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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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How do you quantify those things enough to graph them?
Economy - quantity of resources
Tech - either number of techs researched, or production of research (since it's used as quickly as you produce it)
Unity - production per month
Military - number of ships owned and/or total fleet power. Maybe an entry for army size.
 
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I hope this new Empire Focus system will be tailored to the ethics you choose. The idea of playing as a Pacifist or a Xenophile race, but being encouraged to get bonuses from a "Conquest" branch seems counter-intuitive. Maybe "Conflict" might be a better name for it? That way it can reward an offensive or defensive play style.
Or maybe just “militarization”
 
Will the development tree include certain key techs like strategic resource refining or robot techs. I can not count the number of times I have ended up decades behind on pops or tech because things like gas refining or robots just refuse to come up in the tech draw. Sometimes mid or higher tier techs too like third civic or Ascension theory, but it can be really crippling to get stuck on basic labs or missing a significant chunk of pop growth because certain techs just don't draw.
 

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.
Have you considered making two exclusion zones around the Home Planets? A near and a mid range one?
You know how TTRPG's have a "Bright Light" zone around Light Sources, and a "Dim Light" zone about double that size?
And even Civilisation 7 Scouts Search activity has a +1 Sight Range, and reveals Discoveries in twice that range. Like Bright/Dim Light.

Currently you have the 2 Jump "Empire Cluster" Flag. Why not add a "Expanded Empire Cluster" Flag that covers everything up to 4 jumps away?

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.
I think you should default to log everything, but filter out most things.
Back when I made AAR's, I noted down when each leader resolved important Anomalies or Archeology Sites, was involved in Events, became Ruler for a while and Researched Important Technologies.
I would like that level of logging. But I also understand that level of detail should not be displayed by default.
 
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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.

I really don't like this, since I don't like to expand massively I usually play with whatever I get around my starting systems, be it a bunch of colonizables, a ruined megastructure, resources, etc. and focus on that. Makes for more a varied and interesting game than expanding everywhere to get anything I can find.
 
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Overall very interesting developments, but I do hope there will be more player choice in notifications than arbitrarily deciding from on high which notifications are pausing events, normal events, top-bar messages, toasts, etc, moreso like the message settings in EU4 and other older paradox games. I would also highly appreciate a log of some sort for all these things (ideally filter- and sort-able) so I can come back and check if I missed something important.
 
I really don't like this, since I don't like to expand massively I usually play with whatever I get around my starting systems, be it a bunch of colonizables, a ruined megastructure, resources, etc. and focus on that. Makes for more a varied and interesting game than expanding everywhere to get anything I can find.
The "empire_cluster" flag is set currently for 2 jumps from your home system. I copied this one from the Deneb System Initializer:
init_effect = {
every_neighbor_system = {
set_star_flag = empire_cluster
every_neighbor_system = {
set_star_flag = empire_cluster
}
}
generate_home_system_resources = yes
}
 
Overall very interesting developments, but I do hope there will be more player choice in notifications than arbitrarily deciding from on high which notifications are pausing events, normal events, top-bar messages, toasts, etc, moreso like the message settings in EU4 and other older paradox games.
I think you missed the part "Message Settings" in here:
 
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I don't think I like the changes to leaders, I will test it but I rather enjoyed selecting leader traits every level. I am also somewhat concerned about the galaxy gen changes, and will have to test it to be able see what I like or don't like.

Maintaining a whitelist is a permanent burden. It's far easier to just follow vicky 3's approach and say "eh, go ahead, the only person you're actually cheating is yourself".
I don't agree, I think we should have a button that enables achievements but disables console commands. Allowing people the ability to remove a sense of achievement to themselves is not something that I believe is a positive to the game. If anything it will just remove enjoyment from the game, I understand removing it from Ironman mode which also removes the ability for you to save scum. But Console commands are to me much more insidious then save scumming.
 
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This looks great. Specially the focuses part. I think it will help a lot with empire identity and progress through the techs. I am still not liking the changes to leaders (though I agree that this is better than what previously announced), so I will paste what I already said about that:
2. This one is a bigger problem to me: Leader Trait Frequency. To put it simply, all (ok, maybe not all, but most) gamers hate RNG (except that one day where it helps, but just that one tiny second). As you have said, this will make RNG a more dangerous foe now. It is currently hard to get the traits you want in the leaders you want. Also, previously every level felt cool: "Oh, Mike got a level, so excited, lets see which traits we got..." I feel that this new system takes away from that feeling, and doesn't really add much, except more issues really. Sure, the stronger traits are cool, if you are lucky and get a good one. Imagine the opposite (which will happen, a lot, cuz Murphy) you get a leader to level up, all traits are bad, you pick the 'less' bad, wait (and go through the hassle of leveling him TWO more times) just to receive bad traits again. People will complain I am sure (I already see myself doing it). At least now you don't need to level a bazillion times to decide to give up on a leader, as if you got just a few levels and those where bad traits, then you could dismiss. Now you need to level them more (which is not easy with all builds) just to be able to see how good is the leader going to end up. And for builds with little leader focus you can end much much worse than now. IMO the real solution is to balance traits better, there are some too situational and some utterly useless. If that is not possible then I would prefer for this to not be done. Or at least get some form to reroll leader levels or something, similar to Gestalt Node Culling (retraining leaders etc).

