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Stellaris Dev Diary #72: Crises & The Contingency

Hello everyone and welcome to another Stellaris development diary. We are now officially back from our break in communication and will be resuming weekly dev diaries and streams as usual. Today's dev diary is going to be about crises, and how we're changing them in the future, particularly in regards to the AI crisis. Before I dive into it, I also want to mention that we are still working to address the issues caused by 1.6 and get another bugfixing patch out, the process has just been somewhat complicated by the Bradbury multiplayer beta. See this post for details and discussion of Bradbury/1.6.2 and keep this thread focused on the topic at hand.

Crisis Improvements & AI
Some time back, when I was asked about issues with the crises and the AI crisis in particular, I said that I did not want to put a great deal of resources into improving the end-game when those resources could be put into the mid-game instead, and that these improvements and fixes would come when we felt the mid-game were in a good enough place to justify them. I now feel that we are in that place, and as such we are going to make a major push to improve, balance and rework the endgame crises for future updates.

Probably the most significant change to the non-AI crises is the addition of a Crisis Strength setting in game setup, replacing the old setting to turn endgame crises on or off. It also replaces the scaling to galaxy size and habitable worlds, and has a default setting for each of the galaxy sizes. This setting allows you to control the strength of crises, all the way down from 0.25x of their base power to a massive and likely unstoppable 5x power boost to their fleets. As before, you can also turn off crises entirely.
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Additionally, we've also spent a considerable amount of time improving the crisis AI, both in terms of how the crises themselves behave and how regular AI empires react to them. Crises should now expand in a more logical fashion and be better at defending and fortifying the space they have taken over. AI empires, in turn, should be far better at understanding when they are under mortal threat and react to a rapidly spreading crisis by banding together against it and coordinating their fleets to fight it.
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The Contingency
The old AI rebellion crisis suffers from a number of issues, mostly stemming from the fact that it's so different from the other crises. While the Extradimensionals and Scourge are large invasions that have to be fought with fleets, the AI rebellion is supposed to be primarily an internal crisis, with the dangers stemming from infiltration and subversion rather than outright warfare. The problem with this is twofold: The game mechanics do not support it, and it is inherently unsatisfying. Whereas huge fleets roaming around scourging the galaxy of life is an easily understood threat that can be fought by empires coming together and pooling their resources against the invaders, the AI crisis mostly ends up as a series of frustrating events affecting empires in isolation, or 'Spaceport Destruction Simulator' as it's been called.

In addition to the gameplay problems, there is also the narrative problems: Why exactly do rebelling synths pose a galaxy-wide threat? If sapient machines are so powerful, why are ascended synthetic empires not on the power level of an endgame crisis? Even if we were to simply boost the AI crisis by giving it massive fleets, this really doesn't make much sense that a handful of rebelling synths from a handful of regular empires were able to amass such fleet assets in the first place. It's for this reason that we decided to go back to the drawing board and remake the AI crisis in the mold of the other two endgame crises, while retaining as much as possible of the 'synth infiltration' flavor from the old crisis. Enter the Contingency.
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Without wishing to spoil too much, The Contingency is an ancient AI whose purpose appears to be to sterilize the galaxy of all higher biological life and control or destroy all other Synthetic life forms. At the start of the game, it is dormant, broadcasting a weak signal across the galaxy that affects Synthetics in unpredictable ways. The chance of the Contingency waking up is directly tied to the prevalence of Synthetic life in the galaxy, and should it wake, it will attempt to use its signal to control Synthetics and force them to aid it in its implacable task of galactic sterilization. Unlike the previous AI crisis, the Contingency has formidable fleet assets with which to carry out this task and has to be fought both in space and at home, as it makes use of subversion and infiltration to soften up its targets before the sterilization units arrive.
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Just as with the Extradimensionals and Scourge, there is additional events and hidden lore to be discovered regarding the Contingency, and synthetic empires will have special interactions and challenges related to it. The Contingency completely replaces the old AI uprising crisis, but we are currently looking at also implementing a new AI uprising, not as a galactic scale crisis but as a midgame event localized to one or a few empires. But more on that later!
 
New to Paradox. I agreed that the Endgame crises were a bit easy before but now it seems that you have made them just invincible. I just had the swarm arrive in my space with over a million in fleet strength and go on an immediate expansion drive through half my empire. By this point I was barely able to pull 25k strength. I also noticed that their fleets were not balanced fleets with Queens, Swarm Cruisers(?), and Swarmers, but literally entire fleets of Swarmer ships that most of my heavier ships couldn't even hit. I am not sure how this fixes the problem.
 
