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Stellaris Dev Diary #368 - 4.0 Changes: Part 2

Hello everyone!

Today we’re going to take a deeper look at some of the ways we’re adjusting game pacing through changes to Galaxy Generation, Message Settings, Events and Anomalies. Then we’ll take a peek at the Focus system, the Empire Timeline, and a few other changes.

Some of this has already been covered in the announcement diary, but I’ll be providing more up-to-date screenshots and more details. As this is from a build that is still in active development, there will be placeholder icons or temporary text in some of these screenshots, and all of these are still subject to change.

Pacing Adjustments​

Stellaris is a game with many moving parts, each of which interact with other elements to produce a complex whole. Small adjustments in one spot can have significant effects in another, and in the end there can be unexpected impact to the general pacing of the game and overall economy.

Galaxy Generation​

As mentioned in Dev Diary #366, we’ve gone through all of the scripted systems and done a normalization pass on the frequency of these systems appearing, as well as preventing many of them from appearing in empire starting clusters. Some other adjustments have been made to generation as a whole, which should distribute non-guaranteed habitable worlds a bit better and reduce the likelihood of massive clusters of them right around your homeworld.

There were comments in the thread asking for the ability to easily change these weights. Since most of them now use scripted variables, they’ll be very easy to change with mods.
# SYSTEM INITIALIZERS
@spawn_system_rare = 0.1
@spawn_system_uncommon = 0.5
@spawn_system_base = 1
@spawn_system_slightlycommon = 2
@spawn_system_common = 4
@spawn_system_verycommon = 8
@spawn_system_extreme = 16
@spawn_system_max = 99999

@spawn_system_enclave = 100 # first enclave uses this, rest use extreme

As the pool of anomalies and prescripted systems with guaranteed anomalies have also grown over the years, we’ve adjusted the anomaly spawn chance increment a bit to compensate.

Leader Traits​

A minor change from the original announcement is that we’ve implemented a suggestion from the forum thread to have the trait selection levels on even levels - it’s much cleaner overall. Leaders still begin with a starting trait at level 1.

If you have trait selections to make, the leader level up Notifications will show the green “call to action”. If you don’t, they’ll have a more subdued monochrome icon.

Leader positions will also have a significantly greater effect on which traits will be selected for players without Galactic Paragons or those that prefer automatic trait selection. For those that prefer picking leader traits themselves, this bias is instead reflected in which traits are selected for the pool of possible traits whenever a new trait is available.

In Settings, we’re also letting you choose what you would like your default automatic trait selection to be. Any time you take over an empire as the primary human player (a distinction that is primarily relevant for co-op gameplay), it will make sure that the Auto Select Leader Traits box is set to your preference.

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Events, Messages, and Notifications​

We’re going through many events, messages, and notifications to reduce the number of popups that disrupt your general gameplay. While major events still appear as popups, those that don’t require an immediate response or are purely informational have been converted into notifications or toasts.

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The Artisans and Mirror Dimension can wait until I’ve finished what I’m currently doing.

As we’ve been doing this pass, we’ve updated some of the messages that have been converted into toasts, to make them more informative at a glance.

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Empire Focuses and the Timeline​

While designing the Empire Focuses we had several thoughts.
  • Stellaris is a dynamic game full of wonder and possibilities. Our sandbox nature means predefined and structured trees cannot work for us.
  • Tasks provided by Focuses should help guide newer players through the game, providing suggestions for short and medium term goals.
  • Behaving in a manner consistent with your Empire Focus should naturally complete the Tasks from that category.
    • Empire Focus categories are Conquest, Exploration, and Development. (Names subject to change.)
  • Rewards for progress within a Focus category should be intangible.
    • Any rewards you get should feel narratively consistent with your empire’s behavior. For instance, acting as an aggressive militarist should naturally guide your researchers to theorizing applicable technologies.
    • These rewards should reduce the need to rely on lucky draws from the tech pool if you want to pursue your Focus.

The Empire Timeline and Focus share a tab in the Situation Log.
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The current mockup of the Timeline tab. Some differences will exist between this and the final version.

Tasks come in four different categories - Conquest, Exploration, or Development correspond to the three different Focuses, and there are some very basic Tasks at the beginning that are considered “Core”. Completing a Task grants progress within its associated category; Core tasks grant progress in all three.

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Many of the early game tasks are generally straightforward. The tooltips try to give some advice about how to complete them.

At any time your empire will have five tasks offered, weighted toward your selected Focus. Tasks complete automatically and retroactively, so if you’ve already completed an Archaeology Site, it will complete immediately if you draw it. If you have a Task that either feels impossible or isn’t something you want to do, you can discard it for a small Unity cost.

Many of the rewards for progression along a Focus are (currently) research options thematically associated with the Focus. For example, the first Conquest milestone grants Doctrine: Fleet Support as a guaranteed research option, while others in the line include Specialized Combat Computers and Destroyers. You’ll still have to research them, but we’re happy with how your actual actions in game have an impact on the ideas your researchers are coming up with.

The Empire Timeline shows many of the key events of your empire. Beginning with your Origin as the starting point, important milestones will be logged as they happen. Empire firsts feature prominently on the timeline, such as your first colony or the first time you’ve been humiliated by a Fallen Empire, but some other crucial moments are listed as well, such as war declarations, megastructures, when a crisis appeared, or when an accursed rival stole your Galatron.

The timeline has several zoom levels to let you see a general overview of what happened at a glance, or a detailed list of interesting moments.

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Hard Reset​

In the 4.0 ‘Phoenix’ update, we’re adding a new Origin to the Synthetic Dawn story pack called Hard Reset.

As a warning, this Origin gets pretty dark (even for Stellaris), very quickly.

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In this Origin, you begin as the cybernetic battle thralls of an advanced Driven Assimilator that have suddenly lost connection to the gestalt intelligence. Naturally, you were outfitted with some of the finest combat cybernetics available.

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Your civilization begins in an immediate fight for your lives.

Thankfully, as the elite battle thralls of your former masters, you excel at violence. This is good, because you’ll need to fight through rogue barrier fleets that still infest nearby systems.

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I’m sure everything on Dream Loop is fine. No need to investigate further, right?

As with Broken Shackles, the exploration of yourselves as a people is a core part of this Origin, with factions forming a little while after you gain your independence.

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Your sudden independence has also left your populace with some traits that represent your nature as Assimilator battle thralls. As you discover more about your past, you’ll have opportunities to either mitigate or enhance these traits, either by pursuing de-cyberization or by embracing the power of the machine. An alternate path exists where you can instead accept your conflicted nature and… Well, I won’t spoil what happens on that path.

Achievements​

As part of the development process, we decided to take this opportunity to review some of the rules around gaining achievements. As I think that many of the simpler ones are a great tool for letting you know that you’re playing the game “correctly”, so we’ve made a change.

Ironman mode is no longer required to earn most Stellaris achievements. An unmodified game checksum and being in single-player remain as requirements.
  • The "Victorious" achievement has been updated to "Win the game through any victory condition in Ironman mode."

Next Week​

We’re still working on getting things like the pop and planet changes presentable, so next week we’ll likely be talking about Trade and Logistics.

See you then!
 
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I really feel like a diplomacy tree is something that is going to be very much missing and needed. Conquest will incentivise aggressive behaviour while there won't be any rewards or clear focuses for empires that would instead decide to pursue diplomatic actions. I think a diplomacy focus should be added to fix this.
 
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Great about the new origin. I think revamping old content is important to do from time to time, even when its not related to your other changes. Hard Reset makes me want to play machines now and when its released.

I like what you are doing with Focuses, I guess like others said, as long as it's not going down a literal route of certain other games, its a teaching aid and something to attach to "acting out your empire" reasonably and for me, I think that's relevant even as a single player.

OT somewhat - Do you have a date that you may announce a expansion pass this year? :)
 
I really do not like the idea of national focus steering you to automatically draw whatever crucial techs you need. That defeats the entire purpose of a semi randomized tech tree. It seems like a design decision made more for MP rather than new players, of which there can not be that many in a soon to be 9 year old game anyway. I feel like the whole focus deal would be fine as a tutorial option to be presented to what few new players we have and toggled off by the rest of us.

There is just something that feels railroady/excessively gamey about being able to guarantee exactly when all the major techs pop up now. Maybe if they were just weights that made the techs appearing more likely instead of guaranteed it wouldn't be as bad.
 
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For focuses, I am now worried that they'll make each empire's progression feel the same.

Currently, multiple playthroughs, or multiple empires in the same galaxy, can feel different depending on what techs pop up and when you get "important" ones. If you just get handed the "important" ones to research, then that part of the exploration gets pushed to just: research whatever pops up until you do the focus for the guaranteed tech you actually want.

I enjoy the randomness of research and would rather it not be sanded away in a fashion that makes tech progression predictable and easily controllable. If the focuses wind up doing this, will there be any way to disable them at galaxy creation?
 
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VERY TY FOR WASTE ALL MY TIME I SPEND ON GETTING ACHIVMENT...

you wil remove that in like few days and will probady have panic trying talk to steam so they restor achivments to pre patch ...

or just change commands, so to use most of thme you need another one that active cheat mode, and left stuff like debug on standard version...


relads games is litle unfair but well sure if you can do achivment by reload it probady nothing big.
 
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I'm failing my read check on the above post but I broadly disagree with what little I got out of it
 
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The main reason I don't play Stellaris that often is because of a lack of mod support for achievements. I want to get achievements, but I also want the game to be fun and play the way I want, more immersive, interesting with mods. That's why I haven't played stellaris in months.
 
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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".
not rly... it make achivments worth less for evryone... becuse let be hostest most stuff people do that can be show up are done to some point just to show it to others... like starcraft 2 achivments system... on other heand you cna cheat all terraria one and no one care abaut having them.

i can pretty easy see whitelist of mods, and just uptade it evry version of game... is not like thos mod are alos uptade evry version and most mods work for few of them... how much of job it would be to have like 50 mods fast check... you can even wrok on trust to some point becuse if you on purpose make people cheat achivments you will never again get whitelisted your mods... and to have it in first place your mod must be arledy popular.
 
