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Stellaris Dev Diary #39 - Back in Action

Hello Stellaris fans! I hope you're all having a lovely summer. The holy month of July is now over, and Paradox developers are slowly trickling back into the office, tanned and rested. Having just returned to work today myself, I just thought I would write a short dev diary to tell you briefly what is coming.

With the 1.1 "Clarke" and 1.2 "Asimov" patches released, we are now going to start working on 1.3, dubbed "Heinlein". We previously mentioned Heinlein in dev diary 33, but we've since changed the scope for it somewhat. Ever since we released the game, we've received some fantastic feedback from our players, far more than we felt that we were able to address in 1.1 and 1.2. As such, Heinlein will be a patch focusing on addressing community feedback and implementing community suggestions.

Mind you, the change in focus doesn't mean none of the things mentioned in the previous dev diary will show up, as we know several of them to be highly desired features. It just means we are going to adjust our plans to get some of the things we know that you want to you sooner than was previously planned. There will also be a small patch this week on Thursday, August 4th along with the release of the Plantoids Species Pack.

Next week's dev diary will have more details about Heinlein. Until then, enjoy the August sun (or just sit inside and play Stellaris, I won't judge).

 
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Might I recommend the name Dandridge for a future path name. Doug Dandridge has some great sci fi works and his Exodus series is the basis for every space game I play.

Also I am still enjoying the crap out of Stellaris even if it could use some work. Hope your break was good!

I recommend "Anward" name as the best scifi excuse inventor of the current century.
 
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You're all wrong:
giphy.gif

http://freshprince.wikia.com/wiki/Carlton_Banks
I have a much different theory, actually.
1.4 will probably come together with a DLC, so it's called "Banks" because PDX will bank a great amount of income thanks to it... :D
 
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Welcome back, and I'm looking forward to whatever is in the pipeline!

I sincerely hope the "small patch" coming this Thursday the 4th will address the problem of Sector AI enslaving and emancipating pops. I'm sure that will bring at least a few people back to playing the game (or at least avoided playing Xenophobe), while we wait for Heinlein.
 
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I just hope Sector AI and Sector UI, and something that has to do with strategic resources in the context of sectors. And being able to mod in different type of slot-sizes for weapons, armors, shields, etc. The S/M/L limit for mods is frustrating. Also, robot DLC please. ;D Just take my money.
 
Welcome back devs! Don't let the haters get you down about this being a "wasted" development diary. So many developers and companies don't give a crap about communicating with their player base or taking their suggestions seriously. And what do the Paradox devs do the first day they come back? Update us on the status of the game and the future development of it! It is one of the things I love about the Paradox team because you all actually care about your games and the community that supports them. Keep it up! Some of the things I would like to see in the next patch:

1. Further UI Improvements: The UI has gotten better, but it still needs a lot of work especially when trying to access information on the galaxy or other empires. For example, when I want to trade for a strategic resource, I have to click on every empire one at a time and enter the trade screen to find out if they even have what I want. And when I go back to the empire screen, it automatically scrolls up to the top making me have to scroll back down to my original place. Repeat this 30+ times trying to find the right rare resource and you can see the problem! Another example is late game with the overview on the main screen. As you research the repeat tech to give you more core systems, the planet section on the overview becomes terribly huge so more filters or the ability to select what planets appear would be awesome!

2. Ship Designer. Give us the ability to make larger ships, military stations, and spaceports. A 3 section battleship, which has the same sections as a cruiser is underwhelming. A 4 section battleship would be awesome. Basically 1 front section, 2 mid sections, and a end section. Make the current 3 section battleship a battle cruiser and make the new 4 section battleship the battleship or just call it a dreadnought. Make a new level of military station above fortress and call it a citadel. Right now military stations just don't have enough stopping power. Also reduce military station maintain cost. Right now they just cost too much to maintain for what they do. Overall, more ship options and sections would be awesome. And perhaps the ability to reskin current ship modules, like dark avian ships with green light effects etc.

Oh and some different engine sections for the larger ships like battleship and cruiser would be amazing. Right now some of them look so small compared to the rest of the ship. The engines on a ship that size should be one of the biggest things on the ship!

3. Improve Sector Management. With all the additional influence costs, give us the ability to rearrange sectors at no or at reduced influence cost. Restrict it to only be possible every X years. One thing that stops me from using sectors more often in the late game where I can have most of my systems in my core is the 25% resource reduction from having a max 75% tax rate. Perhaps a tech that increases the max rate further would be a good improvement so we can reduce micro and clutter as sectors are intended to do while reducing the resource penalty from using them because mid/late game every credit counts when you are trying to maintain the fleet!

