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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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Ship upkeep/logistics is tied to trade value?

Am I missing something here? That seems very weird.
 
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So from my reading of this, noting the development work done... calculating based on the estimated number of staff on the development team; noting it's early Spring... and adjusting for variable wind-speed and atmospheric pressure along the likely development path...

2-3 weeks until the Open Beta? That's my guess.
Did you account for the ensuing Nexus storm?
 
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@Eladrin

Looking at the screenshot about fleet logistics uppkeep:

Does the cost scale with distance from capital? Because the value seen here is extremely small...

And will there be technologies or components to reduce it?

Finally, what about crisis and fallen empire fleets? Will they also use logistics? I can see that as a serious nerf for their outreach.
 
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CIVILIAN SHIPS AND CIVILIANS?!?! So we will see civilians ships roaming the systems? and im wondering when the DLC/Update will be annouced?

Civilian Ship is the term already in use to refer to science, construction, and colony ships so I wouldn't get your hopes up. It would be cool to see civilian traffic but there's already been enough mods that tried the subject to show that they produce a lot of lag
 
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How would you differentiate a fair mod from a mod that makes some achievements trivial? What if someone made a "grants you all achievements" mod?
Allegedly there's a tool that does that in steam itself

Still the initial argument is silly, imo
Either you play without mods for a while and get a bit chunk of achievements or you just have fun without achievements

It's not like either mods nor achievements are mandatory for the enjoyment of the game
 
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Achievements no longer require Ironman, but the use of any debug commands disables them for that run.

Really hoping that Achievements can be enabled with mods, I don't even care if Ironman is required with the mods, but I like to mod the game. I more-a-less stopped playing Stellaris BECAUSE I can't get achievements when I play my preferred modded style.
 
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Achievements no longer require Ironman, but the use of any debug commands disables them for that run.
This is already the third PDX game in which achievements no longer require Ironman?
 
I'm going to agree with others, assigning a scientist as a governor is two easy of a step, and two open to annoying abuse.

I noticed that the empire capital was 'colonized' on the game start year. either it should be removed for the capital planet, or it should be set to year 0.

Way to excited for all this overall
 
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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.
Eh, arguably it's less logistics to feed 3 food deficit planets in one system than it is to feed 3 food deficit planets scattered around the galaxy.
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.
You should read the TV dev diary:
 
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Reading between the lines, it really sounds like the team has been working super-hard to target the Open Beta for today, but it's taking them longer than expected. And as psyched as I am to try out these new changes, I can also empathize with the fact that the dev team has probably been working overtime trying to get this out (particularly in light of the projected May release date). For what it's worth, I'm OK with them taking more time to make sure that the Open Beta build is fully baked (so they can get the feedback that is useful), and that the release goes well. Honestly, I would be OK if the release itself was also pushed back, if it means that the dev team both a) has more time to work out bugs/design issues, and b) doesn't kill themselves working to death trying to get the release out as soon as possible. Keep up the good work, devs!
 
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I recently got interested in Stellaries again and have caught up with the dev diaries.

While I understand the changes to the pop system, imo, keeping both "pops" and "workforce" will be very confusing. It's something very mechanical, something related to how the game does calculations, and I don't think you should show both. They only make sense if you look at it mechanically, in terms of flavor/logic/..., it's just weird. You could opt for a different name, like renaming pop to "city", but it will still seem forced. Which is why I believe you should hide one of the two under the hood. Stellaris started out as a rather intuitive game where you assign pops to tiles, and if the tile gets worked, you get the yield. Now, with workforce, you suddenly play with numbers in the thousands and those keep constantly changing as well. The loss of intuitive gameplay is imo a big issue. The dev diary also touched the concern of unintuitive interactions of multipliers. If you throw one aspect under the hood and don't allow modifiers on this, you make balancing the game easier and you make the game more intuitive too.
 
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I recently got interested in Stellaries again and have caught up with the dev diaries.

While I understand the changes to the pop system, imo, keeping both "pops" and "workforce" will be very confusing. It's something very mechanical, something related to how the game does calculations, and I don't think you should show both. They only make sense if you look at it mechanically, in terms of flavor/logic/..., it's just weird. You could opt for a different name, like renaming pop to "city", but it will still seem forced. Which is why I believe you should hide one of the two under the hood. Stellaris started out as a rather intuitive game where you assign pops to tiles, and if the tile gets worked, you get the yield. Now, with workforce, you suddenly play with numbers in the thousands and those keep constantly changing as well. The loss of intuitive gameplay is imo a big issue. The dev diary also touched the concern of unintuitive interactions of multipliers. If you throw one aspect under the hood and don't allow modifiers on this, you make balancing the game easier and you make the game more intuitive too.
Now you just assign pop to jobs, where's the issue?
It runs automatic anyways
 
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