New to Paradox. I agreed that the Endgame crises were a bit easy before but now it seems that you have made them just invincible. I just had the swarm arrive in my space with over a million in fleet strength and go on an immediate expansion drive through half my empire.
What galaxy size are you playing on, just out of interest?
By this point I was barely able to pull 25k strength.
Having asked that, I have to comment that 25k fleet strength is way below par for 2370; Stellaris really does reward pushing your empire size and fleet size.
 
What galaxy size are you playing on, just out of interest?

Having asked that, I have to comment that 25k fleet strength is way below par for 2370; Stellaris really does reward pushing your empire size and fleet size.

I was playing a 1,000 system map. Yeah it was strange. I couldn't get much research to get stronger ships. I had just gotten battleships when it spawned. But the million fleet strength before I could even get my fleets to near the vanguard was just way too much.
 
You are going something clearly wrong. If you play technologically you should have a lot of repeatable techs with ease.
if you play wide you should control most of galaxy already and your enormous resource production and fleet capacity would allow to build huge low-tech fleet(more efficient mineralwise)
 
If they are planning to keep Synth infiltration theme but expand the mechanics, that's good news for a potential espionage system.

I broadly agreed with the reasoning for not including espionage at launch, since it is difficult to make interesting (plenty of 4x games have bland or micro-heavy systems unfortunately). However, infiltration could be a lot of fun, especially if it was tied into the leaders system.

Imagine a situation where you know one of your leaders is a secret Synth / traitor / disguised Lizardman, but you don't know *which* one. You can either start being paranoid and randomly executing your top talent, or you can stay relaxed about the threat... and risk the enemy agent getting to the top head of state position. At which point they've won the espionage war, and your new President signs a suspiciously one-sided trade deal with a former enemy (empire becomes a tributary for a set amount of time) or pushes through some wildly unexpected legislation (ethos shift). Certainly more fun than 'building sabotage' spam...
 
Imagine a situation where you know one of your leaders is a secret Synth / traitor / disguised Lizardman, but you don't know *which* one. You can either start being paranoid and randomly executing your top talent, or you can stay relaxed about the threat... and risk the enemy agent getting to the top head of state position.
I don't particularly want to play 1930s CPSU Simulator.
 
A very interesting event that might work well with the Synthetic evolution ascension. Given spiritualists have the shroud which is alot more flavourful and interesting than synthetic evolution turns out. I'd really like to see some sort of interaction with any empire who's partially or fully cyberized itself. Just as a bonus, the demand of either submitting to full synthetic evolution (and thus your next ascension point is locked to that option) or offering you the chance to join and thus go to war with the entire galaxy. Kind of like the End of the Cycle. It could be make the synthetic perks interesting. You kill them or they kill you (including fallen/awakened empires). And your choice dictates who "they" are.
 
The Contingency... it is named for some kind of contingency, one that involves the extermination of all organic and (non-cooperating) synthetic life. Sounds like the Reapers to me, except the Reapers do this as their cyclical standard operating protocol. I guess we are looking for why it is a contingency.

Perhaps the creators believed that the created will always destroy the creators?

Or, the Cybrex event chain could happen once per game, though the chances are slim as they probably have the same odds of appearance as other precursors. Still, that AI could be a Cybrex construct. Maybe, once the Cybrex precursor chain is completed, the player gets a glimpse of The Contingency and, when it becomes active, the player will be able to understand its motives and receive a boost in counterintelligence. Or The Contingency has a change to trigger the Cybrex event chain, which once completed provides the bonus mentioned above. Or we skip to the counterintelligence part via a special project, rather than a meandering event chain.

Also, will the AI accord still protect own AI against such a crisis? If so, maybe give it a twist by giving a chance to make some of the AI subverted by the Contingency anyway, pitting your loyal synth against those subverted units. As in, every synth pop in an AI accord empire has a 25% chance each month to create rouge synths, which will try to conquer the colony; the synth pop is not consumed in the process. And to compound the issue further, have a chance to make your new robots subverient to Contingency even with Three Laws or AI Accord, and in the case of the latter, the loyal synth will eventually help you resolve the assembly-line malfunction via a special project, which once completed allows you to build loyal synths again. Later the same loyal (AI accord only, of course) synths will help you do something that completely messes up the Contingency network, giving you full access to their drones. And now you have control over ASSUME DIRECT CONTROL of potentially the most powerful crisis ever.

