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Stellaris Dev Diary #373 - 4.0 Development Progress Update

Hello everyone!

We’re still hard at work getting the features we’ve been describing into the game, but this week we’re giving you a bit of a progress update, and I’ll be giving my thoughts on what shape they’ll be in when we begin the Open Beta. As with everything over the past couple of months, all of this is still subject to change.

We’ve successfully gotten past the critical milestone of “the game is no longer completely broken”, and things are starting to come together very nicely.

DD #367: Precursor Selection, Databank, Species Modification, and Ship Designer​

The first three are fully functional and will be in the Open Beta.

The Databank still has some placeholder graphics on some buttons, and we’re planning on adding more entries, but it’s good enough for the Open Beta.

The Databank

The work for the Ship Designer changes was done in the Q2 DLC branch to support that release, and while it is functional it will not be in the Open Beta (but will be in the final release).

DD #368: Pacing Adjustments, Galaxy Generation, Leader Traits, Events/Messages/Notifications, Empire Focuses and the Timeline, Hard Reset, and Achievements​

Wow, we covered a lot in that dev diary.

All of these are functional, but like the Ship Designer, Hard Reset is in a different branch and will not be present in the Open Beta (but will be in the final release).

The Timeline shows a number of important milestones, and is generally functional. There’s still some polish to be done here, but I feel like it’s in a good enough state for the Open Beta.

The Timeline

Many of the basic Focus Tasks are in too, along with some of the progression rewards for completing them. We’ve added a couple of new Technologies to use as awards, such as Existential Campaigns, a tier 5 Society Tech.

Still to-do are Tasks for nonstandard gamestyles, and we haven’t moved things like Form Federation out of the Diplomatic Traditions yet.

Currently almost all of the Focuses relate to the base game only, but it’s good enough for now. We will have more in the actual 4.0 release.

Achievements no longer require Ironman, but the use of any debug commands disables them for that run. We haven’t updated them to the new systems yet though, so getting things like 100 pops on a planet is trivially easy.

Megapolis Achievement
Starting with 3200 pops

Well that was easy.

DD #369: Trade and Logistics, Mammalian Portraits​

Most, but not all, of the features described in dev diary #369 are in a functional state. Trade is a normal resource that is shown in the top bar. There’s Logistical upkeep on ships and for local planetary deficits, and it has replaced energy as the market resource.

Trade in the Top Bar, showing Ships consuming some
Corvette with 0.05 Logistic Upkeep


We have not yet completed the entire trade economy for Gestalts, but they will have some baseline generation to handle this from their Maintenance Drones for the Open Beta.

Our mammalian friends are done, but like Hard Reset, are in their own development branch and will not be present in the Open Beta.

DD #370: Pop Groups and Workforce, Colonization, and Civilians​

This is the core of what we’re interested in testing during the Open Beta.

Pops have been converted to using the new Pop Group system, and most aspects of Workforce are functional. We’re still going through the various jobs and updating them, and some of the weirder stuff in Stellaris (like, for example, Permanent Unemployment) hasn’t been worked on yet. Broken Shackles is hilariously broken right now. (It’s in the name, after all.)

Multispecies pop growth is working, but we haven’t made Xenocompatibility pool different species together yet.


Animated image showing simultaneous pop growth

Simultaneous pop growth!

Your homeworld starts with an extra 2000 pops, most of whom start as Civilians. This number is subject to change based on our internal playtesting and the Open Beta.

DD #371: Planet UI & Zones, Surface UI, Ecumenopoli, and Habitats​

This is the other big part we’re still working on. The backend for the new mechanics is mostly complete, but we’re still doing the design side implementation of the new jobs, zones, and buildings.

The actual surface UI is still very much a work in progress - it’s getting to a functional state, but isn’t near the polish level of the designs you saw in the dev diary. It’s likely to be part of the way there (but not complete) at the start of the Open Beta.

Special planet types like Habitats and Ecumenopoli are unlikely to be fully implemented for at least the first part of the Open Beta. We have completed tying Habitat maximum development directly to the sizes of the deposits in the system, but haven’t had a chance to recreate their districts or zones using the new systems yet.

