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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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Beautiful work! I want to know though, will there ever be a internal trade function for food? I personally would like to see food become another resource like Energy or Minerals in a future patch.

Again, keep up the awesome work guys :D
 
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it's still never enough

It's still never enough and I mean it - both major and a lot of minor mods have a lot more mechanics that are coded via hidden flags and variables and thus have no mapmodes. Having access to new mapmodes feels like a whole new level of modding custom mechanics - that is why it is awesome.
 
The diplomatic incidents sound like a way to keep the galaxy from getting too calcified. These days, once you've figured out the categories of "ally", "neutral", "threat", and "prey", it's rare for much of anything to change them. I'm curious; to what extent are factors like ethos (especially contrasting ones), AI personalities, and empire policies taken into account for these incidents?

Also, a tiny part of me is really hoping new species-specific insults are thrown into the deal. Man, some of the ones for the mammalians are great.
 
"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..."

You really wanted to make clear that you added map modes, did you? :D
 
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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 can't agree with this more. PLEASE, OVERLOAD US WITH EVENTS.
 
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Are there any plans to add a ledger? It's often really hard to keep track of for example potential colonisation targets etc. Really miss ledger from the other games.
 
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Will mid/late game lag from horrendous sector AI and other factors be fixed?

Will I have the option to tell my fleets to IGNORE science and mining outposts?

Will I have the ability to grow my fleet in late game beyond the minuscule cap?

Will I be able to take planets faster than 4-5 planets at a time, twiddle my thumbs for a decade, and then rinse/repeat?

Cuz all that crap is keeping me me from playing this game any more.
 
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Might as well post it here: as for new wargoals, wouldn’t it make sense, especially for Keepers of Knowledge, to force empires to abandon all research into particular technologies and erase their data on it?
 
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Neat. The game could still use plenty of other wargoals in addition to the ones now added, though. For example, one of the major annoyances, especially if you try to play as more benevolent empire or one that doesn't want xenos within their borders, is having key resources out of reach with only way to acquire them being to conquer the nearby planets. It feels even worse if you actually have stronger presence within that region of space and enemy borders just barely cover those coveted systems.

Besides major mechanics changes like more dynamic spheres of influence/borders, it could be addressed with simple war goal additions, however:
  • Trade strategic resource (until the war erupts again, otherwise indefinitely or at least for a long time, say 50 years). There could also be a more diplomatic option (give us the resource OR ELSE) that wouldn't necessarily require you to start a war.
  • Forced relocation from planet (less extreme to termination, pops settle within their own empire leaving the planet empty and ready to be colonized by anyone, or territory claimed with border outposts or expansion)
  • Renegotiate borders (both parties keep their colonized systems, but the winner gains an extended border range in the contested space)
Right now there really isn't much endgame besides ultimately conquering everyone and that is one of the game's largest problems, and one affects you even in midgame before you're satisfied with your empire and decide it's time to conquer (or quit the game). I believe being able to build "taller" (by pushing your borders/influence and gaining resources from mining stations) or being able to pursue the benefits of strategic resources without fully conquering your enemies (ie. entering the endgame conquest mode) would go a long way.
 
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why do we have to declare war goals in advance? EU4, for example, is not like this. It makes it so that the conclusion of a war can end up very disconnected from what actually happened in the war. maybe I started by asking for planets A and B of empire X, but really I ended up taking planets C and D of empire Y. but oh well, those planets stay, and I get the two I didn't even end up visiting... doesn't make sense.
 
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What about a super political map mode that merges all vassals, alliances, and federations into single entities and an exploration map mode that removes all political entities entirely so you can more easily tell where you have and haven't explored?
 
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I'm very intrigued, but I hope that end game crisis will be fixed and rebalanced in Asimov. Actually they are not challenging nor epic and still a bit buggy.
 
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