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Stellaris Dev Diary #368 - 4.0 Changes: Part 2

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.

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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.

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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.

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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.
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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.

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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.

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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.

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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.

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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.

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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.

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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!
 
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I'm looking forward to playing Timeline!
Btw, can we check the time series of statistics of the empire (like Vic3)?
I want to see transitions of fleet power, technology, economy and etc. as time series line graph
 
I guess I just don't trust the AI that I'm somehow in a defensive pact / alliance / vassal situation with to be competent enough to keep me alive. :D

Especially not with early game space fauna before I can get good alliances going.

And if you're a vassal, they might try and annex you (unless they've been told not to do this now - I haven't read all the patch notes), which is *less than ideal*.

With *some* military for self defense you might be able to get a competently large federation together though, which *might* be able to swing wars for you and be enough that you and your federation can last until the end game, possibly even with you in charge if your economy is strong enough - although at that point you get to run the federation fleet whether you built it or not. Ultimately though you'll have to have some forces to fight off the omnicidal crisis when it strikes, no matter how much you might want to live in peace and harmony with everyone else.
I was agreeing with all the comments directed at me until you came. You and your sarcastic tones, I was being nice and polite you brat. The AI is either good or plain bad in STellaris AI need overhaul badly, which get requested all the time in the feedback a few dev diary back.

Early space fauna cost minerals which is also needed for alloy lol or food for your workers especially in hive mind, did you built one yet? Early on I have to keep track with 3 types of resources. I played with the new civic and they yield worst compare to ship you can build with alloys even needing an extra type of shipyard (although I choose beast master).
 
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I don't really disagree with you given the way the game is now and due to the fact military changes are beyond the scope of 4.0, so that's unlikely to change soon.

I would say that there are science fiction tropes and fantasies of wielding power without a military that stellaris is currently incapable of satisfying. A big one that comes to mind is from the Foundation series. In those novels the world of Terminus has a small population as is extremely resource poor, while being surrounded by four aggressive neighbours. What Terminus has is advanced technology which it first exports via an organised religion. Despite having no military when one of the neighbours launches a fleet to annex the planet the crews mutiny out of fear that their actions are heresy.

In a later book Terminus extends its power further through trade in technological items that become necessary to the economy of surrounding sectors and cannot be easily reverse engineered. Eventually none of those empires can afford to go to war with Terminus because if they did it would only take a few months until their industries ground to a halt.

Neither of these are easy mechanics to bring to the game. Culture and religion are largely non-existent and pops don't have individual feelings about foreign empires that could result in them revolting against their government if war was declared on a popular one. Likewise the economy is quite simple so there's no real scope for one empire to become dependant on another through trade (only through taxes). But maybe in 2026 if we get improvements to factions, diplomacy, and espionage there will be viable, but difficult, strategies for defence that don't require many (or any) military fleets.
It doesnt have to be religion it can be terrain like if that empire is surrounded with cosmic storms (which I was hoping with the new cosmic storm empire but oh well) and they can control it at will launching the storms at designated empire and have lesser cost needed to maintain it or harness that power. Empire that anger them got toss three stack of cosmic storms and came planet devastation x 3. But thanks for the recommendation
 
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That's still 500 alloys (roughly) on corvettes in a game where I probably don't want to spend any alloys on corvettes at all. That being said, it's just a rough guideline so I'm not really upset, it just has potential to be disruptive or counterproductive to what you really want to be doing.
I bring it up because you're absolutely right that poorly scaled tasks would be a pretty big issue. 20 corvettes would be a huge blocker if rolled early; even ignoring the raw alloy cost for a young empire the default fleet size is 20 so you'd need to be into your second fleet to finish the task. Or have lucked into a tech to increase your fleet size which is the opposite of what this system is for! Meanwhile 5 destroyers would be silly in the other direction and might as well just be "research destroyers" which also runs counter to the whole purpose. 5 and 20 makes me think they've properly put thought into things while a ctrl-c ctrl-v of the same number for each ship would make me very concerned.
 
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It doesnt have to be religion it can be terrain like if that empire is surrounded with cosmic storms (which I was hoping with the new cosmic storm empire but oh well) and they can control it at will launching the storms at designated empire and have lesser cost needed to maintain it or harness that power. Empire that anger them got toss three stack of cosmic storms and came planet devastation x 3. But thanks for the recommendation
Shooting storms at people isn't very pacifist.
 
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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.
The feedback 'time' might have officially passed. But that doesn't change the fact that the problem is still there. And IF people stopped pointing out things like this after their feedback time ended, then we would have lots of broken things because most of the time a lot of things remain hanging much later than their 'time' allowed.

Also it was said at that point, and it was not fixed. What are we supposed to do if the 'problem' persists? Stop pointing out? I don't share that opinion, If anything we should try to bring light on the matter in hopes something gets done about it.

EDIT: just to clarify what I mean, I understand what you point about its time having passed. Just think we need to push until something is done. Season 8 still needs some fixes and if we where to judge by when espionage is getting some 'fixin' we might see season 8 being 'fixed' in who knows how long. I would pretty much prefer to enjoy it in a better form as soon as possible. Storms was my fav DLC in a long time, I just want it to reach its full potential etc.
 
It doesnt have to be religion it can be terrain like if that empire is surrounded with cosmic storms (which I was hoping with the new cosmic storm empire but oh well) and they can control it at will launching the storms at designated empire and have lesser cost needed to maintain it or harness that power. Empire that anger them got toss three stack of cosmic storms and came planet devastation x 3. But thanks for the recommendation
I was so excited at storms! It is still my fav DLC in a while. But I do agree, storms where lack luster in comparison with the potential they had.

At the very least they could make that natural storms are less 'nasty' than provoked ones. For instance if you take the perk your storms inflict three times more devastation and their effects on ships double or something like that.

You could play with them a lot more. Also, I jeep saying that the storm protection tech should instead unlock components. Make empires that want to benefit, or at least not suffer, from storm have to invest into it a bit. It would had the side effect of shaking the meta a bit. Imagine this:

Electric storms buffs energy weapons, Magnetic bufss kinetic, etc The effects of this storms can be negated by using certain components. The result?
No more the same meta, people that plan on fighting on storms must now change their afterburners for some storm related defensive components and maybe switch from mostly shields to armor etc.

Makes for great strategic opportunities, something the game lacks a bit. With these a well made ship can fight a Doomstack to a great satisfaction.

I see the counterpoint being made: The AI would be.. Yeah, the AI can't handle it. As usual, give them some innate defense to not get them helpless, like we have done with most things they can't get good at. But at least it would feel much better, enjoyable, bring tactics and be very good in multiplayer and RP games.
 
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The feedback 'time' might have officially passed. But that doesn't change the fact that the problem is still there. And IF people stopped pointing out things like this after their feedback time ended, then we would have lots of broken things because most of the time a lot of things remain hanging much later than their 'time' allowed.

Also it was said at that point, and it was not fixed. What are we supposed to do if the 'problem' persists? Stop pointing out? I don't share that opinion, If anything we should try to bring light on the matter in hopes something gets done about it.

EDIT: just to clarify what I mean, I understand what you point about its time having passed. Just think we need to push until something is done. Season 8 still needs some fixes and if we where to judge by when espionage is getting some 'fixin' we might see season 8 being 'fixed' in who knows how long. I would pretty much prefer to enjoy it in a better form as soon as possible. Storms was my fav DLC in a long time, I just want it to reach its full potential etc.
I agree, and the March time wasn't arbitrary - they're currently talking about 4.0. I like the look of 4.0. It looks pretty large and good.

March is my limit for being "done-enough" talking about this that they should have talked about the ascension reworks and fixing Cosmic Storms. Obviously, they SHOULD have talked about them in November, but I'm open to possible reasons for delays (internal miscommunication when they just weren't quite ready, adjusting existing plans for 4.0 changes, etc - although giving us a timeframe should be possible regardless) even if those reasons if present should have been disclosed by the devs in November. Now that it passed and with holiday vacations plus 4.0, I don't expect them to interrupt talking about 4.0 for that even if they should have either had the details or the reason we don't have details yet within the given timeframe (November).
 
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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.
 
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I provided an update on our Ascension plans in the November 28th dev diary.
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.
 
I provided an update on our Ascension plans in the November 28th dev diary.

Hello, can you tell us if there has been any progress on some of the things that where commented like components for storms, moving specimens from exhibition to storage and the like? I don't mean when will it happen, but rather if are there considerations to do it soon.

Or at the very least, can we expect another pass on Season 8 content. As you know it was very rushed and we could use even a tiny bit more polish. Specially int hose 2 things mentioned. I would love the governments to be touched upon as they are very unbalanced, but that is of less important that the other two things (to me they feel like design issues that could be fixed).
 
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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.
 
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Art to, yet we like art... Gaming as well... And a lot of other stuff... So if you dont have will to do them, than dont kill fun of doing them to people who have that will
Victoria 3 allows both mods and non-ironman for achievements, and yet its rarest achievement, "Our Words are Backed..." has a displayed completion rate of 0.0% in the Steam global achievement stats for the game, indicating that almost nobody (less than one in a thousand players) is willing to do what's necessary – either through honest gameplay, blatant cheating, or somewhere in the middle – to get it.

It looks almost like the overwhelming majority of strategy game players split into two camps: those who don't see the point in using an "EZ Cheevos" mod, and those who want to know they completed all their achievements without an "EZ Cheevos" mod.

Your camp argues from lofty ideals; mine argues from facts on the ground.
 
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I love how most players have no will to get achivments and them kill entire reason to get achivments for people who want to do them... Is kinda sad

I mean if you have a problem with Paradox deciding to stop gatekeeping achievements from everyone who doesn't play unmodded ironman that's your problem. I think getting achievements for once would be cool, and if that allows like 9-10 people to mod their way to 100% completion that's not my problem because that's just not how the majority of PDX players work, otherwise we would see higher achievement completion rates since there are doubtlessly ways to game the system already that a sufficiently determined soul could make use of.
 
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TImeline will be boring and the quests are stupid. Like "build 20 destroyers"
I don't want to see this in Stelaris
Sorry for saying what I think. But this is what I think. It will be boring to meet this timeline over and over again every time I start a new empire. Same quests, same objectives. Nothing unique. Nothing to explore. And objectives on the screenshots are really boring
 
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Sorry for saying what I think. But this is what I think. It will be boring to meet this timeline over and over again every time I start a new empire. Same quests, same objectives. Nothing unique. Nothing to explore. And objectives on the screenshots are really boring

No one's forcing you to engage with it? You don't have to actively follow it.
 
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I was agreeing with all the comments directed at me until you came. You and your sarcastic tones, I was being nice and polite you brat. The AI is either good or plain bad in STellaris AI need overhaul badly, which get requested all the time in the feedback a few dev diary back.

Early space fauna cost minerals which is also needed for alloy lol or food for your workers especially in hive mind, did you built one yet? Early on I have to keep track with 3 types of resources. I played with the new civic and they yield worst compare to ship you can build with alloys even needing an extra type of shipyard (although I choose beast master).
I wasn't being sarcastic, and it might behoove you to tell the difference between someone poking fun at the game and them being sarcastic - or at least not assuming that someone is being sarcastic when tone is difficult to read, and immediately asasuming the worst, then resorting to insults.

I was making a joke about how terriible the AI is at helping me in any war I get into, to the point I usually have to ignore their contribution entirely when starting a war - including pacifying orr dismantliing genocidal empires.

And I was talking about *fighting* early game space fauna - especially ones that move into your systems and decide they're going to destroy a few things, not taming them or using them as my fleet. So you've got the wrong end of the stick here.
I've not managed to get the space fauna/beastmaster stuff to work yet either.

The rest of it wasn't sarcasm, it was laying out my thought process about why trying to be entirely pacifist with no naval presence at all *cannot* work in a game where there are genocidal and omnicidal threats that will eventually be arriving. No mattter how much you want to try to be peaceful there are threats out there that *just don't care* - and your protector might be busy in another war or just unable to help you in time.
 
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