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Stellaris Dev Diary #369 - 4.0 Changes: Part 3

Hello everyone!

Today we’re going to take a glance at the Trade and Logistics changes coming in the Stellaris 4.0 ‘Phoenix’ update, then check out some new portraits.

Trade and Logistics​

Trade as a Standard Resource

The Trade system introduced in the Stellaris 2.2 ‘Le Guin’ update was raised as an especially frequent point of confusion for many players. UX issues around disconnected trade stations combined with some quirks of being a modifier based system (like ignoring habitability) made some of it unintuitive. The system had a major impact on performance as well, so while examining Stellaris for optimizations, we decided that we wanted to revamp the system.

In 4.0, Trade will become a standard advanced resource, generally produced in the same way as before, but will follow all of the standard rules around resource-producing jobs. The Trade Routes system has been removed - any produced Trade will be immediately collected like any other normal resource.

Resource Bar showing Trade

We’ve done some cleanup to the top bar while we were in there.

Logistical Upkeep

Hello, @Gruntsatwork here, with Eladrin’s UI wizardry done, I shall step in to reveal some of our trade secrets to you.

The majority of your trade upkeep will come from 2 sources in the new system.

First, local planetary deficits will carry a small trade upkeep, a fraction of the missing resources value on the galactic market. This represents the logistical effort required to commandeer freighters to supply a world that is not self-sufficient and therefore requires resources to be transported in from off-world. Mind you, this will occur in addition to normal deficits, if your entire empire is not capable of supplying those needs either.

In short, your planets will either satisfy their own local needs, or require trade to offset the logistics cost.

The second major trade upkeep will come from Fleets. Any fleets currently docked at one of your starbases have no trade upkeep.

Once your fleets start to move they will gain a small Trade Upkeep, representing the logistical efforts required to support them. This small upkeep will increase if your fleets are in hostile territory – that is territory owned by another empire you are at war with, as supplying them becomes so much more dangerous and space insurance coverage is no joke.

In the future, logistical upkeep could potentially be used to counter-act Doomstacking, for example by scaling upkeep with the number of ships in a fleet, dividing by the number of fleets, fleets per system etc, we have no concrete solution yet, but welcome your thoughts.

With these new sources of trade upkeep, it is of course important to mention that we will also introduce a new trade deficit. Like Unity, this will not create a Deficit Situation but a country modifier that persists until the deficit is dealt with. Running a trade deficit will reduce advanced resource production (alloys, consumer goods, unity, and research) and all ship weapons damage.

Stockpiling Trade and Using Trade in the Market

Our intent is for Trade Policies to continue to exist going forward. Currently, we expect to have half of your net Trade income (after paying Logistical Upkeep) converted to other resources using your Trade Policy, plus any that might otherwise overflow your storage. Some of the current Trade Policies may be tweaked a bit. The rest will go into your resource stockpile as an advanced resource.

In addition, the galactic market has been adjusted so that its primary trading resource is Trade. As such, energy is now available on the market as a standard resource. The energy storage cap has been brought to the same level as minerals and food, while Trade’s storage cap has been set to 50.000 at the base level.

As we are in the middle of implementation, we are adjusting this as we receive internal feedback and will continue to do so when it is time for our open beta.

We will be keeping a close eye on the value of trade as a resource. If necessary, we’ll keep turning the dials to ensure it is an actually interesting resource to focus on.

For modders, the main market resource is set as a define and can be switched to something else.

Gestalt Empires and Trade

Rejoice, friends of bugs and bolts, for you too will be able to enjoy the benefits of trade starting with 4.0.

As part of the Phoenix update, Gestalt empires will be able to collect trade like normal empires do, from both jobs and deposits.

In contrast to normal empires, Gestalt empires will rarely do so with Traders and Clerks, instead their most basic drones, maintenance drones for example, will create trade in addition to their normal resources and modifiers. In addition, they will also have access to Trade Policies, to enrich their common wallet.

Of course, with benefits come drawbacks, and so Gestalt Empires will also deal with the logistical upkeep for local planetary deficits and Fleets that are not docked and/or within hostile territory. The Galactic Market will of course also accept gestalt trade as its main resource.

In the future, we are also considering Megacorp Gestalt Empires, for your corporate drone needs, but whether we will have time to do that for 4.0 or later remains to be seen.

Corporate Branch Office Updates

For Branch Offices, we have a plethora of improvements ready for your enjoyment, courtesy of our ever industrious Mr.Cosmogone.

