puts me ahead!"

You're assuming that getting the guaranteed research options through the focus system is going to get it to you faster than your normal gameplay.

They're intended to be failsafes to ensure that you get what you need to support the playstyle that you are actively engaging in, rather than rewards.

Edit: I'm sure that the most competitive players will find ways to take advantage of it, but since you'll still have to research the technologies, it's similar to getting a luck tech draw.
 
Last edited:
  • 18Like
  • 8
  • 3
  • 2
Reactions:
You'll have people rerolling for the goal that unlocks the Cruiser tech or whatever.

Tasks do not provide direct rewards, so there is no task that provides Cruiser technology. All tasks of a given category are identical for progression purposes. (i.e. Every tier 1 Exploration task grants 10 Exploration progess.)

I find it a real stretch to imply this focus system is some kind of attempt to make a cookie clicker game in order to attract new people. The stated reasons for it are very believable: to address the common feedback among newer players that the game (particularly with all DLCs) can be overwhelming and to have the way your empire plays determine how it progresses. There's legitimate reasons to be wary that it might incentivise odd behaviour that goes against role play, or that the mechanics of refreshing are unduly punishing, or simply that it doesn't seem integrated with factions, governments, or anything else. But paradox players of many games have long complained about mana mechanics where you tick up some resource that lets you adjust your empire divorced from what you're actually doing. Unlocking more diplomatic options by being diplomatic, or more war options by being aggressive, makes sense and could totally add value.

I doubt this will chance your mind given how extreme your stance is, so only hope that you jump onto the beta so if you do find flaws with it you can feed them back in a helpful way to the devs.

We'll be looking very closely at the feedback from the Open Beta, because we are really trying to make it non-disruptive. However, the focus system honestly isn't primarily targeting anyone who would be participating in an Open Beta (you're generally the most experienced and skilled players).

I'm not 100% on the current names, which was why we mentioned "names subject to change" - but we do still want to encourage pacifists to consider building up their military even if they're Inwards Perfection.

The node you showed with "Build 20 Destroyers" implies this unlocks the guaranteed research option for getting Cruisers. I guess we could have the same task for Destroyers? So, assuming we start with 5 military tasks and not much is going on, there might be a task like "Build 20 Corvettes" that leads to a guaranteed Destroyer. If my assumption is correct, you could beeline to Cruisers—hell, even Battleships—if you focus on that.

It does not unlock the guaranteed research option for Cruisers on its own. It grants 25 points of progression on the path towards getting military related technologies as guaranteed research options.

Ideally, the focus progression rewards should act as a failsafe so a military focused empire will eventually get access to those military related technologies, and economically focused empires will get their capital upgrades and the like.

We're still balancing the progression tree, so I can't say "you must complete this many Conquest tasks to get Cruiser technology unlocked as a research option which you will then have to research".

If you focus exclusively on your military in the way you're suggesting, will you be able to have the scientific and economic development to take advantage of it? Or will the better balanced empire be in better shape overall? This is a gamble that fanatic purifiers and devouring swarms sometimes make.

Most people don't play "unmodded Stellaris on Ironman". They play with mods, or with Ironman disabled, or both.

This is correct. Most players play unmodded, non-Ironman.

That's it. That paragraph contained everything we know about this system. It could be badly implemented or it could be awesome or it could be useless or it could be overpowered. I hope it either will be good already or will become good after some time being tested (I assume this patch will have a beta testing phase, and I don't recall whether that was said either way).

I expect that we'll be making adjustments to the system over the year.

The stated purpose appears to be to smooth gameplay pain-points where your intended progression is softlocked by not getting the appropriate techs. This is among the reasons I hope Ascension Theory will be part of this system, as it is in my experience the single most irritating way for the game to decide your gameplan isn't going forward - half of planetary ascension is locked behind that tech specifically, and there's virtually nothing you can do to try to improve the odds of it appearing.

It wasn't, but fits nicely into Development. Good idea.

Can't we just have 3 of each achievement, one for MP, one for SP, and one for SP Ironman? And if you unlock it for SP, it unlocks for MP, and if you unlock it for SP Ironman, it unlocks it for SP and Multiplayer?

We've actually hit some soft limits on our achievements on some platforms already. We wouldn't realistically be able to triple the number of them.
 
  • 12Like
  • 5
Reactions:
Is this just a tier of the task for the rewarded points, or is this some sort of "task series" that, when completed, has a determined follow-up task?

It's the tier of the task for the rewarded points. We can gate tasks on other tasks if desired, like we shouldn't give you "Become Galactic Custodian" if you haven't joined the Galactic Community, or "Defeat the End-Game Crisis" if it hasn't appeared, but they're generally not linear.

Also, what I do not understand is this: when the reward is behind one of the three gameplay tracks, how will it determine what we unlock? Is it a choice like in HoI, rollable like tasks, semi-RNG like techs, or just predefined progression like a tech tree? Will there be another UI that shows what we unlock?
The rewards are predefined, and there's a UI that lists them.

I didn't show it because it currently looks like this:
1738589417996.png


I'd suggest splitting out from a single word and going for an evocative phrase. "Sword and Shield"* for example would cover both military aggression and building up your own defenses while I don't think there's an equivalent (non-euphemistic) dual use word in English. Even if there is there may not be an equivalent word in other languages, while your translators will probably find it much easier to construct an equivalent pithy phrase.

*I'm not saying use exactly this it's just the first thing that came to mind

We've used a bunch of the best ones for this in Traditions. :D

Discovery was perfect!
 
  • 5
  • 2Haha
  • 1Like
Reactions:
I'm trying really hard to not make a third thread amounting to "when are the ascension reworks," but yes, the time when we should have had details on season 8 fixes (fauna are weak, Cosmic Storms the DLC is utterly broken, half of ascensions still need updates) has passed.

If you want to be technical, it passed in November, which is when there were allegedly going to be details on those ascension updates.

November was 66 days ago. I certainly hope I won't be saying this again with three digits in March.

I provided an update on our Ascension plans in the November 28th dev diary.

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.
 
  • 7
Reactions:
That update contains no details about what or when it will be. As simple a statement as "in 2025" would cover the problem here, and it's nothing at all about Cosmic Storms.

You're technically right, but it doesn't actually address any of my concerns with it because not even being able to say "QX 2025/next year/2026" just sounds like you have no actual plans for it.

'We're going to do something at some point' is only details on ascension reworks if there was a real possibility of doing nothing at no point, and that does not make this better.

We are unable to provide the types of details you seek about the release schedule at this time.

But as I said in that statement, I believe it is a top priority to remaster the remaining Ascension Paths, but they differ enough that they will need to be the focus of two separate releases.
 
  • 5
  • 1Like
Reactions: