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Stellaris Dev Diary #40 - Heinlein Patch (part 1)

Hello everyone and welcome to another Stellaris development diary. This is the first in a multi-part dev diary about the 'Heinlein' 1.3 patch that we are currently working on. As I mentioned in last week's dev diary, Heinlein will be a patch focusing on addressing community feedback, tentatively planned for release sometime in October. As such, you can expect a large number of interface and quality of life improvement, too many for me me to list here precisely what we have planned. However, we do also have some larger changes planned, and this dev diary is here to give you an overview of what to expect.

Auto-Explore
Exploration is an important part of the Stellaris early game, but towards the mid and late game, it can get annoying to have to manage your science ships while also trying to run a sprawling interstellar empire. We've said previously that we don't want the automation fully automated away, so the compromise we've settled on is to introduce a technology that will appear after your empire grows to a certain size that allows science ships to be automated (it will also grant some other bonuses so to be useful to the AI). Though we know that there are are people who want automation options from the very start, we believe that there is always a cost involved in automating core parts of the game experience. You will of course be able to mod the game to permit you to have it enabled from the start, if you so wish.

Rally Points
One of our most requested features since release has been a better way to manage newly built ships. After discussing the various options (such as a fleet designer) we decided to settle on adding Rally Points for your fleets. In Heinlein, you will be able to mark any planet or star in the galaxy as well as any warfleet owned by you as a rally point. When a new warship is built in your empire, instead of remaining at the planet that built it, it will look first for a fleet marked as a rally point. If it finds such a fleet, it will travel to that fleet and automatically merge with it. If something happens to destroy that fleet while the ship is traveling to it, it will abort and return back to its point of origin. If you have no fleet rally points, the ship will instead use the nearest planet rally point, traveling there and merging with any fleet present around that planet. In addition to changing how newly built ships behave, rally points also alter the 'return' order given to ships - instead of returning to the nearest spaceport, they will return to the nearest spaceport marked as a rally point. If no spaceport is marked as a rally point, they go to whichever one is closest, as before.

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Expansion Planner
Another highly requested feature that will be coming in Heinlein is an expansion planner - an interface where you can see planets that are available to colonize or build resource/observation stations at. It is currently planned to be a tab in your empire screen, where you can filter by what you are looking for and easily see the best candidate planet for whatever it is you are looking to do. More details on this will come in a future DD.

Strategic Resource Rework
An area of the game that we feel didn't really work out as planned is strategic resources. They are at once too rare and too common, too varied and too bland. Most of all, we feel that they are far too fiddly to interact with, requiring you to keep track in your head of which spaceports have which particular modules. As such, we currently have the following changes in mind for strategic resources:
- Split strategic resources into strategic (living metal, lythurgic gas, etc) and local (betharian stone, alien pets, etc) resources. Local resource will only be found on colonizeable planets and will allow you to build a specific building (such as a Betharian Power Plant) only on the tile where they are present.
- Add more types of local resources to colonizeable planets, making certain planets more desirable for that powerful special building you'll be able to build on it.
- Have strategic resources have clearly defined civilian OR military use, instead of each being a mix of both.
- Make their bonuses purely global, either via the construction of unique buildings or simply by providing a passive bonus.
- Require you to have only a single unit of a strategic resource to get its full benefits, so the excess can be traded away (terraforming resources will likely be an exception here).

That's all for today. Next week we'll continue talking about the Heinlein patch, specifically about the big rework coming in it: Fleet combat overhaul and dedicated ship roles. Note that as I said, there will be a *lot* of bug fixes, UI improvements and QoL changes coming in Heinlein, so I will not be able to answer every question about which exact ones will and will not make it, but if you have something you feel should be addressed for Heinlein (and it isn't a major feature addition/overhaul), feel free to mention it here.
 
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So until patch is completed game can be shelved because sector AI still doing awful things with slaves and spaceports.Good to hear work is done anyway.
 
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You discussed "Fleet Designer" and then settled for rally points instead? Is this a sophisticated and realistic strategy game - the kind I loved Paradox for making, or is it a generic RTS?

I hope Fleet Designer was merely postponed, rally point being an intermediary trade-off. :S
 
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Honestly, I don't mind the current strategic resource system, where you need one of a given resources per relevant facility you choose to build. Sticking with that system, but making said facilities more vital/global in effect(maybe certain ship weapons/components you simply can't mount without a given resource), would make strategic resources something to fight over, or at least something that would give two states a reason to compete over settling a specific region of space.

Unless they're REALLY rare now, along with having effects of similar scale, it seems like you'll really always want to just trade them away to everyone except your worst enemy.

And speaking of trade, when are we going to get diplomatic deals with indefinite durations? It's REALLY annoying having to keep reviving even the pettiest of treaties all the time.

Also speaking of trade, I wish the game had more of it, on all levels. It'd just add a lot more depth, more options for casus belli, for conflicts, for friendship and alliances, etc. Ideally also civilian trading vessels and the like.
 
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Not sure if it has been mentioned before but...

Could we have an interface for armies like we do for ships? It is extremely annoying going through massive armies and equipping items.

Something to repair armies in orbit would be amazing.
 
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So until patch is completed game can be shelved because sector AI still doing awful things with slaves and spaceports.Good to hear work is done anyway.

That's why you build your fleets at the spaceports of your main systems, you could even have multiple planets in the same system. If you start changing the spaceport of a planet that's part of a sector the AI will/can override your addon. It has happened to me several times.
 
Seriously? When you have reached your goals, just call it a victory and move on. The victory screen is very anti-climactic. The only thing that would be nice to have are the empire stats that get displayed on the victory screen. It would be nice to have those instead of the pathetic, inferior, equivalent, superior, overwhelming labels (especially since those labels are misleading). I have been able to take out FEs in 1 war when they are listed as being superior to me.
 
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Seriously? When you have reached your goals, just call it a victory and move on. The victory screen is very anti-climactic. The only thing that would be nice to have are the empire stats that get displayed on the victory screen. It would be nice to have those instead of the pathetic, inferior, equivalent, superior, overwhelming labels (especially since those labels are misleading). I have been able to take out FEs in 1 war when they are listed as being superior to me.

i disagree the lack of victory conditions makes this game bland and one dimensional. i play tons of ck2, but this game is 4x no matter what they would tell you and if you only have war victory conditions then it is nothing more than a war RTS game. i hate those games. anyway by october civ 6 will be out and this game can continue with its limited victory conditions and shallow choices as i wont be playing it.
 
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We need the ability to gift fleets as well, I hate seeing a potential ally lose a war (while wishing I could ally with him but can't because of said war) and being able to do nothing. Being able to gift a fleet could turn the tide of the war and also add another dimension to diplomacy/protectorates.
 
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We need the ability to gift fleets as well, I hate seeing a potential ally lose a war (while wishing I could ally with him but can't because of said war) and being able to do nothing. Being able to gift a fleet could turn the tide of the war and also add another dimension to diplomacy/protectorates.

You can declare war on their enemy, trade for active sensor link fairly cheaply usually, and then go help them win.
 
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Great changes. If improvements like these keep coming along (which I have no doubt they will) then I will change my Steam review from a "Wait & See" to a "Recommendation." ;)
 
If no one has already said this, please consider fixing Fanatic Pacifist gameplay, it is nearly impossible after the Asimov patch. We desperately need improved Fanatic Pacifist gameplay!
 
After discussing the various options (such as a fleet designer)

Are you going to add a fleet designer so i can fill in all those pesky corvettes that got obliterated at the start of the combat?
 
That helps but they still have to win engagements to get a positive war score for white peace. If I want to form a federation they could still be at war for decades.
 
First of all, great job! Stellaris is an awesome game and I enjoy it a lot.
I know you got a lot of plans how to improve the game but you need to prioritize. Anyway, is there a chance that defensive structures like space stations will be reworked? I am a more defensive/isolationist player and there isn't any chance to be able to fight a defensive war. It's a cake walk for a fleet to battle a defense platform/station or even a fortress. These structures really don't have a huge impact, except to work as a trap for jumping fleets, nevertheless you need to have your fleet in position.

Ideas to improve defense structures:
  • enormous increase of hp
  • make planetary weapons possible (to fight fleets from the surface, would give isolated planets a chance)
  • mine fields should be a real obstacle for approaching fleets
  • the radius of defensive structures in which enemy forces are attacked by it could be increased, to enable a combined defense
Do you plan to improve defensive structures or the system of it in Heinlein, or at all in mid-future?
 
i disagree the lack of victory conditions makes this game bland and one dimensional. i play tons of ck2, but this game is 4x no matter what they would tell you and if you only have war victory conditions then it is nothing more than a war RTS game. i hate those games. anyway by october civ 6 will be out and this game can continue with its limited victory conditions and shallow choices as i wont be playing it.

As much as I love massive portions of stellaris, I'm forced to agree. I'm only one playthrough in to 'end game' and there's just not much to do with no chance for a diplo victory (ruling out alliances and federations) or any method to my madness other than grind minerals into tachyon lances and kill scourge.
 
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