Branch office buildings are now all limited to 1 per planet and now give more appropriate jobs to the host planet. They also increase local trade production based on those jobs and their corporate resource output is in turn increased by local trade.

Most Corporate Civics now also give bonuses to a specific branch office building, increasing its trade value bonus and receiving Merchant jobs on their Capital from it.

Numerous changes have been made to Criminal Syndicates:

  • Criminal Empires can now establish commercial pacts. Having a commercial pact with a Criminal Empire will replace all criminal buildings with their "lawful" counterpart. As long as the commercial pact remains, criminal branch offices will not be removed from the planet.
  • All Criminal branch office buildings have had their crime value set to 25 and give one Criminal Job alongside a regular Job.
  • We have also added a crime floor to non-criminal branch office buildings on empires they have a trade agreement with, which means there will always be a minimum amount of crime on the branch office planet. Criminal branch offices are also up to 25% more profitable on high crime planets.

Balance-wise, these buildings are more impactful, so branch office buildings now cost influence, and branch offices now take up 5 empire size instead of 2.

Oh, and we have also allowed Megacorps to open branch offices on other Megacorps... The influence cost is doubled when built on a planet owned by another Megacorp.

Mammalian Portraits​

Thanks, Gruntsatwork. Now a message from Content Design Lead @CGInglis :

And now my deer friends, one mooo-re surprise for you! The Stellaris 4.0 ‘Phoenix’ update brings ten paws-itively stunning new Mammalian portraits to the base game!

Mammalian Species Portraits

Glass of milk, standing in between extinction in the cold, and explosive radiating growth…



The Gremlin

A regal Hippopotaxeno

My, what big teeth you have.

The secrets of enlightenment are waiting.


Next Week​

Next week we’ll start talking about how Pops will change and might pull up the new Planet UI. Since the branch itself is still very full of placeholders, we’ll be using the design mockups while explaining the changes.

See you then!
 
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I don't think food is hated by any significant number of people, consumer goods neither. I do agree that food could have more uses, I wouldn't particularly mind if consumer goods required a mix of food and minerals to represent using organic products for purposes outside of nutrition.
Food was hated when you were forced to perfectly manage your food on a per-planet basis or risk moral spirals. Food became kind of pointless when it was just a big pile of upkeep. With the new trade system food should be much better than it has been since, well, ever, since it will be in a nice middle ground where local food production isn't mandatory but is rewarded with "bonus" trade, and overproduction will still go into your empire supply to feed planets where there's better use of pops.

That's also why I won;t be all that upset even if energy does just become "building food".

e: food and energy kind of sliding toward each other in importance and utility could make it possible to balance introducing organic and energy ships
 
I have a few more thoughts about the trade change, we should have a trade capital designation. So we can make are capital produce more logistics to supplement our specialized planets. In general it might honestly make sense for capitals to produce naturally more of the resources since it is the main hub for your empire.

Robots, fleets, starbases, buildings, and megsatructures all have energy upkeep, and remember than robots and buildings will contribute to planetary deficits so local energy plants will indirectly boost your net trade income.

The events flavoured around paying for stuff will presumably switch to trade but there's a lot of events where the text is explicit that you're spending energy to power things rather than just pay for them.

I can see the energy based edicts moving from energy to trade.

I wouldn't be opposed to the mineral costs for buildings and districts and mining stations and such being reduced a bit and adding in some kind of energy "startup costs".
Mainly I just want energy to matter and not feel like its production is a waste compared to advanced resources, like often food does( though I do think organic ships and bio ascension might change things on the food front) It honestly just needs a way to directly convert energy to advanced resources, like minerals to alloys, or food to alloys with those civics. I think that like minerals are turned into alloys, energy should be turned into trade value or research,perhaps food or minerals( if a robot or lithiod) can be turned into unity ,making those jobs have that specific upkeep would give each one of the resources a purpose.

But it being used for building things would also make sense. I would like to also see some planetary decisions that use energy, maybe to protect from storms or enemy bombardment.
 
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Criminals can still open Branch Offices without a trade deal, getting the same kind of buildings they have right now and adding 25 crime per building to the planet.
However, they can now get a commercial pact too (if both parties agree), which replaces the buildings with their non criminal variant but every building will add +5 to the crime floor (to a max of +20 crime floor for a fully developed branch office, which is not enough to trigger negative crime effects on its own).
If the commercial pact is broken, the branch office reverts to traditional criminal behavior.