I still don't think that leaders level up with such frequency that they should be considered an annoyance, and for that we have auto traits. I will be disappointed with them losing some picks, not because of their overall power, but because now some levels will feel 'empty'. I strongly believe this is not necessary and will feel bad.

Additionally I will paste other 2 things I am interested about the coming 4.0 release:

A question though. Regarding the integration to default, In this example it is quite clear how it works, but I am curious on how it works when paired with assimilation, or if it can be used instead. To explain it better:
-Can I create a default template that includes traits such as Cyborg, Synth, Psionics? The idea being that right now once you set a species to Cyborg assimilation for instance, once they are assimilated they come with full citizenship etc. Can I instead use the Default template, add Cyborg and use that to integrate them as Cyborgs?
-Or, this seems more likely, once a pop is assimilated to Psionics, Synths or Cyborgs they automatically inherit the default template?

What most people would like to achieve is something like setting default rights to Assimilation, but have the assimilated pops come with a default state, not like they do now with full citizenship, full military service etc. Sometimes you assimilate slaves, and before you notice they are full citizens (with all its implications)

Having more info on this last part would be great, just o that we all can know IF it will help with the actual assimilation.
 
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Actually cool stuff, i like the changes. <3 Now taking break from the game sort of until these changes comes and next DLC, then time to re-learn the game. So many changes that has the feeling of waiting for "Stellaris 2" in just a few months. ^^
 
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?

But also please please rethink the Ironman changes. Have an option that disables the console commands but allow for saves and such.
 
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I kind of feel like there should also be a 'cooperation' focus category for things like diplomatic agreements, federations, galcom, maybe also protectorates or enclave relations, which don't really feel like they fit into conquest/exploration/development. I'm not sure if there's as much content there as for the other focuses, though.
 
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Purely visual mods already don't modify the checksum, and there for, can earn achievements. Some mods make "asthetic" changes that also change mechanics (like battle speed or planet distance) and are no longer purely visual, having game impact. The game can't tell how minor the impact is, only that there is or isn't a mechanical impact.

Purely visual mods already don't modify the checksum, and there for, can earn achievements. Some mods make "asthetic" changes that also change mechanics (like battle speed or planet distance) and are no longer purely visual, having game impact. The game can't tell how minor the impact is, only that there is or isn't a mechanical impact.
One mod it would love to add to my iroman achievement games is Speed Dial. The only thing it does is add shortcut buttons for contacting the curators and other enclaves after you meet them. Sadly it changes checksum.
 
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I kind of feel like there should also be a 'cooperation' focus category for things like diplomatic agreements, federations, galcom, maybe also protectorates or enclave relations, which don't really feel like they fit into conquest/exploration/development. I'm not sure if there's as much content there as for the other focuses, though.
I mean exploration is meeting other empires. It’s not just surveying.

Archeology precursor and anomalies don’t combine to be equal to conquest. Diplomacy fits nicely
 
I mean exploration is meeting other empires. It’s not just surveying.

Archeology precursor and anomalies don’t combine to be equal to conquest. Diplomacy fits nicely
I'd put simply meeting other empires in core, since it's also essentially a prerequisite for conquest. And nothing else from diplomacy fits with exploration except sensor sharing agreements.
 
I'd put simply meeting other empires in core, since it's also essentially a prerequisite for conquest. And nothing else from diplomacy fits with exploration except sensor sharing agreements.
That doesn’t make a ton of sense to me. You’d need to explore to find other empires.

Martial/Core can be defensive pacts and such but diplomacy fits best in exploration ignoring core. It’s not perfect but spying going out to “find things” doesn’t fit horribly. Having migration treaties have your people explore beyond your borders stuff like that. It is at least partly thematic.

Obviously not one to one trade being huge exception but how EU4 categorizes things into military, diplomacy, administration makes sense. Diplomacy would be wholesale replaced by exploration but having a categories that respectively revolve around

A: buildings and “internal” government
B: stellar exploration and “external” government
C: military capabilities/combat and claims make sense

Core would be early game features. And depending on balancing can assign border straddles to the area with the least amount