4. Improve Sector Appearance. Sectors can look horrid at times in contrast to an otherwise very beautiful game. You can have very jagged and sharp unnatural sector borders in contrast to the smooth empire borders. The white overlay also looks bad over the empire colors. Changing the sector appearance to better harmonize with the empire borders would be awesome. At the very least give us the ability to filter the borders on or off. If off the sector borders would be removed but leave the sector name centralized over the sector so you know generally where the sector is and what it contains. You would still be able to see the exact borders in the menu where you can adjust sectors or create new ones.

5. Relocate Capital. Make it cost influence/credits/minerals and remove capital only tiered buildings from the original capital and restrict it however to make it balanced. A galactic civilization should be able to move their capital when it grows in size, new species are incorporated into the civilization, or another that grows higher in wealth or prominence surpasses the original capital. For example, you start on some backwater world on the outer rim with little resources and only one cognizable planet. 300 years later your empire has expanded and incorporated many new species and planets with systems having multiple planets larger and with more resources than your pathetic little starter world and yet it remains the undisputed capital? Before I started using a mod, I would let empires conquer my original capital so I could forcibly change it to a better system!

6. More flavor events especially in the mid to late game.

There are many other improvements or additions I would like as others have mentioned in this thread and others, but these are the main ones for me.

I only bother nitpick on some of these small issues because I know Paradox devs love what they do and truly care about this game. Keep it up Paradox!
 
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I agree with almost every other things you are saying - living factions would indeed be wonderful - but I cannot follow you on that point, because making ships more expensive would make it impossible to rebuild a fleet after a lost battle. My most intense moment yet in Stellaris was with two friends in a multiplayer game in which we were attacked in the beginning of the game by an overwhelming empire next door. If what you propose had been here, I wouldn't have been able to use all my (limited) might in order to rebuild my fleet (three times) for us to force out a white peace from the attacker. We would simply have been wiped out at his second attack.

I believe a whole planet, later on an empire with multiple planets and spaceports, should be able to build a fleet relatively quickly, and I think the current balance is good in that regard. In my opinion, we lack more meaningful way to defend ourselves later on.
I appreciate that concern. I think if factions are made brutal enough, a loss in battle against an otherwise even foe doesn't mean you lose instantly, because the opponent won't *want* to take all of your territory at once. Additionally, battle and retreat would of course need to be tweaked around fleet sizes.

Also, I think your example is an extreme - I personally think you and your friends should have been annihilated for attacking a fallen empire in the early game.

Agree that better defensive options would be a positive.
 
I think a decent fix for this would be dedicated ship yards. As it stands now any planet with an upgraded spaceport can build the biggest of ships.

That is factually incorrect. An unupgraded spaceport can only build corvettes. You have to massively upgrade the station to be able to build cruisers or battleships, and you really want to build dedicated shipyards because you won't have enough of the special materials to try to build things everywhere.
 
That is factually incorrect. An unupgraded spaceport can only build corvettes. You have to massively upgrade the station to be able to build cruisers or battleships, and you really want to build dedicated shipyards because you won't have enough of the special materials to try to build things everywhere.
Read what you quoted again. :D

Kozer explicitly said with an upgraded spaceport, not with an unupgraded.


EDIT: This doesn't detract from your point regarding the wisdom of using specialized spaceports taking advantage of strategic materials for the majority of ship production, though.
 
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Also, I think your example is an extreme - I personally think you and your friends should have been annihilated for attacking a fallen empire in the early game.

Just a little correction. We weren't fools. My friend spawned next to an overwhelming advanced start, and it is this empire which declared war to him, pulling into the war me and my other friend. It was the closest call I ever saw in Stellaris, and we didn't even "win" since all we managed to get was a white peace.
 
Oh, and to add my own constructive heartfelt wish to this thread, since we seem to be using it to reiterate many of the grievances commented on while the development team went on a deserved vacation...

ADD A "HIDE OBSOLETE COMPONENTS" RADIOBUTTON IN THE SHIP DESIGNER ALREADY.

...such that only the highest tier component within each subgroup of tiered components is shown when checked, i.e. shield 4 rather than shield 1...4 if the highest you know is 4, laser 3 if the highest laser you know is 3, and so on and so forth. Some times players want lower tier components (e.g. to squeeze most out of power), but most of the time they just want to choose between the highest tiers available rather than spend extra clicks and time on scrolling through long lists of components they aren't interested in. This is a standard part of tiered component UI design, and leaving it out in Stellaris ship designer is a really weird design choice.
 
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If we get our mid-game events, I'll be happy. But if they're delayed another month....

Will mid-game events still be added?
 
So if updates for this game go on as long as CK2, how long do we have to wait for Version Moorecock?
 
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I'm waiting for (Jack) Vance. I need my Ioun Stone strategic resources.
 
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