Performance​

In a couple of threads, I mentioned that we’re not yet taking full advantage of some of the new model's performance benefits. Many things are still being calculated daily rather than monthly and are still largely single-threaded. We plan to keep it that way for the first couple of patches of the Open Beta because it will make it significantly easier for us to spot and fix any major issues that crop up.

As a reminder, the 3.11 Technology Open Beta found an issue like that with the Breakthrough Technologies, and finding these sorts of fundamental problems is my primary desire for the Open Beta. The Stellaris community is pretty exceptional at providing general feedback with the information provided by dev diaries, but a week of Open Beta testing will hammer the systems harder than we could do with months of internal testing.

So WHEN is it? What’s Next?​

I can’t quite tell you that right now. This Friday, we’ll be evaluating the status of our current build, and I’ll try to provide a possible timeline for sometime next week.

Until then, it’s back to the code mines for us! See you next week!
 
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Sure, but remember that even if it's part of a pseudo-tutorial, there are still tangible rewards associated with fulfilling these tasks, so tasks like that one can very quickly turn into having to do unnecessary and interesting extra clicks. Tasks that require you to do things just for the sake of doing them will become annoying really quickly.
It was said earlier that any rewards will be intangible, like a guaranteed technology option instead of 1000 energy.
 
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Notice how it says "First Precursor"
 
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It was said earlier that any rewards will be intangible, like a guaranteed technology option instead of 1000 energy.
Progressing further down the focus while also clearing a slot for a new task is sufficiently tangible, and "assign and unassign a scientist" sufficiently trivial, that yeah it's a makework task that will mildly distract and annoy a certain category of experienced player (e.g. me) every time it pops up.

There's an idea - certain very basic, "this is what a button does" tasks that only show up if you have the tutorial bot enabled. I'd have no problem with that scientist task popping up for a new player, and I'd never* have to see it because I don't have the tutorial on.

*cough cough
 
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Progressing further down the focus while also clearing a slot for a new task is sufficiently tangible, and "assign and unassign a scientist" sufficiently trivial, that yeah it's a makework task that will mildly distract and annoy a certain category of experienced player (e.g. me) every time it pops up.
Wouldn't you automatically clear it anyways the moment you start your first research world?
 
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We wanted to keep the Market generally the same and continue to allow the existing trade based builds to function mostly how they do now. While we're not afraid to drastically change things in Stellaris, and were I starting from scratch I might have made it more strongly a logistics capacity (possibly even replacing Naval Capacity!), we do want to support most existing playstyles and keep things somewhat familiar in 4.0.
I hear You. but dont You think that making a TV income being a ponthly/yearly potential to do stuff, would be actually more tactical, deep and decision making? One would need if they want to buy new stuff from market, others would like to invest into bigger fleet. keeping it as a standard resource would make war oriented playstyle be always better than trade focused one. Warmongers can store TV and send their huuge fleet to deliver swift fatal blow, while trade empire have lot of money they can'tuse for things. TV being potential means that war empires could not afford bigger fleets and have to keep it smaller but stronger.
 
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Will Mac users be able to participate in the open beta?
 
It was said earlier that any rewards will be intangible, like a guaranteed technology option instead of 1000 energy.
Perhaps "tangible" was the wrong word, but that is a reward that will influence the game. Having a guaranteed tech option not only guarantees access to it if you want it, it also removes it from the tech pool if you do not want it "now", and it gives you another fallback option if you roll three techs that you don't need.

It's possible that this is too minor of a bonus that people would care about it, but it still seems like a bad idea to encourage what is essentially empty micromanagement.

This particular example also sends a potentially bad signal to new players, because most empires probably want their scientists in science ships early on.
 
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1. These are all very interesting dev diaries, thank you.

2. Should players, in connection with the previous hints about the DLC about internal politics, force ideas and simply try to find a way to dialogue about ideas and suggestions regarding politics as such? Is now the time? There are many smart and inventive players on the forum who deserve to be heard at least partially
 
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Wouldn't you automatically clear it anyways the moment you start your first research world?
If it pops up before I'm planning to make a research world then it will be taking up a slot, so it's mechanically efficient but gameplay irritating to quickly clear it for "free". If it pops up after I've made a research world then I'll never even see it.

