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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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What you should really give a pass through is in localization. If I see another d_PORLOC in an event I'll go nuts :(
 
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Lot of good changes here.

I am a little concerned about the empire focuses, but honestly it's hard to gauge without more implementation details - perhaps in the open beta. I am concerned it may end up either too railroady or too gimmicky. An example of the former is the Vic 3 game objectives which attempted to be a mix of offering player guidance and offering goals and victory conditions, but in reality the middle parts of all the paths are overly restrictive (e.g. attain -20% market price of certain goods, gather 8 countries in your market) and they're not really used much. An example of the latter is the Civ 6 breakthrough system where you build two forts to gain 40% of some technology or other thing; nice in concept but sometimes you do the thing just to get the reward even though doing the thing wasn't otherwise necessary for your specific setup in the first place.

"Found a colony" makes sense, but the tricky parts are what do you include in the middle or near the end? I noticed "build 20 destroyers" is a proposal, and some games that's fine, and other games I might get lucky and roll destroyer and cruiser tech back-to-back. Depending on what the reward for 20 destroyers is (especially if it's something important like a doctrine), then we might be nudging games to play out more similarly to one another, which might impact the replayability that Stellaris excels at. Similarly, goals like "declare a war" are one thing, but "declare x wars" is different.
 
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Will there be an option to turn focuses off? While the idea of stuff like that IS admittedly really nice for new players, it also seems a bit too game-y for me.
 
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Wow, that's quite an interesting look at the focus tree. It would seem to me that there has been lots of thought applied to avoid getting "stuck" with missions, which is absolutely necessary to avoid getting railroaded.

Now my only question would be if focus trees are supposed to be 100% completed in most games (thus, being mostly some kind of tutorial), or if it would allow for some kind of natural emerging empire customization system by being more demanding on its latest stages (say, only diplomacy focused empires would get to unlock Federations VS all empires would eventually unlock federations, but diplomatic minded ones would unlock them first).

There is a lot of interesting design space there, I think. Lots of guaranteed techs or features that can be moved from other areas, too.
 
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With regards to leaders, have you done any research into which traits are most likely to be chosen by players and in turn made the choices players tend to ignore more inviting?

As for leader leveling notifications - I don't want a notification if there is no action for me to take. I do not need the clutter.
 
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Empire timelines are exellent, but from the gaming perspective it would be really good to be able to see a graph alongside it with your economy/tech/military/unity performance along with it.

even if it just records your econ at intervals of ten I think a style of "empire report" would add some instant gratification to players and make them feel good about their progress.
 
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Bonus Origin: Great
More informative toasts: Great
Less intrusive pop-ups: Great

Empire Focus: Wait and see
I hope the system is fun, it could help new players while adding some tech draw manipulation for experienced players.
(Or it could be a repetitive checklist of arbitrary targets you do every game to collect all the bonuses quickly)

Perhaps the tasks and rewards could be connected to traditions? with new tasks that match your playstyle, e.g.
Mercantile adds tasks related to Trade Value/Traders/Pacts, with Interstellar Economics tech is pinned as a reward
 
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Horrible to hear after near 100% achievements already but I am glad to know they're more broadly available now! It is a good change. :)

Is this new origin going to potentially fulfil a cybernetic ascension rush that Cybernetic Creed can struggle with? (I adore that origin in concept, but not having the option of the fun new advanced government types & having the pops losing special traits based on ethics attraction can be real frustrating)
 
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Victoria 3 and recently Ck3 allow achievements with changed checksum. Stellaris has enough achievements with low probability that it makes people have to choose between qol mods or achievements. Please reconsider it.
 
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You guys really should unlock purely visual mods (Mass Effect races, etc.) to be able to be used with achievements, if you are already going the way of allowing achievements without the Ironman requirement.

I kinda wonder why your philosophy in this matter is so different from your colleagues over on the Crusader Kings side, where you can get achievements without Ironman mode and with mods without a problem.
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.
 
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Yes, you can change your Empire Focus for a unity cost. I'm pretty sure there's a cooldown too similar to changing policies.



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

These could even be Origin specific, like if we wanted Payback to have one (or more) for dealing with MSI, we could theoretically do so.
Eladrin, please, please make digsites autocomplete without player actions if there is nothing to decide. ive seen them all and i tend to keep them for later due to their difficulty and it's so annoying when they constantly interrupt the flow of the game.
i'd love if we had a wiki of all completed digsites and anomalies, both for 1 game and globally.
 
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Looking at the categories, focuses, and milestones has inspired me with a variant idea:

Have 3 starting categories as normal focusing on Conflict, Development, and Exploration, however, these *are* your starting focuses. They tell you up front what tech they draw when completed, and then become empty... the player chooses the next category to focus from a list.

The starting 3 categories could be repeatable, but origins, civics, ethics, traditions, or even dlc/mod mechanics (astral rifts, gigas nonsense) could unlock new categories. So when you pick "Politics" as your next tradition, the new one time "Politics" category can be followed to "test out" the new Politics tradition and its related mechanics.

This still accomplishs the goal of guiding new players, but in a way that is different if you play a different kind of empire. You might be asked to free slaves from a rival as an egalitarian, or gain a level 8 researcher with the Discovery tradition. This also means each category can be tied to a key tech pull (or a random tech within a set category if you already have the tech)

This also makes it easier to tailor towards new mechanics, origins, or for mods to use it to create tailored mod tutorial categories.
 
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I'll be honest: I don't like a lot of this.

I don't like the Focuses 'forcing' you to do things, I know it's not actually but the psychology of 'heeeey you're missing out on a boooonus' will make it that way.

I don't like the new Origin. It would be a good idea, but it suffers from the same downside many recent Origins have: it's just a prescripted story the devs made rather than a blank canvas for the players. Enough with the Toxic God, Riftworld, Shoulders of Giants, First-Contact origins. More Void Dwellers, Shattered Ring, Life Seeded origins.
 
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i really like the new origin!

So do I. I can't wait to play it.


You guys really should unlock purely visual mods (Mass Effect races, etc.) to be able to be used with achievements, if you are already going the way of allowing achievements without the Ironman requirement.

I kinda wonder why your philosophy in this matter is so different from your colleagues over on the Crusader Kings side, where you can get achievements without Ironman mode and with mods without a problem.

Its also a thing you can do in Cities: Skylines (the OG, my computer isn't good enough for the new one). I know that's only published by Paradox, not developed, but still.

Empire timelines are exellent, but from the gaming perspective it would be really good to be able to see a graph alongside it with your economy/tech/military/unity performance along with it.

even if it just records your econ at intervals of ten I think a style of "empire report" would add some instant gratification to players and make them feel good about their progress.

How do you quantify those things enough to graph them?
 
I don't like the new Origin. It would be a good idea, but it suffers from the same downside many recent Origins have: it's just a prescripted story the devs made rather than a blank canvas for the players. Enough with the Toxic God, Riftworld, Shoulders of Giants, First-Contact origins. More Void Dwellers, Shattered Ring, Life Seeded origins.

Alongside the fact that these Origins still give a lot of freedom on how to make your empire, the kind of Origins you want don't require nearly as much work to be done as the more complex ones you don't want, so they aren't in competition.
 
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Big surprise to get a new origin but sounds cool. On a related note I have wanted to be able to have a cyborg assimilator empire ala the borg, rather than a machine one with a cyborg secondary species.

The focuses look tenatatively quite flexible. Am I right in thinking that there will be so many tasks that you can get to max points without doing them all? And that there's nothing in the game that will be only unlocked by focus tasks?

Not every empire is going to play the same, particularly if you're familiar enough with stellaris to start doing really out-there role play/challenges. It would be a shame if something like a one-planet-challenge was totally hobbled because it couldn't go down the focuses.
 
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A bunch of cool stuff here, and a new origin on top of that! Wasn't expecting one but I certainly won't say no to getting something extra. Now that we have our first decent look at the empire focuses, I personally aren't worried. It really does look like things that would help guide new players that experienced players would complete without much conscious effort.
 
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Alongside the fact that these Origins still give a lot of freedom on how to make your empire
Hahahahahaha! Yeah, selecting to use the cyborg-cat portrait instead of the blorg-portrait.
he kind of Origins you want don't require nearly as much work to be done as the more complex ones you don't want, so they aren't in competition.
Great, so they should have no problem not only reducing their workload, but also making better origins. Because, surely, you aren't saying 'more developer time means better', right?
 
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