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Stellaris Dev Diary #37 - Asimov Patch, part 2

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Hello everyone and welcome to another Stellaris development diary. Today we will once again be talking about the Asimov 1.2 patch, that is planned to be released before the end of June. Last week's dev diary covered most of the diplomatic changes, here we'll be covering a variety of other changes and additions, though it will by no means be an exhaustive list. Full patch notes will be posted at some point before the patch is made available to the public, and include a large number of balance changes, bug fixes and UI improvements.

Better Looking Battles
One thing we were not quite happy with in the release of Stellaris is the way battles look - when small numbers of ships are engaged, it generally looks fine, but large fleet battles turn into disorganized heaps of ships, or 'beeswarms' as they have been described by players. A number of mods (such as the Beautiful Battles mod) emerged quickly to tweak this part of the game, and we've been looking at them for inspiration on how to improve the battle visuals. We plan to look more in detail at ship roles and fleet engagements in the future, but for Asimov we've made the following changes:
- The range of all weapons have been increased, so that fleets will engage at longer ranges and spend more time advancing at each other before close-up engagements happen.
- Combat computers were changed from Aggressive and Defensive into Swarm and Bombardment computers, to better describe their roles. Ships with Swarm computers will move in closely and engage, similar to old combat behaviour, and have bonuses to damage, speed and evasion. Ships with Bombardment computers will advance into weapons range and then slowly drift towards the enemy until they have range with all of their weapons, and have bonuses to accuracy, fire speed and weapons range.
- The default combat behaviour of ships was changed from that of orbiting 'swarm' mode into one where they make passes at the enemy and attempt to engage with 'broadsides', which should help make large battles look like less of an angry beeswarm unless all ships involved are using aggressive computers.
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Map Modes
A highly requested feature ever since release has been the addition of more map modes, so that players can more easily keep track of things such as who their allies are, which empires they are at war with, or who has a positive attitude towards them. For Asimov, we've added a map modes feature with fully scriptable map modes that let modders at their own map modes, with three new map modes coming as part of the patch:
- Diplomatic Map Mode: Shows diplomatic relations with other Empires, such as whether you are at war, are allies with them, or are blocked from entering their borders.
- Opinion Map Mode: Shows their opinion of you.
- Attitude Map Mode: Shows the AI's attitude towards you.
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Nomad Fleets
Another feature that we decided to expand on for Asimov is Space Nomads. A rather rare encounter in the base game, all they do is share contacts with other empires, and we felt they're an interesting concept that can be used in far better ways. Nomads are now a roaming fleet that can enter the galaxy sometime during the course of the game, and will then plot a course through the galaxy, visiting a variety of locations before they leave it again for destinations unknown. If they pass through your space on the way, they may interact with you in a variety of ways, such as offering to sell you some ships, or requesting permission to settle some of their people within your borders.
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Slave Factions
As you likely know if you've been reading these forums, slaves were not intended to be as docile as they were in the release of the game, but rather we had to cut slave revolts for lack of time because slaves were completely unmanageable and threatened to make the feature entirely useless. For Asimov, we've reworked the Slaves faction into a pair of factions called the Docile and Malcontent Slave Factions. As the names imply, Docile Slaves are slaves that are relatively content with their lot in life, and will at most demand that regulations are placed on the worst excesses suffered by slaves, while Malcontent Slaves are far more riotous and will demand their freedom. There is also an Aboltionist factions that can be joined by free pops who are sympathetic to the plights of the slaves.

New Wargoals
Something that has been frequently requested is more variety in the wargoals you can use on others, so that war can happen for other reasons than simply to transfer territory. This is an area we'll be looking at fleshing out long-term, but for Asimov we've added at least a few new wargoals to spice things up:
- Make Tributary: You can now take tributaries in war. Tributaries is a type of subject that pays 20% of their Energy and Mineral income to their overlord, but do not join their overlord's wars and are free to declare their own wars and colonize planets.
- Abandon Planet: If you have Purge policies allowed, you can force an enemy to abandon a planet, killing all pops on that planet in the process.
- Humiliate: You can humiliate enemy empires, making them suffer a negative modifier and giving you a chunk of influence.
- Open Borders: Forces the other Empire to open their borders towards you for 10 years.
- Stop Atrocity: Forces the other Empire to ban slavery and purging.

Diplomatic Incidents
A big part of the aim with the Asimov patch is to make the diplomatic game more interesting, and have more interaction between neighbouring empires. Diplomatic Incidents is a series of events that can occur between empires which shake up relations, usually related to the actions of one empire towards the others. An example is that an empire might suspect that a foreign science ship surveying inside their borders is there to spy on them, and will demand humiliating assurances from the owning empire that their secrets are safe, or else close their borders to the 'transgressor'.

That's it for today! Next week will be the last development diary before we all disappear on vacation, and will talk about what the future holds for Stellaris.
 
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I loaded a late game save and the diplomacy went nuts. All the members of my federation left, everyone started making inmigration treatys and defensive pacts with each other... only to break them immediatly afterwards, and then sign them again.

