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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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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.

I was wondering if the feature of using influence or additional resource cost to place a building or change in a sector managed planet, would become available. That shouldn't affect the AI, mostly the interface options. Initially, removing planets and adding them was too much expense for the small amount of changes many players want to make in sector planets. Before the strategic resource change, it was probably to destroy some buildings and replace betharian power plants that no longer had access to the empire's stones. Or building a combination of science centers and energy plants on empty squares that have no inherent resource bonus, rather than using the sector priority that changes all planets. The basic macro vs micro argument has been had before, but I would add that centralized decision making is inefficient, and usually the cost projections exceed projected budgets. Adding resource waste to a building construction, would naturally stop good central planners from doing too much interference. Even without the influence limit.

Applying this to the resettlement option will also give the user more flexibility. Requiring armies or energy/minerals, the more unhappy the pop being moved would have more role play value, but is inherently more difficult to balance. Having situations where resettling a pop doesn't require adding or removing planets from a sector, thus creating micro and influence waste, would do a lot to alleviate user complaints about sectors, as well as making the experience more immersive. If the only way to do something, such as using core planets for resettlement, requires going through the sector management, then sooner or later people will start complaining about sectors instead of any other issue.

While there are many things in Stellaris that has no equivalent model on Earth to project from, things like population resettlement has been seen before on Earth. Wars can do so as a natural consequence, or as a consequence of losing/winning a war. It would help Stellaris feel more like a simulated reality, on par with Ck2 or HOI4.
 
I'm a little surprised at your choice of automating exploration. Perhaps this isn't possible, but it seems you have a neat mechanism in the game which could be used to create an interesting way to assign your explorers an area of space to explore — Sectors. Would it not be possible to use the exact same method of assigning areas to explore as is currently used to assign planets to sectors? Then you could place a limit on how many systems can be explored before being reassigned to a technology which could increase over time. For example a mid game science ship with typical tech for that point in the game may be able to survey 10 (or whatever) system autonomously before having to return to base or be re-supplyed. Kind of like Star Trek's five year mission. You have lots of cool concepts in the game, but you don't seem to be thinking of what other possibilities exist to use current methodology for new purposes.

I really like the addition of rally points. After a while it gets tiring trying to link up the right ships to the right fleet.

Paradox has always had history as a guide to pre plan the game designs. A kind of pre production. For Stellaris, there is no history that can serve as an example. They have to project based on current knowledge, what a future model is like, but I don't think it's all that different. Human history is pretty cyclical, even with new technologies, survey missions aren't much different from say 6 months in a submarine, restricted due to human psychology, fuel, food, air. Or from the various arctic explorations or undersea missions. They don't need to come up with a purely AI or in game explanation for these things, since the in game explanation is pretty bare bones for Stellaris sci fi.

Paradox should play to their strengths. In that fashion, the sci fi will feel like a more realistic simulation.
 
I think this is a terrible idea -- admirals' levels fluctuate rapidly during war time and so does the size of a fleet that you need to send around. It'd be annoying micro at a time when you really don't want even more micro.
I agree with your assessment that "this constitutes micro", but not your conclusion that "this is bad". What's more appropriate than a combat leader fresh from the front using his new-found understanding of xeno tactics to organize a better counter-fleet? Individual dmirals becoming absolutely vital to your war effort is to me both a welcome move towards character-driven emergent narrative and probably a difficulty hike that I sorely need after 300 hours of play.

Plus, admirals tend to die at 5 stars and be replaced at 1 star.
Again: good. Losing a top-tier ruler in CK2 can cripple your country. Losing a top-tier admiral in Stellaris should cripple your military. Wars are cookie-cutter at the moment. Throwing in some variability where the ebb and flow of your admiral pool has Serious Consequences would be extremely refreshing.

The *worst* part of the idea is to penalize fleets without admirals. That forces a limited number of stacks which is the opposite of what people were trying to accomplish with a fleet size limit.
No it doesn't.
If your 5* admiral still only has a fleet cap of 500, your minimum number of fleets is still >1, which means mission accomplished.

Something like the system attrition limit -- too many FTL drives in the same place makes everyone's FTL work badly in the vicinity? You could still try to split up the fleet and converge on the target from multiple routes, but that opens things up to having the subcomponents ambushed, at least.
I approve of this.
In fact I did actually fight a war where I was required to outmanuever my opponent like this. I was Warp and he was Hyperlanes, so if I ever wanted to actualy catch him I had to jump in-system basically on top of him, which required of me a sort of interstellar flanking attack. That was fun.
 
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No. Part of the point of modern military structure is that nobody is indispensable.
And if I were playing I am the Chairman of the Joint Chiefs of Staff in the Current Year IRL then this would be a valid argument.
But I'm playing what is supposed to be a fun space game, and I think that a greater degree of character focus would help it be a fun space game.

Also, I see your "In the future nobody is indispensable in space wartime" and I raise you Ender's Game.
 
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And if I were playing I am the Chairman of the Joint Chiefs of Staff in the Current Year IRL then this would be a valid argument.
But I'm playing what is supposed to be a fun space game, and I think that a greater degree of character focus would help it be a fun space game.

Also, I see your "In the future nobody is indispensable in space wartime" and I raise you Ender's Game.

Because we all know how well THAT worked out :p But humanity survived, the Bu--Formics, I mean-- never make clear what their true intentions were. Ender Admits the Hive Queen lies like nobodies business because in her mind, anything she says is TRUE. We get a bunch of different interpretations of the Formics from different perspectives. Especially interesting in Shadows in Flight...

but thematically and gameplay wise Stellaris is clearly embracing an idea of GREAT LEADERS truly making an impact on a galactic scale. I'm happily ready to embrace a game that says the era of a mega-influential is here. The ego, talents, and will of one individual can shape the course of the galaxy. It's a GSG/4x hybrid, but the emergent story telling is where the game should come to shine. I totally agree that more character focus would be excellent.
 
Ender Admits the Hive Queen lies like nobodies business because in her mind, anything she says is TRUE. We get a bunch of different interpretations of the Formics from different perspectives. Especially interesting in Shadows in Flight...
Elaborate? I did read Shadows in Flight, but it was like 5 years ago and I can't remember any of it.

My understanding was that the Formics didn't realise humans were sentient because they're non-philotic, and so it wasn't genocide, it was pest control. Once they figured it out they were all "Oops, maybe we deserve to get MD'd a bit because we're Literally Space Hitler".
 
And if I were playing I am the Chairman of the Joint Chiefs of Staff in the Current Year IRL then this would be a valid argument.
But I'm playing what is supposed to be a fun space game, and I think that a greater degree of character focus would help it be a fun space game.

Also, I see your "In the future nobody is indispensable in space wartime" and I raise you Ender's Game.
The problem is that neither the ruler nor the leader should wish to set up a situation where the military will be crippled by the inevitable loss of that leader. Countries that *do* put themselves in that situation will, sooner or later, die by that sword.

As for Ender… I'm nowhere near as impressed with Card as you obviously are.
 
Since it's easy do recruit one or two new admirals this shouldn't be that much of a problem.
Its a question of balancing between what an admiral can do on level zero and what he can advance to.

I realy like the idea of leaders playing a bigger role in stellaris. There is much room for development and leaders and rules for them are already in the game. Should be very possible to do alot of good things with them in the near future.