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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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That's what people here said when I, as one of very few people, 100% correctly predicted the disaster that was the 2.2 rework of Stellaris and protested loudly against it while it was in development. Then it released, and it was interesting to see everyone here who had been cheering for it realize that the game had just been turned into a broken, tedious, laggy mess that the AI was even unable to play - a state in which the game remained for YEARS.

I've never been wrong about which new features or reworks in Stellaris are bad ideas. This is one of them.
A sample size of grand total of one is not in any way, shape or form a metric to base accuracy off of.
 
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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.

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.

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.

My first reaction to this is overwhelmingly negative. This "task" system feels far too game-y and non-immersive to my taste. I don't want this in the game. Please.
I also strongly disagree on fixed trees "not fitting" Stellaris. Those have been a staple in games like this for decaces.

The way this is constructed, reminds me of predatory practices in modern gaming. It dangles a carrot in front of you (the reward for the "task") and then just follows it up with more of the same to keep leading you on. This is VASTLY different from regular research and I hate it.

On a scale of -100 to 100, This gets full -100 from me.
 
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Then you should not care about them requiring Ironman and a unmodded game.
Yet here you are, caring about it?

Talking to you isn’t an expression of caring either way about achievements. If they stayed as they are or changed I don’t mind. The point is that it shouldn’t matter to you how anyone else got their achievements, it should only matter what you think about your own.

If you do something hard on iron man with no mods then great. Its value isn’t affected by whether someone else has the same little tick box on steam but did it in an easier way (which is already possible for many by changing the game settings to silly extremes). They’re hardly a status signal or have worth outside what you give them.

What I do care about here is arguing that other people have to play a specific way just so you can feel validated.
 
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Guess what?! I just downloaded a mod that gave me all the achievements for free! Bam! Your achievements are magically devalued!

I'm half tempted, when I get home from work later today, to use SAM to unlock all of the remaining 147 achievements I need to 100% the game, just make The Founders achievements all worthless. Of course, then I'd undo the damage and restore it back to normal after because I still want to hunt them.
 
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My first reaction to this is overwhelmingly negative. This "task" system feels far too game-y and non-immersive to my taste. I don't want this in the game. Please.
I also strongly disagree on fixed trees "not fitting" Stellaris. Those have been a staple in games like this for decaces.

The way this is constructed, reminds me of predatory practices in modern gaming. It dangles a carrot in front of you (the reward for the "task") and then just follows it up with more of the same to keep leading you on. This is VASTLY different from regular research and I hate it.

On a scale of -100 to 100, This gets full -100 from me.
IMO it doesn't differ that much from research; both are gameified abstractions mirroring some paths of scientific discovery.

Also, yet again I see the "predatory practices" being brought up in the comments, and it just makes me wonder if people really understand what makes the afformentioned practices predatory - it's not the "have to do the same thing again and agan" (which by itself seems rather wierd to me, as I imagine no task would be repeated, because that would defeat thier purpose); the predatory part of the "dailies" is that they keep the player logging-in every day. It's a retention-keeping mechanism that works because it offers minor persistent progress to make the player feel like they're missing out if they don't play daily, making it into a habit.

And again, as I said to the other person, it seems to me like you're misunderstanding the tasks: the only rewards they offer is three colors of "mana". And you get the rewards for collecting the "mana"; how one collects the "mana" is up to the player to chose from the available tasks (which even can be re-rolled if the particular offers are not up to the player's likeness).
I have seen alike systems in various games, and even in the "predatory mobile games" these have a negligable impact of playstyle, because you can always get the "mana" by doing what you wanted to do already.
 
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I'm half tempted, when I get home from work later today, to use SAM to unlock all of the remaining 147 achievements I need to 100% the game, just make The Founders achievements all worthless. Of course, then I'd undo the damage and restore it back to normal after because I still want to hunt them.
hahahaha well, you Smesharik, what's the point of playing the game then? Can I turn on cheats and play each new game and say that I beat the game?
 
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the predatory part of the "dailies" is that they keep the player logging-in every day. It's a retention-keeping mechanism that works because it offers minor persistent progress to make the player feel like they're missing out if they don't play daily, making it into a habit.
They're not just talking about dailies (I assume). There's multiple practices involved in the MMO retention model - get you logged in, and keep you logged in. One of the keep you logged in's is a continual feeling of "Oh I'll just finish this thing" while making sure there's always a thing you're just about to finish. I'm nearly finished this quest, I'll just wrap it up and hand it in. I've finished this quest but I've nearly finished collecting everything I need to craft that item, I'll just head out to grab them and log off when I'm done. I've got the mats but I have these quests nearly done, I'll wrap them up and turn them in while I craft the item. I've crafted the item but I'm about to hit level 10, I'll just grind out a quick quest. I've hit level 10 but I've nearly finished those other quests I picked up, I'll just wrap them up and hand them in. I've finished the quests but I've nearly finished collecting everything I need to craft this level 10 item, I'll just...