I also lost fleet capacity and my +4 core planets cap.

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I couldn't find it in the patch notes at least at first glance. So here's my question: will Asimov fix the bug that caused uplifted presentients to change their appearance to the first portrait in their species group?
 
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I hope developers will warn players that these changes require of starting a new game and break the current one.

Because after start of beta version (without saving) and then after starting of stable version - I got serious issues with my game: core planets decreased to 5 (because Direct Democracy now doesn't give +2 to core planets but gives some another weak bonuses) and strange warning about break in sector (I didn't found where, but economy dramatically fallen down because of sudden penalties).

I would prefer finish of playing my current game, if changes in the new patch will seriously break it.
 
Disassembled ship structures (or whatever they are on new planets) now gives -5% divergence. Has the divergence shifted to the "base" divergence so that you can't eliminate divergence by just not working the ship? It might be nicer if the capital structures went -5/-10/-15/-20 divergence rather than -5/-15/-15/-15 (I think that's right?). More intuitive.
 
Good evening. When i use "Details Mapmode" button in the lower right part of the screen it shows resouses, colonizable planets etc. but it doesn't showes systems with primitive civilizations. Will they be shown in Azimov? And how about to include a good old map modes from EU4 or CK2? Or it is allready in game, but i'm doing something wrong??
 
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And another question. What about fleet formations: an option to bring heavy ships to the front of formatin or to the middle, or to have something different from a wedge formation (a line, a circle and so on)? And options which part of formation to attack?
 
Something you might want to warn people about is that if they have a custom empire that uses the Venerable Trait, that empire will disappear from the selection screen with the new patch.
 
Ah, thank you. I have opted into the beta patch out of curiosity, do you think I will be able to keep playing a game in the final 1.2 that I started in the beta?

Probably wouldn't be a problem with that.
 
And please... DO NOT STOP WRITING NEW EVENTS. Every major or minor update should add a dozen of events. Not necessarily complex chain events, even simple one-two-screen events could do. But more is better! This game has to have as many cool pop ups as CK2 and EU4 combined. :)
More different kinds of events is good, however I would advise against pushing the regularity, that they occur, over the top. Instead, the pace shouldn't be overly fast of the events appearing, but every gameplay should have more variance concerning the events, more different things that CAN happen during the play-through, taking the game into new directions, but then again, they mightn't happen all together, as well.

What I mean is, I wouldn't want the game to be "a pop-up hell", where there's a new pop-up of event every 10 seconds; rather to have a lot of variance, of what kind of events COULD occur, at reasonable pace, taking each game play to much as possible different directions than on the previous play-through.
 
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What is the point to survey inside another independent empire?

- According to this thread and my experience you won't be able discover any anomalies there.
- And even if you could discover and research anomalies, half of the outcomes would actually benefit not you but the other empire by giving bonus resources to their systems.
- The basic information about the resources you will get anyway from an early tech (Galactic Ambitions).
- The actual secrets you want to spy on such as fleet strength and weapon composition can be revealed by any ship without surveying.

So surveying there anyway will in Asimov not only be useless but risky?
When you have missions that require you to go to specific systems to accomplish those missions, they can be in other Races' already claimed territory.
 
And please... DO NOT STOP WRITING NEW EVENTS. Every major or minor update should add a dozen of events. Not necessarily complex chain events, even simple one-two-screen events could do. But more is better! This game has to have as many cool pop ups as CK2 and EU4 combined. :)
I agree and disagree at the same time. Without historical immersion, events are a critical part of this game. However, I would like to see more map modes added first, no less than other Paradox games. We are still missing colonial map mode, military map mode, construction map mode, strategic resources map mode, and demographic map mode.
 
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In regards to the map modes.

Can we also have some map modes similar to the CK2 one in regards to Empire View, Vassals etc?

For example if I make another Empire my vassal can It show on the main map as all the territory being mine?
 
Guys, when I said about writing more events it was not supposed to be a zero-sum game (ie stealing from other parts of the game that need improvement or reworking). And of course I don't expect a pop up every two seconds of gameplay. But the game is long enough to demand a huge amount of potential events for replayability reasons, otherwise we will get the same stuff again and again.

All I am saying, given that events are relatively easy to write and check (a text, a custom picture, and possibly a couple of scripted timed effects), every new patch and especially DLC should bring some new in. That's all. :)
 
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Looks very good.

Abandon Planet: If you have Purge policies allowed, you can force an enemy to abandon a planet, killing all pops on that planet in the process.

This should not kill the pops, it should produce a fleet of refugee transports that suck energy credits from the host empire much like colony ships but without the ability to actually colonise new worlds, only to settle on already-colonised worlds. The host empire can then choose whether to purge them (atrocity), resettle them in colonies with empty spaces or expel them into a neighbouring territory - much to the chagrin of their neighbours. Perhaps they could also choose to defund them, in which case the transports may form themselves into pirate fleets or spontaneously choose to flee into a neighbouring territory.

Come on guys, refugee mechanics! This game was made for them.
 
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