Does that make sense?
Will Crime Syndicates get smarter about establishing Branch Offices? If immediately after they establish a branch on one of my planets I declare war, and in the subsequent war I cart off 33% of their population into slavery in addition to salvaging their fleets for minimal loss, after the 6th time will they realise that maybe the branch office is unviable?
 
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I’ve talked about this ad nauseam, so I’ll try to keep it short, and you can easily refute my argument.

In short, in HoI4, you can make the stupid decision to stack up 10 divisions, and they eat each other's supplies, losing combat power and die to a vastly smaller foe. In Stellaris, if I don’t stack my 10 fleets, the chance of losing to a vastly smaller foe increases.

So the best strategy to avoid losing is:
  1. Never be the one with the vastly smaller fleet. Build and plan EVERYTHING in your power to always stay ahead in the fleet power race, killing off any incentives for asymmetrical or alternative playstyles. Everything snowballs into fleet power one way or another.
  2. The game's fundamentals are broken. You will never see any merit in game design or gameplay when the game ultimately dictates that bigger numbers win. It all boils down to point 1.
This is why players, like me, who know how it can be done differently—like in HoI4, where smart tactical decisions and automation allow for depth without sacrificing alternative playstyles or complexity—are rooting for anti-doomstack mechanics and their removal in Stellaris. Doomstacking hampers the game and is just boring.

But.. I'm not playing HoI4. I have no desire to! People who go "but Vicky" "but HoI4" forget they can just go play those games. I play Stellaris because of how it approaches things. Making things more intricate just.. raises the complexity of it. I'd rather have doomstacking than more complex mechanics that overwhelm me while I'm try my level hardest not to neglect the economy side of things.
 
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Will Crime Syndicates get smarter about establishing Branch Offices? If immediately after they establish a branch on one of my planets I declare war, and in the subsequent war I cart off 33% of their population into slavery in addition to salvaging their fleets for minimal loss, after the 6th time will they realise that maybe the branch office is unviable?

This is an interesting point. I'd be curious to know if the AI has any logic when it comes to opening criminal branch offices, but it seems fairly simple to add a weighting for it to not do so if the target has a strongly negative opinion and is superior/overwhelming in strength.

Similarly I wonder if the AI will properly be able to evaluate commercial pacts. Because if the AI doesn't like a criminal megacorp that is weaker than it (and has no significant allies) the AI should be disinclined to sign an extortion deal, and more inclined if the opposite.
 
I love the idea of Logistics and using trade to supply that. I have a few questions about it.
Would Gateways and hyper relays affect trade?
Would systems that are isolated have a reduced production of resources due to logistics or would a trade deficit simply take place? An example would be a Dyson sphere in a system that is not connected to your “trade network” whether because of your own systems or allied systems. Would it give less energy or would it simply negatively impact trade?
I would like to see the logistics system affect certain systems that are not connected.
As per the doomstack. I think that a trade network needs to be established first. Any of your systems or allied systems are part of it and help reduce the cost of fleet upkeep via trade. In the event that you are attacking an enemy. Sending a doomstack straight to the heart of the enemy capital without taking systems on the way should negatively affect trade because you are stretching logistics capabilities. Compared to if you take a system at a time, you build that network but it will still be negatively impacted due to being in enemy territory but to a lesser extent.
A system like this would also affect if you are in a two front war and are pushing on the weakest enemy. By not defending your own empire, your fleet gets less and less logistics. So this would either force you to return home or split your forces.
A side note: A system such as this might positively impact how important star bases become. And maybe in a future dlc, one could built a kilo structure to defend a system without having less logistics needed and no hit to naval capacity
 
I love the idea of Logistics and using trade to supply that. I have a few questions about it.
Would Gateways and hyper relays affect trade?
Would systems that are isolated have a reduced production of resources due to logistics or would a trade deficit simply take place? An example would be a Dyson sphere in a system that is not connected to your “trade network” whether because of your own systems or allied systems. Would it give less energy or would simply negatively impact trade?
I would like to see the logistics system affect certain systems that are not connected.
As per the doomstack. I think that a trade network needs to be established first. Any of your systems or allied systems are part of it and help reduce the cost of fleet upkeep via trade. In the event that you are attacking an enemy. Sending a doomstack straight to the heart of the enemy capital without taking systems on the way should negatively affect trade because you are stretching logistics capabilities. Compared to if you take a system at a time, you build that network but it will still be negatively impacted due to being in enemy territory.
A system like this would also affect if you are in a two front war and are pushing on the weakest enemy. By not defending your own empire, your fleet gets less and less logistics. So this would either force you to return home or split your forces.
A side note: A system such as this might positively impact how important star bases become. And maybe in a future dlc, one could built a kilo structure to defend a system with having less logistics needed and no hit to naval capacity

I think the idea of a system not being connected having an effect is interesting, but the trade system as described isn't going to calculate distance. It's just "are you in the empire or not".

