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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 mean if you have a problem with Paradox deciding to stop gatekeeping achievements from everyone who doesn't play unmodded ironman that's your problem. I think getting achievements for once would be cool, and if that allows like 9-10 people to mod their way to 100% completion that's not my problem because that's just not how the majority of PDX players work, otherwise we would see higher achievement completion rates since there are doubtlessly ways to game the system already that a sufficiently determined soul could make use of.
Just make mod that add achivment if you cant rly play not having them. They entire point is a challange, if there no challange them they worth nothing not only to most but alos to achivments fans. Alos if you cant rly turn mods of for a game then im not even sure how you could even ant to play game... Is not some soet skyrim stuff, mods at best in stellaris build around what we have and i see like few trying doing own things and fail... So if you not wiling to do a hivments and dont feel like it thing you want to play for it... Dont destroy that for people who want.
 
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Victoria 3 allows both mods and non-ironman for achievements, and yet its rarest achievement, "Our Words are Backed..." has a displayed completion rate of 0.0% in the Steam global achievement stats for the game, indicating that almost nobody (less than one in a thousand players) is willing to do what's necessary – either through honest gameplay, blatant cheating, or somewhere in the middle – to get it.

It looks almost like the overwhelming majority of strategy game players split into two camps: those who don't see the point in using an "EZ Cheevos" mod, and those who want to know they completed all their achievements without an "EZ Cheevos" mod.

Your camp argues from lofty ideals; mine argues from facts on the ground.

Nice but stellaris is not vicoria 3... And meyby problem of no one doing is becuse half people dont care anyway and other half dont sed the point anymore ? Alos do that game not start having it on ? And your fact dont matter. You literaly say something that is fact that have no point... Becuse 99% of our stuff are worth only in our heads... Is like i said there is life on that planet... Is fact, is worth nothing in conversation. And on top of that my orginal comm have easy way to fix that no ironmode stuff and they eill not randomly change mod stuff after so many years anyway... Soo yee, kinda sad that so many people dont have will do do something but they deny it for people who want do something. If you cant get even avrage achivments now, you will dont gona care later anyway.
 
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I don't think we're going to see eye to eye here. Have a good day/evening/night.
 
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Yep dislikw, give no argument. I remeber when i said new crisis is boring... 30 people talk back,like 45 X ... 2 or 3 have something to say that change my mind to some point -_- ... And it keep happend over and over, people say thing that have no point, or BECUSE I WANT type of stuff, or insult you doing around moderation ( not happend here )
 
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Yep dislikw, give no argument.
Fruitful argument requires that the two sides have similar axioms but different interpretations.

Once it's clear to all involved that this is a matter of axiom mismatch, the Respectfully Disagree reaction is the most efficient use of everyone's time.
 
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I gotcha, it only counts as devaluing in your mind if PDX is the one to obviate 'achievements'. That's certainly... a position you can have, that's for sure.
Did I miss something, or is your problem is that I don't have a problem with the proposed change?
"How dare you not have an issue with that?"

Because that sounds stupid and I think I missed something.

Sorry for saying what I think. But this is what I think. It will be boring to meet this timeline over and over again every time I start a new empire. Same quests, same objectives. Nothing unique. Nothing to explore. And objectives on the screenshots are really boring
"Meet the timeline"?
Do you think the timeline is a event chain? A new faction?
 
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Fruitful argument requires that the two sides have similar axioms but different interpretations.

Once it's clear to all involved that this is a matter of axiom mismatch, the Respectfully Disagree reaction is the most efficient use of everyone's time.
mmost efficient use of evryone time is to talk abaut it, even if we not agree it alywas give something for all sides, and we all want to see game be better. until now what i said is that peopel who dotn do achivment just dotn care most time and said a litle fix to what paradox what to add... i see nothing from your side... only things like it only in your head ect... but i must admit, at least you used another game as an example. although in my opinion it was a bad one because that game started with a given function... what could work here is a new option inside the game menu where there would be achievements independent of steam... and either steam has to be without mods and on iron and achievements inside the game would be just like that. Or let steam have it as you suggest but let the version inside the game have 3 categories... more precisely frames indicating whether the achievement was with mods>without inronman. ironman without mods... let's say the dark sea color used in the stellaris menu for the lowest scale, silver frame for without inronman and gold for ironman. if we get on top of that, we will connect it with a paradox account and a profile on the forum the whole thing should work exactly like steam achievements but a bit better.

but no... throwing an emoticon without a comment is so much better... we spend hundreds of hours on stellaris campaigns and we don't feel like spending 5 minutes thinking about something? seriously quick thoughts are not a very good source of opinions, usually only reflection gives us some sensible picture of what we are thinking about, be it an object or an idea.

alos that axiom thing is like wtf...

discussion is about differences... it would be nice if we had a common point of reference but it is not always like that or at least not on a local scale because we are all human... right? and a lot of other things... if you ignore someone because you do not have a common point of reference then you slowly close yourself in an echo chamber over time you accept less and less different information until you finally become like one of those weirdos who try to find a modern audience.

like i must literaly check what axiom is becuse i total forget abuat school... im sure that soem of like yo uhave are from people who not evne understed what you said and dont even trying to do, they just see first comm and like evry of your and dislike evry of my... so how much that likes are worth whne they dont even read stuff ?
 
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Damm peop are even oposite to idea of ingame achivments system that would allow moders to make they own achivments and do it easy. xd . Or they just dont read stuff or to angry they opponent in the discussion have good idea... Ok is not discussion when they have no time to said anything but have time to play 500-1000h if stellaris this year :p.

Welp i hope for good talk but i gusse you kill that hope.
 
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If I wanted to persuade people that arguing with me was not a complete waste of time I would probably not go out of my way to illustrate the opposite point, however obliquely.
I dont gona ignore things becuse i dont like them... Is not me having 100% SURE THAT I HAVE RIGHT... But me thinking it i may have right... I am open to change of mind if given good reason... And i will try to give good reason on my side too... That how all of it work berfor evryone start acting like politicians who think they are never wrong.
 
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I'm still super against the leader changes. Just add a second bar on the leader portrait when you click on them, and have it cap off at a point and say +(x) amount of traits. That would make things 'cleaner' without causing issues.

Please reconsider
 
Why not create in the Gestalt Empires an Origin in which you are a preview of the end-game Crisis Scourge Prethory and with a new crisis ascension in which when you finish it you become immersed in it, I think they have fallen far behind with respect to the other types of empires

 
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I dont gona ignore things becuse i dont like them... Is not me having 100% SURE THAT I HAVE RIGHT... But me thinking it i may have right... I am open to change of mind if given good reason... And i will try to give good reason on my side too... That how all of it work berfor evryone start acting like politicians who think they are never wrong.
Previous posts in this thread show that our ideas of "good reason" differ beyond bridging.

[EDIT: Removed a thing here. I will take my own implied advice and stop touching this.]
 
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yee that the part of the fun. tryign to show the other side why you feel that what you said is good reason, and ofcrose show your reasons... what i get is BECUSE WE WANT IT, from people who dotn willing to do achivment anyway... one that is in my head... as 99% things in our culture.... and one abaut other game of paradox that make me thnking... nto agree but still... most others where abaut me not the topic... soo yee... good reason would help.
 
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you see minor problems and oh no we have no points we agree on... or we have to difrend opinions... like people that is abaut what discussions are... we may not be ancient greek to spend days on that many hours in a row... but still... if you not willing to spend so litle of your time than others will do... and game may end up having changes you dont want just becuse you dont talk abaut it and dont...


if all peopel where like few peopel wh otalk to me here we would not have that game at all.. or any other technology beyond wheels... dear god... just think people think...
 
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Why not create in the Gestalt Empires an Origin in which you are a preview of the end-game Crisis Scourge Prethory and with a new crisis ascension in which when you finish it you become immersed in it, I think they have fallen far behind with respect to the other types of empires

meyby whne genetic come... but it look like they want make all crisis player type be available to most players, and not very specific type of empire. but yee it would be cool. meyby there even a mod abaut that, i found one when you do megacrop crisis,
 
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SOO YEE

you need reason and argument

without reason, the argument makes no sense or is pointless

without argument, reason is empty or shallow


stop acting like you where the one that try so hard to talk to me and show me how wrong i am.. whne i start talking and you spend 90% time throwing out empty excuses why the discussion is pointless... one person tried to speak correctly once and everything else is empty emoticons and comments about me and not the topic.

is like you think spaming X will shame me or someting ...

i spend days talking with both global warming denying fanatics and total eco-freaks... i see probady all tricks in the book called I HAVE NO IDEA HOW TO SAY WHAT I WANT or I HAVE NO IDEA WHAT TO SAY WHEN THEY START ASKING.
 
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Why not create in the Gestalt Empires an Origin in which you are a preview of the end-game Crisis Scourge Prethory and with a new crisis ascension in which when you finish it you become immersed in it, I think they have fallen far behind with respect to the other types of empires

We could use a genetic themed crisis. Subjectively speaking, we've already kind of got one for psionics (Galactic Nemesis) and one for cybernetics/synthetics (Cosmogenesis). Maybe something about trying to create the perfect organism and ripping off Resident Evil or something

Previous posts in this thread show that our ideas of "good reason" differ beyond bridging.

[EDIT: Removed a thing here. I will take my own implied advice and stop touching this.]

Likewise
 
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.
Even most visual mods change something in part of game code they use to chck for achivments... It would be nice if they change that... But i gusse it would take them a lot of time to not mess it up.