• 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 #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.

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!
 
  • 107Like
  • 55Love
  • 9
  • 7
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
  • 7
  • 3
  • 2
Reactions:
I meant if you get the garunteed research option after you already researched it there’s no benefit to that? That’s what I would think but not understanding the reading of it
I can see that.
*Perhaps* it works like some of the existing events, where you might get all of the first tech in a series on completing the event, but if you've already got it you either get a bonus of some tech points, or you get a portion of the tier 2 (or tier 3) tech in that line?

Edit : Never mind, hadn't got to the dev reply.
Even getting the next tier as a guaranteed draw would work for me - or a bonus to the chance of pulling it.
 
  • 1Like
Reactions:
The focus system needs to go straight into the garbage can. I cannot believe some people here are cheering for this.

Stellaris has, over the past few years, seen its wonderful sandbox nature become more and more encroached on by the sort of vapid dopamine-chasing level-up and progress bar systems that infest so many other games these days. And now, this system threatens to turn the ENTIRE GAME into one giant set of progress bars where you complete meaningless tasks to win points and progress along linear tracks.

I do not want to build 10 destroyers. I do not want the game to tell me to build 10 destroyers. I certainly do not want to feel FORCED by the game to build 10 useless destroyers because it unlocks the cruiser tech. I want to do *what I want to do*, not what the game tells me to do.

This system feels like Civ VI's eureka system which turned that game into a ridiculous conga line of silly tasks instead of a real free-form strategy game.

There's nothing to salvage about this system. Remove it. Keep the empire timeline, that part is great. Flesh that out instead, give us more graphs, logs of events, ways to track our progress - the progress we CHOOSE to make, not something we're TOLD to make.
Fully agree, this completely destroys the sandbox nature of this game. I don’t understand why they’re taking terrible things from vic3 and bringing them here. Homogenizing every faction isn’t the move.
 
  • 9
  • 3
Reactions:
Still don't get why they will not decouple achievements with mods like was done with CK3. Yeah, sure, some people will make mods that will auto-unlock achievements, but most of us just want to play with new species and ship sets while still earning achievements. Things that have no bearing what so ever on the game itself other then adding to the "rule of cool".
 
  • 4Like
Reactions:
The focus system needs to go straight into the garbage can. I cannot believe some people here are cheering for this.

Stellaris has, over the past few years, seen its wonderful sandbox nature become more and more encroached on by the sort of vapid dopamine-chasing level-up and progress bar systems that infest so many other games these days. And now, this system threatens to turn the ENTIRE GAME into one giant set of progress bars where you complete meaningless tasks to win points and progress along linear tracks.

I do not want to build 10 destroyers. I do not want the game to tell me to build 10 destroyers. I certainly do not want to feel FORCED by the game to build 10 useless destroyers because it unlocks the cruiser tech. I want to do *what I want to do*, not what the game tells me to do.

This system feels like Civ VI's eureka system which turned that game into a ridiculous conga line of silly tasks instead of a real free-form strategy game.

There's nothing to salvage about this system. Remove it. Keep the empire timeline, that part is great. Flesh that out instead, give us more graphs, logs of events, ways to track our progress - the progress we CHOOSE to make, not something we're TOLD to make.
Hear hear!
 
  • 10
  • 1
Reactions:
The focus system needs to go straight into the garbage can. I cannot believe some people here are cheering for this.

Stellaris has, over the past few years, seen its wonderful sandbox nature become more and more encroached on by the sort of vapid dopamine-chasing level-up and progress bar systems that infest so many other games these days. And now, this system threatens to turn the ENTIRE GAME into one giant set of progress bars where you complete meaningless tasks to win points and progress along linear tracks.

I do not want to build 10 destroyers. I do not want the game to tell me to build 10 destroyers. I certainly do not want to feel FORCED by the game to build 10 useless destroyers because it unlocks the cruiser tech. I want to do *what I want to do*, not what the game tells me to do.