Though it would be interesting if hyperlanes and gateways gave a -% reduction to the logistic costs of deficits to represent the increased logistical capacity of that infrastructure.
 
But.. I'm not playing HoI4. I have no desire to! People who go "but Vicky" "but HoI4" forget they can just go play those games. I play Stellaris because of how it approaches things. Making things more intricate just.. raises the complexity of it. I'd rather have doomstacking than more complex mechanics that overwhelm me while I'm try my level hardest not to neglect the economy side of things.
Then I can only wholeheartedly recommend you give it a try. It’s not that different in the basics, but still different enough to be worth experiencing.
 
Logistic Modules on a starbase could have a range value (like trade modules currently do) giving you a logistics projection range from that starbase, meaning that you get standard costs within range while under the starbase's logistic capacity value. Beyond that range (deep into enemy territory) is where the escalating costs hit.
Or two types of module - logistic range (using the current trade module graphic) and logistic capacity (using the current anchorage graphic).
This could mean changing the current anchorage module, which would make much more sense - currently it is just build a bunch of these in systems where no ship ever goes to magically create naval capacity
This gives a strategic choice - do I build a defensive (guns) starbase on the border system, or an offensive (logistics) starbase.
Hmm, the Border Friction relations effect could be impacted by starbase modules such as these.
Oh yeah that sounds pretty lovely! Also a piracy module you can use to decrease the enemy's ability to project their logistic capacity into your territory! (or even in theirs IF they're at war with you!)
 
But.. I'm not playing HoI4. I have no desire to! People who go "but Vicky" "but HoI4" forget they can just go play those games. I play Stellaris because of how it approaches things. Making things more intricate just.. raises the complexity of it. I'd rather have doomstacking than more complex mechanics that overwhelm me while I'm try my level hardest not to neglect the economy side of things.
Yup. That's why this is a good logistics system for Stellaris, and why trade routes and other weird "distance from starbase" type stuff isn't. You don't have to do weird stuff like work out the nearest starbase to optimise your yadda yadda whatever or calculate the exact ratio of mines to alloys to allow maximised thoroughput. Instead it's just, not enough mines on your alloy planet? Marketbux goes up slow. Too many mines on an alloy planet? MarketBux goes up fast and the extra minerals go into the bank. Got your starships at a starbase? MarketBux doesn't care. Starships roaming around? MarketBux goes up slower. Starships all fighting in one big pile? MarketBux goes up even slower, maybe even goes down. Don't care about any of this and want to pretty much ignore it? Build some extra clerks or make some commercial pacts or just spend less or sell more at the market and then go back to pew pew pew. You're rewarded for engaging with it, but you can also ignore all the details and just throw raw numbers at it instead.
 
Then I can only wholeheartedly recommend you give it a try. It’s not that different in the basics, but still different enough to be worth experiencing.
I did! And I decided it wasn't for me.

Yup. That's why this is a good logistics system for Stellaris, and why trade routes and other weird "distance from starbase" type stuff isn't. You don't have to do weird stuff like work out the nearest starbase to optimise your yadda yadda whatever or calculate the exact ratio of mines to alloys to allow maximised thoroughput. Instead it's just, not enough mines on your alloy planet? Marketbux goes up slow. Too many mines on an alloy planet? MarketBux goes up fast and the extra minerals go into the bank. Got your starships at a starbase? MarketBux doesn't care. Starships roaming around? MarketBux goes up slower. Starships all fighting in one big pile? MarketBux goes up even slower, maybe even goes down. Don't care about any of this and want to pretty much ignore it? Build some extra clerks or make some commercial pacts or just spend less or sell more at the market and then go back to pew pew pew. You're rewarded for engaging with it, but you can also ignore all the details and just throw raw numbers at it instead.

Or.. just hear me out: the old system worked fine and the change requires more thinking about it. Stop trying to convince me up is down. It's not, and I rather resent people making me think it is.

I didn't mind the old system at all. I had to spend some time thinking about node placements, but that was about it. This means I have to think carefully about how deep into optimization I want to go, and I don't think doomstacking is bad. I think, bluntly, the forum consensus in this is wrong.