The more meters you have running the more likely you are to be always just a bit away from finishing one of them. It's the thing that makes you say "just 5 more minutes" every 5 minutes for 5 hours. And again they're not wrong in isolation, but worrying that this mechanic could introduce this feeling to Stellaris is closing the roof after the Goolantha herd floated away.
 
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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.

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.
Could we get a breakdown of the order of operations for galaxy generation with a compare/contrast of old with new, especially where home cluster stuff happens? As @The Founder asked, is there any kind of empire cluster trail-off in the new system either directly through tags or indirectly through proximity weighting?
 
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They're not just talking about dailies (I assume). There's multiple practices involved in the MMO retention model - get you logged in, and keep you logged in. One of the keep you logged in's is a continual feeling of "Oh I'll just finish this thing" while making sure there's always a thing you're just about to finish. I'm nearly finished this quest, I'll just wrap it up and hand it in. I've finished this quest but I've nearly finished collecting everything I need to craft that item, I'll just head out to grab them and log off when I'm done. I've got the mats but I have these quests nearly done, I'll wrap them up and turn them in while I craft the item. I've crafted the item but I'm about to hit level 10, I'll just grind out a quick quest. I've hit level 10 but I've nearly finished those other quests I picked up, I'll just wrap them up and hand them in. I've finished the quests but I've nearly finished collecting everything I need to craft this level 10 item, I'll just...

The more meters you have running the more likely you are to be always just a bit away from finishing one of them. It's the thing that makes you say "just 5 more minutes" every 5 minutes for 5 hours. And again they're not wrong in isolation, but worrying that this mechanic could introduce this feeling to Stellaris is closing the roof after the Goolantha herd floated away.
Not to say I disagree with you, but this would be much less of an issue in Stellaris, given that it is not something presistent across campaigns. Each one has a more-or-less defined timeframe and end point, so "5 more minutes" today results in "5 less minutes to end" tomorrow.
 
Not to say I disagree with you, but this would be much less of an issue in Stellaris, given that it is not something presistent across campaigns. Each one has a more-or-less defined timeframe and end point, so "5 more minutes" today results in "5 less minutes to end" tomorrow.
Absolutely. There's a lot of reasons why the comparisons to predatory practices fall down and the similarities are superficial at best. I'm just making sure we're all on the same page about what the argument being made is so people don't refute the wrong thing.
 
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I think you might be misunderstanding the tasks a little; by themselves, these only give progress for the respective focus. You can even see it on the screenshot - building 20 Destroyers provides 25 points towards the Conquest Focus, and you need a 100 to complete the shown milestone.

Thus it is up to the player which tasks they want to accomplish the milestone, and the ones that don't appeal to them can be ignored (though I am in agreement with one comment I saw that there should be a way to refresh some tasks for free every so often).
You have made far more than one assumption and most of them are incorrect and directly contradicted by the text in this and the last dev diary.

edit: You're not wrong about a lot of the stuff you're posting about how the game works and what it rewards and why that is not ideal and so on, but you're using that to argue against a non-existent mechanic that is completely different from the focus trees described in the OP.

Oh, you are both right. There is an extra layer on top of the tasks and milestones; it's just not easy to spot in the screenshots. The connection can be made by looking at the points rewarded and the progress bar on the left. In addition, the tasks themselves have a progress indicator with the five dots on top of them and a tier icon on the left as well. Maybe a chain of tasks of the same type with a bigger reward at the end, which could mean that if we have task chains, an experienced player could know what to do to finish the task as soon as it pops up to gain the maximum amount of points.

The impact of this system might be completely negligible unless we see an optimized solution to chain up tasks with rerolls that result in a preferable outcome. I also see key techs to victory, like cruisers, as valuable enough that, no matter the playstyle, roleplay, or empire type, early and reliable access to them might be damaging to long-time players' enjoyment.
 
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The impact of this system might be completely negligible unless we see an optimized solution to chain up tasks with rerolls that result in a preferable outcome. I also see key techs to victory, like cruisers, as valuable enough that, no matter the playstyle, roleplay, or empire type, early and reliable access to them might be damaging to long-time players' enjoyment.
A good point; and which is why I think including this particular feature in a Beta is an excellent decision by Paradox: despite being rather resource non-intensive (thus not really warranting a Beta on its own), it has a potential to be quite gameplay-disruptive or not at all depending on how well-tuned it is.

I personally believe that there should always be a significant chance of drawing the important techs before a player can attain them by rushing the Focus - this way the rush towards deterministically getting the tech option would be statistically sub-optimal thing to pursue from the very start of every game, making the rush more of a fallback strategy (which is what the devs themselves want this to be).
 