This system feels like Civ VI's eureka system which turned that game into a ridiculous conga line of silly tasks instead of a real free-form strategy game.

There's nothing to salvage about this system. Remove it. Keep the empire timeline, that part is great. Flesh that out instead, give us more graphs, logs of events, ways to track our progress - the progress we CHOOSE to make, not something we're TOLD to make.

I really still don't understand the point of the focus system. If I wanted the tutorial, I'd play the tutorial.
 
  • 3
  • 3
  • 1Like
Reactions:
Not liking the empire focus effect on tech draws. I may be emphasizing exploration at the start, for example, but I'm also getting my fleet ready and I don't want my tech draws to be heavy exploration when some neighbour is hostile. Might be nice to have a "generalist" focus which still has some benefits so players don't feel like they have to choose a focus.

I get that this is for new users, but bear in mind us old users who have bought all your DLC at full price. We're worth keeping in mind.

And Stellaris is supposed to be more sandbox. I have mixed feelings about this sort of thing: the mission trees in EU4 could be fun, I guess, but they felt like they made doing what you wanted to do non optimal play. This, though not as bad, feels similar. Every Paradox game doesn't have to have the same mechanics.

I hope you bear this in mind with pop system rework, as well: I don't want to play Space Victoria III. Homogenizing your games is not good.

Edit: why not just make the focus system on by default, but with a check box to turn it off in galaxy generation for those who prefer not to have it?

Oh, and I do love the new origin!
 
Last edited:
  • 5
  • 1Like
Reactions:
I really still don't understand the point of the focus system. If I wanted the tutorial, I'd play the tutorial.
My main takeaway from this is that it provides Tech RNG mitigation without having to throw away Tech RNG entirely.
 
  • 5Like
  • 2
Reactions:
My main takeaway from this is that it provides Tech RNG mitigation without having to throw away Tech RNG entirely.
Yeah. May be a tolerance thing. Some people hate it, others like it. I just had a game where I didn't even get destroyers till almost 2200. Didn't bother me much.
 
  • 1
Reactions:
Yeah. May be a tolerance thing. Some people hate it, others like it. I just had a game where I didn't even get destroyers till almost 2200. Didn't bother me much.
Really, delayed Starhold bothers me much more than delayed Destroyers.
 
  • 1Like
Reactions:
To the repeated complaints about nobody wanting to build 10 Destroyers: You can reroll tasks.
He said that rerolling costs unity. Which means further punishment for not following a conga line of silly tasks you don't want to do. And if it didn't cost unity, people would game the system by rerolling for what they want. In fact, that might end up being optimal anyway. You'll have people rerolling for the goal that unlocks the Cruiser tech or whatever.

The entire thing is a terrible idea.
 
  • 9
  • 2
  • 1
Reactions:
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.
You may still have to research it, but its not at all like getting a lucky tech draw if you can reliably do it each game. It feels weird to reward a player for just... playing normally. Like, powercreep but uninteresting since nothing new was added to the gameplay, but now you have a quest to do the thing you were already going to do?

A large part of what I find issue with, personally, is if it will tie the reward to my empire with an event or situation when you hit 100 of a given category, or will it just pop up some text "You completed a conquest milestone! REWARD=Destroyers". Will an Inward Perfectionist be given tasks or rewards related to diplomacy? Will a Spiritualist have different tasks or rewards compared to a Materialist? Will Void Dwellers have tasks to build habitats? I think finishing a milestone and getting a situation, or just an event, with a choice of some sort would help tie these milestone rewards to gameplay and provide a narrative choice beyond the "task complete!" that it appears to be so far.

I'm worried that focuses will feel generic and samey across multiple empires and that the rewards will homogenize technological progression with every empire getting the "essential" techs within the same, or a similar, timeframe.
 
  • 4
  • 4
Reactions:
I don't know about others but I'm not convinced the argument for focuses is actually meant to be polarising, because the decision to use it, isn't mandated or even really driven to necessarily be better than waiting for natural tech. It's just another option. I just hope that all playstyles(rather than ethics) are considered for each focus line.