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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.

I wish. Most of the mods I've used in the past and am using modify the checksum. Maybe I'll have to check around for other versions, if they exist.
 
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The changes for 4.0 are interesting, but I am worried that I still do not see any planned improvements for some blatant flaws.
1) mid game crisis...after all the changes in these years Khan mid game crisis feels a minor nuisance. In almost all games his fleets are quickly annihilated, often by fallen empires who seems to hate him for some reasons.
Same thing for grey tempest
2) End game crisis....Contingency in particulr is utterly broken and it is in this sorry state for many years now. It badly needs to be fixed...
3) Fallen Empires...they are not as broken as point 1 and 2 but still I think they need some love.
 
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The main reason I don't play Stellaris that often is because of a lack of mod support for achievements. I want to get achievements, but I also want the game to be fun and play the way I want, more immersive, interesting with mods. That's why I haven't played stellaris in months.


Been using it for a long time. Works like a charm. Every now and then a game update will break it and it won't work until the author does his own update, but it's not often.
 
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Considering all there worries about Empire Focuses, could we get an option to just entirely disable them when starting a new game? Even in the most optimistic scenario, I don't really want to care about this. Situation Log is all the missions I need.
 
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Nice update, I'm happy to get some achievement with a regular not modded game. And thanks for the patron auto answer to their newsletters, I'd like if it would be also possible to automatically set aside the credits to pay them.
 
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I wish. Most of the mods I've used in the past and am using modify the checksum. Maybe I'll have to check around for other versions, if they exist.
Most portrait, color, UI, and shipset mods that don't add mechanics are achievement compatible. Amazing Space Battles are one of the few mods not in the above categories with a dev who makes both an ironman compatible version and one that goes further for those who are not doing achievement runs.

There are a few things that are asthetic that the game thinks are mechanically influencing (due to the folder they are in), but the devs have moved more of that out of the game folders used to calculate the checksum, so there has been an effort to increase the amount of asthetic mods that don't interfere with ironman.
 
Empire timeline and Focuses look fantastic. Focuses especially... I think they have great roleplay & lore potential, thank you for adding them.

I would like to make a request in advance that the UI for these support scrolling and showing additional Focuses via modding. Modders will definitely want to be able to add more Empire Focuses. I am already brainstorming some that need their own category. Other examples include adding a Research focus for Scholariums and a military focus for Bulkwarks. It will be great to have it support dynamic modding.

I like the idea of Focuses for provide lore-based direction and I think it has great storytelling potential. I think they're going to be rewarding when tied into civics, origins, factions, crises... someone mentioned ethics-based focuses, I think that's a solid idea.

I would like for focuses not to penalize experienced players and require them to take prescripted actions in order to advance. I think it will be very interesting to let players determine their own focuses and have the game help them achieve their goals, whatever they may be.
 
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I like all of this, but an additional large improvement would be allowing achievements in multiplayer.

I can rig the game in some pretty extreme ways in galaxy generation that exceed any difference one cooperative human is going to make. No mods makes sense, but I'm really not sure no multiplayer does.
 
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You mentioned in an earlier dev diary that federations will now be unlocked by these focus milestone tasks. Any other changes that are now available through it? Eg some ascension perks like ecus/hive/machine worlds that feel less like a choice but a locked in slot because they overpower so many others?
 
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.
That makes me imagine a fourth category for empire focus: Aspirations.

These would be major, long-term goals of the empire rather than immediate tasks. Some Origins would start with one. Broken Shackles would start with an Aspiration to defeat MSI, On the Shoulder of Giants would have one to uncover their past, Doomsday to evacuate their homeworld, etc.

Other Aspirations would be unlocked based on events in the game. Rebuild the ruined Dyson Sphere you found, kill the Leviathan who destroyed your Scientist, get back at that Fallen Empire for assassinating your leader, rebuild a Relic World.

How this would work mechanically would need some hashing out.
 
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Stellaris is a dynamic game full of wonder and possibilities. Our sandbox nature means predefined and structured trees cannot work for us.
...
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.

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I don’t think this approach is a good fit for such an integral part of the game experience. At its core, most players ultimately aim for military power gains in one way or another. Exploration is engaging for the first few runs, but it eventually shifts into an optimization game—choosing options that best serve military-industrial growth.

The issue with these task-based goals isn’t just their presence but the need to engage with them, even when they don’t align with a player’s strategy. Having to "roll" for new ones adds unnecessary gamification to a system that already struggles with rigid fleet power progression. This may reveal deeper structural issues when players find themselves short on military trackpoints during the crisis phase after focusing on development.

Rather than adding another layer of loosely guided objectives, these tasks would be better suited as optional tutorials, helping new players without nudging experienced ones in directions they might not want to take. The game doesn’t need more mechanics that subtly steer progression—it needs more flexibility and strategic depth to give us real decisions that matter.
 
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