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A good point; and which is why I think including this particular feature in a Beta is an excellent decision by Paradox: despite being rather resource non-intensive (thus not really warranting a Beta on its own), it has a potential to be quite gameplay-disruptive or not at all depending on how well-tuned it is.

I personally believe that there should always be a significant chance of drawing the important techs before a player can attain them by rushing the Focus - this way the rush towards deterministically getting the tech option would be statistically sub-optimal thing to pursue from the very start of every game, making the rush more of a fallback strategy (which is what the devs themselves want this to be).

Also a good point that we will see how this fares in the Beta.

I could see myself double-dipping into other techs while I complete tasks that lead to key techs, as I can optimize the time frame between rolling it as RNG in techs while also progressing the tasks. Maybe there is already an optimal middle ground of abusing tasks while min-maxing the time in between solving them.

As I’ve already stated, I strongly believe we don’t need more railroads or revealing mechanics that expose the shortcomings of the promise the game makes and show us what’s really important to progress throughout the game to reach the "end." I believe a new approach of resetting the whole premise and fulfilling the promise of Stellaris on all levels would be a much better use of work, time, and money.
 
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The impact of this system might be completely negligible unless we see an optimized solution to chain up tasks with rerolls that result in a preferable outcome. I also see key techs to victory, like cruisers, as valuable enough that, no matter the playstyle, roleplay, or empire type, early and reliable access to them might be damaging to long-time players' enjoyment

I don’t particularly disagree with your overall point that the game boils down to having a bigger fleet (though I am far more on the side of enjoying playing suboptimally). However I do tentatively feel the idea of unlocking military techs as options isn’t that huge an issue. Cruiser tech is still tier 3 so to rush it early game you’d need to invest both in your science output and in whatever resource costs the relevant military focus cards would require.

I can envision that not being a particularly safe or easy strategy if you have to rush industry to build X numbers of corvettes/destroyers, go to war/hunt fauna in order to win battles, and at the same time have a good enough science output to make use of an early T3 tech unlock.

We don’t know exactly what it will be like but it certainly seems plausible that you’d need a fair bit of skill and experience to pull off doing all of that early. But in any case I’ll certainly be going into the beta with the mindset that these focused be a system that just railroads players into optimum strategies.

I’m also curious if the AI has focuses. It would be somewhat balanced if aggressive/militarist AIs get the same bonuses in terms of research options based on their actions.
 
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Moreover, I will tell you that I personally use the Steam Achievement Manager to reset all achievements when I accumulate a sufficient number of them in my favorite game and start receiving them again later. So that the achievements are not one-time
Especially when most (if not all) of their current games except for Stellaris have mods decoupled from achievements. I mean, this is a step in the right direction, but it's not fully there yet. Not sure what the deal is and why the Stellaris team is so hesitant to change it. There isn't even just the SAM like you mentioned, but there is a program available to remove the checksum requirement allowing you to play with mods. But it needs to be updated everytime there is an update to the game and is because it effects the .exe, it makes it not the most desirable thing to do.
 
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That's what people here said when I, as one of very few people, 100% correctly predicted the disaster that was the 2.2 rework of Stellaris and protested loudly against it while it was in development. Then it released, and it was interesting to see everyone here who had been cheering for it realize that the game had just been turned into a broken, tedious, laggy mess that the AI was even unable to play - a state in which the game remained for YEARS.

I've never been wrong about which new features or reworks in Stellaris are bad ideas. This is one of them.
Admittedly the pop rework and the change to hyperlanes only were in fact really bad. I was never a fan of either.

Your position on focuses is still insane though.
 
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Admittedly the pop rework and the change to hyperlanes only were in fact really bad. I was never a fan of either.

Your position on focuses is still insane though.
There's just way too much talk about the focus system right now for something we have so little information about.

We know it will include a way to unlock federations. We know it will include guaranteed techs including Cruisers, Mega-Engineering, and Colonial Centralization. We know a few other guaranteed options from this dev diary, for which we still don't really know how much effort it will or won't take to unlock any given guaranteed techs or what other stuff might be included.

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).

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.

The second purpose is to guide new players. This seems compatible, but I'm not a new player and I have almost no information about the system in practice so I don't know how that will turn out.

There simply isn't enough information for this level of vitriol against it. Even if everything people said against it was true, it would be by sheer coincidence because none of it is backed by anything we actually know.
 
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Moreover, I will tell you that I personally use the Steam Achievement Manager to reset all achievements when I accumulate a sufficient number of them in my favorite game and start receiving them again later. So that the achievements are not one-time
I've done that a few times in the past when coming back to an older game I hadn't played in a long while.
 
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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.
Getting stuck with only corvettes and frigates by 2300 was a bit hairy today. I just *could not* find destroyers anywhere in the deck, despite floating around large groups of corvettes for all my military needs. That was... interesting to say the least.
 
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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?
 
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