Conquest for Fanatic Pacifist(or just generally more passive player controlled empires) as an an example.


So, as with other systems in the game, something we should be able to just ignore, if we wanted to with little to no detriment.
 
  • 8
  • 2
Reactions:
I don't know about others but I'm not convinced the argument for focuses is actually meant to be polarising, because the decision to use it, isn't mandated or even really driven to necessarily be better than waiting for natural tech. It's just another option. I just hope that all playstyles(rather than ethics) are considered for each focus line.

Conquest for Fanatic Pacifist(or just generally more passive player controlled empires) as an an example.


So, as with other systems in the game, something we should be able to just ignore, if we wanted to with little to no detriment.

Plus it's not set in stone, we have the upcoming beta to test it out and give proper feedback on the system overall and the particulars.
 
Honestly even as a pacifist you’re going to have some military capabilities whether via turtle or a “QRF”. Maybe conquest can be dynamically named to Martial for pacifists and some foci have checks for ethics? Ie if pacifists you are required to build either DP or ships.
 
I don't know about others but I'm not convinced the argument for focuses is actually meant to be polarising, because the decision to use it, isn't mandated or even really driven to necessarily be better than waiting for natural tech. It's just another option. I just hope that all playstyles(rather than ethics) are considered for each focus line.

Conquest for Fanatic Pacifist(or just generally more passive player controlled empires) as an an example.


So, as with other systems in the game, something we should be able to just ignore, if we wanted to with little to no detriment.
When I see a game that has systems like this focus system, it makes me immediately not want to play it.

It evokes the scene of a bunch of suits in a business meeting, discussing in veiled terms how stupid the players are, and that their market analysts are telling them that they have to put in a handholding system that tells players what to do and gives them little dopamine rewards for checking boxes.

Modern games are full of garbage like that. I don't play those games, and I feel like a lot of people who play Paradox games are also people who don't play those games and are not the target audience for gameplay systems that don't respect the intelligence of the player.

Nothing about this system enhances gameplay, or has artistic value, or has anything interesting to say. It is almost certainly something an analyst in a suit urged the devs to put in. It's an insult.
 
  • 10
  • 1Like
Reactions:
When I see a game that has systems like this focus system, it makes me immediately not want to play it.

It evokes the scene of a bunch of suits in a business meeting, discussing in veiled terms how stupid the players are, and that their market analysts are telling them that they have to put in a handholding system that tells players what to do and gives them little dopamine rewards for checking boxes.

Modern games are full of garbage like that. I don't play those games, and I feel like a lot of people who play Paradox games are also people who don't play those games and are not the target audience for gameplay systems that don't respect the intelligence of the player.

Nothing about this system enhances gameplay, or has artistic value, or has anything interesting to say. It is almost certainly something an analyst in a suit urged the devs to put in. It's an insult.
So how do you feel about events that you complete that give you a guaranteed technology, or a small boost to your research for something?
What about the council agendas that provide you with boosts whilst they're running?
Is it any worse than the tradition trees we have that are already somewhat of a focus system?

And no, it's not an insult. It's just something *you* don't like - much like I'm not fond of the timeline (although I'm not calling for it to be removed and I'm not downtalking it like you are the things you don't like. Nothing about it is suggesting players are "stupid", or a system that "doesn't respect the intelliigence of the player".

For new players it might enhance game play by giving some short term tasks to get them up and going. For longer term players it gives them some small boosts for focussing a particular way - but nothing gamebreaking or too exotic.
I could say that the timeline doesn't enhance gameplay, and certainly doesn't have artistic value or anything interesting (at least for me), and badmouth it - but no, I accept it's something *for other players*.
 
  • 9Like
  • 3
  • 2
  • 1
Reactions:
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.

Will you consider putting basic robots as mission unlockable. That's also a game vital tech, and I have more than once not drawn it until midgame.
 
  • 2
Reactions: