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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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This all sounds pretty great except one thing. I really live buying alien pets. The name itself just makes me think it's something to buy from other empires. If it's a local resource now then can i still buy the cute fluffers?
 
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In terms of Rally Points, I am personally hoping that you take a leaf out of Zednosius' mod Planetary Rally Points (http://steamcommunity.com/sharedfiles/filedetails/?id=693310104) because it offers three different Rally Points and the ability for each planet to specify which one it sends its ships to.
Its a very good mod and very good in its execution. Odd with the planetary edicts behind the mechanic but it certain serves.
 
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This all sounds pretty great except one thing. I really live buying alien pets. The name itself just makes me think it's something to buy from other empires. If it's a local resource now then can i still buy the cute fluffers?

I remember using Alien Pets to buy fleet access rights from a Xenophile Fallen Empire. It was hilarious, but fitting.
 
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Yeah this one is great. It's a nice inspiration for futures updates.
Right now we don't have a lot of governements types and they are all played in the same way. They have nearly zero impact on gameplay. More uniques governements would be very welcome.
Ethos are too few on the same way and have absolutly no impact on gameplay (out of some edicts, and interactions with some events). They clearly need to have a more powerful impact on the game. Like exclusive techs (aka psionism for spiritualist cybernetism for materialism...) and options availible only by some ethos for exemple. More Ethos would be very nice addition too and would give more options to play and more unique ways to play like an ecologist ethos for exemple.
 
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Hi Wiz what I'd most like to see is a tab for things like planets that you are terraforming and defence stations etc. It's a pain to have to find all of the defence stations to upgrade them. I'd also really like to see a carrier class of ship. Technologies to speed up terraforming time would be nice. Menus for different types of buildings when you go to build something ie resource gathering vs science vs specilty. And of course the usual more events, crisises etc etc. Thanks.

Also if discovered anomalies could be added to the situation log.
 
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I've just now discovered it and damn, that's some amazing diversity, I'll play a little more with it as soon as my vacation starts after next week. But to be quite honest, I don't think they fit for starting government forms, hell at least one of them only really makes sense if you have 2 planets or more. However, those look exactly like the kind of thing that the upgraded government forms are supposed to actually represent instead of just renamed beefier forms of their older selves.
 
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Hey Wiz, I know this wasn't discussed at all, but is there any chance y'all will be changing the way Stone Age Primitives on planets are handled?

Few things make me want to cut myself more than playing a Xenophile/Peaceful species and discovering the game generated a galaxy with 5-6 large planets of my preferred type with stone age primitives all adjacent to my home world.
 
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Im very happy to hear the plans for heinlein. :) Sounds like a good step in the right direction on a long path, after the Plantoidpriceturmoil gave seed to doubt.

I would also realy like further improvement of the Ethic and Governmentsystem. Don't know if this would be a major rework or if just a few tweaks could do the trick.
Mainly I think it would help a lot to have Ethics affect Diplomacy much more then it does now. Every tiny bit were the game tells me "And this happens because your people follow this ethic and you have this government" is giving life to the alienpeople. I won't see if the AI is focussing on Energy or Pets if I don't look for it, but if the game tells me about something and that this is because of something, i might see it with different eyes.
I believe a good idea on how the game communicates the Ethics and Governments to be more important then big changes in rules.
 
Cheers for the DD Wiz :D. All the changes sound great, from rally points to expansion planners :). I'm still HoI4ing it like there's no tomorrow, but I like the look of how Stellaris will be when I come back to it :).

As an aside, any plans in the future to introduce optional, pausable notifications for things? They work a treat in EU4 (and are far better than nothing in CK2, although I prefer the EU4 implementation personally), and I've found both my Stellaris and HoI4 experiences lessened because of the fiddly factor of not having the UI inform me of goings-on that would be useful (things are fiddly because then I have to pause the game myself and look around all the time to check on things, because the game won't tell me when something has happened). In Stellaris, fleet arrival was one of the biggies (As an example - has my fleet arrived? No idea, let's scroll the map over. Oh, not there yet, will have to remember to scroll back again later).
 
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I'm sad that once again we're hearing about (potentially-useful) additions and balance changes, before we've even had a chance to try the current game as it was intended.

I would love to have a stable 1.2.x build to try before it all shuffles around again. As in, leaders gaining traits when they level up, being able to take vassals without losing influence due to defensive pacts, forming long-distance defensive agreements, and allowing non-founder-species leaders.

Also, after 405 hours logged in Ironman I still don't have the Voight-Kampff or Prethoryn Queen achievements, so it would be neat if the crises worked.
 
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@Wiz Are there any plans to change the way carriers work in the near future? I posted about this in another thread a while ago but right now carriers are literally just battleships or cruisers with some strike craft shoved into their free space and while that works for first gen carriers, beyond that, it doesn't really make sense. Maybe have techs that unlock carrier hulls that can hold more and more strike craft or something. The thread I posted this to can be found here: https://forum.paradoxplaza.com/foru...p-sections-and-carriers.959971/#post-21639904
 
I'm sad that once again we're hearing about (potentially-useful) additions and balance changes, before we've even had a chance to try the current game as it was intended.

I would love to have a stable 1.2.x build to try before it all shuffles around again. As in, leaders gaining traits when they level up, being able to take vassals without losing influence due to defensive pacts, forming long-distance defensive agreements, and allowing non-founder-species leaders.

Also, after 405 hours logged in Ironman I still don't have the Voight-Kampff or Prethoryn Queen achievements, so it would be neat if the crises worked.

You're pretty much the only person I've seen that wants to keep the game the way it is for a while. 99% of the threads on this forum have been hollaring for every aspect of the game to be changed. Usually to make it more like Distant Worlds: Universe.
 
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Is there any word on the button to toggle our sectors to not emancipate any of our slaves without permission? A while back merni said the button was being worked on.

Thanks for everything so far and very excited for the patch!
 
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You're gonna break my favorite mod aren't you. I must say he did a really good job with your S.R.

Wait, you guys let people revert to older versions don't you! So its all good! But the S.R.s really do need a rework in vanilla. Also fleet combat.