I'm hype for focuses as a core concept but they'll live and die on the specific tasks, and this kind of task is not the good kind. Which is why it's good to give feedback and IMO that was a good spot by @Ryika

e: and as @Ryika said, if it pops too early then you're actively teaching players bad habits. Making it contingent on having a sufficiently sciencey science world would be another solution, since as you said the player will either have already assigned one and be rewarded with free science focus progression and a cleared slot, or else could probably do with being told or reminded that it's an option.
 
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You know, I absolutely love the fact that You folks give us informations about the progress of the stuff that you have been working on.

It's a much better than the "we won't say anything but we are working, believe us" stance others have.
 
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Back in Dev Diary #366 when we first announced 4.0, we mentioned that "The Q2 Stellaris release, currently expected sometime around our Anniversary in May, will be the Stellaris 4.0 ‘Phoenix’ update."



We wanted to keep the Market generally the same and continue to allow the existing trade based builds to function mostly how they do now. While we're not afraid to drastically change things in Stellaris, and were I starting from scratch I might have made it more strongly a logistics capacity (possibly even replacing Naval Capacity!), we do want to support most existing playstyles and keep things somewhat familiar in 4.0.

So you're saying there is still a chance for changing Trade/Logistics for the 4.X version? ;P
 
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I hear You. but dont You think that making a TV income being a ponthly/yearly potential to do stuff, would be actually more tactical, deep and decision making? One would need if they want to buy new stuff from market, others would like to invest into bigger fleet. keeping it as a standard resource would make war oriented playstyle be always better than trade focused one. Warmongers can store TV and send their huuge fleet to deliver swift fatal blow, while trade empire have lot of money they can'tuse for things. TV being potential means that war empires could not afford bigger fleets and have to keep it smaller but stronger.
I think I'd like a middle ground approach the most: let it stock up as currency, but the deficit should occur when the income of TV is negative.

And gestalts should have it not be stockpile-able in that scenario imo
 
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Back in Dev Diary #366 when we first announced 4.0, we mentioned that "The Q2 Stellaris release, currently expected sometime around our Anniversary in May, will be the Stellaris 4.0 ‘Phoenix’ update."
A very happy birthday to me.
Thanks. But don't rush yourself. I'm rather having a belated birthday present than a Civ 7 release of Stellaris 4.0. Good things are worth the wait and Stellaris is the best
 
Is there any plans on making ground invasions more dynamic and decision focused rather than smashing bigger numbers into smaller ones. I for one would like to see ground battles and conquests treated more like how excavations are handled with some decisions and event trees. It would also help to promote players to use generals if a ground invasion simply won't progress without one.
From a perspective of narrative players it might be awesome for them see actually see their armies taking over a planet bit by bit, memorialising the smaller battles for key planetary locations.
 
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What I wanna see is TV bottlenecks, that increase TV upkeep when more things that have TV upkeep exist in the same system. So, have one planet that's not self-sufficient? Ok, thats fair, normal trade value deficiency. Have three planets that are all pumping out alloys and not a single food district in sight? Well, now you're in trouble, each planet would increase the TV upkeep of other planets in the same system if they all have TV defiencies.

Then you park your shipyard in orbit and have 6-8 fleets there and now you're just hemorrhaging, bleeding trade value profusely. Having multiple fleets in the same system should increase TV upkeep of each fleet, and add that on top of planet deficiency? Oh now you've done it.

And to somewhat balance it out, fleets outside of friendly borders should have a higher TV upkeep baseline to prevent a doomstack from the enemy from screwing you over if economies are relatively equivalent, they should be bleeding just as much as you have to in order to fight them. Occupation of planets should also have a TV cost for the occupier to encourage faster, smaller wars and status quos being settled more often because the economy just cant handle more fighting and planetary occupation.
 
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I hear You. but dont You think that making a TV income being a ponthly/yearly potential to do stuff, would be actually more tactical, deep and decision making? One would need if they want to buy new stuff from market, others would like to invest into bigger fleet. keeping it as a standard resource would make war oriented playstyle be always better than trade focused one. Warmongers can store TV and send their huuge fleet to deliver swift fatal blow, while trade empire have lot of money they can'tuse for things. TV being potential means that war empires could not afford bigger fleets and have to keep it smaller but stronger.
A trade empire can use their trade to boost the economy and buy a bigger fleet than the uneconomic warmongerers
 
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