Finally, will we get a hybrid crisis? The tyranid horrid swarm prethoryn scourge is fine, but I was thinking more about a Reaper invasion-esque crisis. As in, an event chain reveals that an insidious group from the galaxy looking to fatten the galaxy, force it to evolve along the paths they wanted them to evolve, and then swoop in when the time is right. Then they invade not long after, and you have to prepare for that.
 
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Additional things happening in the mid game for variety would be very welcome. I like that you are trying to keep the mechanics in some toned down form, rather than throw out the coding.
 
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I always assumed the AI rebellion hacked into automated shipyards and ordered construction, or planted a virus in ship computer systems that would allow them to deactivate the ships.
*Cue Battlestar Galactica flashback
I am kinda sad this is less of a "younger races brought it on themselves" than before :/
 
Hey I know you probably won't read this but i think more mid(and end) crises would be AWESOME one of the precursors event chains the Irassians that plague (or a plague like it) would be a epic mid game crises, or being able to make these viruses and and release them on other empires (though techs 'n stuff).

Also being able to turn planets into tomb worlds is something you need to add it only makes sense that after intense orbital bombardment the planet would be in severe ecological disarray.

A normal good o'l rebellion (civil uprising against oppressive government), staged coop, unstaged coop, insurgents planted by other governments, unruly sectors with unhappy pops seceding,bigger civil wars that draw in other empires, terrorists, political party's sizes having larger effects on elections, political party's being able to secede with sectors, political party's and/or sectors having there on navy and army(if your government allows that).(etc. but mainly those)..

These are all things (in my opinion and many others) would bring more depth and replay-ability and might cause more wars politically rather than strategically.
p.s. love this game have over 200 hours playing it and still can't get enough.
p.p.s. why cant we set different rights for genetically modified members of a specie example: i have a warrior race use for solders and a modified version for mining and i don't want the solders to migrate freely but still wan't my miners to migrate freely. another example: i have a talented leader race and thrifty energy producers of the same species i don't want my energy "slaves" becoming leaders.

Any way's i want to see all this stuff i'm sure you've seen it all before but I hope at least some of these get implemented.
 
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Hey I know you probably won't read this but i think more mid(and end) crises would be AWESOME one of the precursors event chains the Irassians that plague (or a plague like it) would be a epic mid game crises, or being able to make these viruses and and release them on other empires (though techs 'n stuff).

Also being able to turn planets into tomb worlds is something you need to add it only makes sense that after intense orbital bombardment the planet would be in severe ecological disarray.

A normal good o'l rebellion (civil uprising against oppressive government, staged coop, unstaged coop, insurgents planted by other governments, unruly sectors with unhappy pops seceding,bigger civil wars that draw in other empires, terrorists, political party's sizes having larger effects on elections, political party's being able to secede with sectors, political party's and/or sectors having there on navy and army(if your government allows that).(etc. but mainly those)..

These are all things (in my opinion and many others) would bring more depth and replay-ability and might cause more wars politically rather than strategically.
p.s. love this game have over 200 hours playing it and still can't get enough.
p.p.s. why cant we set different rights for genetically modified members of a specie example: i have a warrior race use for solders and a modified version for mining and i don't want the solders to migrate but still wan't my miners to migrate. another example: i have a talented leader race and a thrifty energy producers of the same species i don't want my energy "slaves" becoming leaders.

Any way's i want to see all this stuff i'm sure it all before hope at least some of these get implemented.
YES

mini-crises mid-game would make things much more interesting. They could alter the balance of power in a region, but not affect the whole galaxy, and provide a unique enough challenge to make the game fun (with an aggression modifier to prevent the AI from ganging up, it should be fun, not a slaughter). Civil war, supernova irradiating nearby worlds (or wiping out a system??), a Fallen empire deciding to pick on the tiny guy, or a former power suddenly reawakening (think Vaudwaar from Star Trek).
 
Curious where we're heading with the endgame. Currently, I feel crisis are the most balanced part of it (the irony...)
I mean, regular empires are a joke, crisis empires can be beat with good tactics...
But when the AE from the other side of the galaxy knocks at your door with 1M fleet WHILE you fight the crisis...
it's just "u wot m8?" & ragequit even in coop. Seriously sorry to say so but that's just dumb.
 
They should consider more meaningful ways to interact with a crisis.

For Contingency -- Chance at gaining additional pops for synthetic empires? Or ships, idea being they are hacking in or synths are fleeing to your empire for safe harbor. For spiritualists, chance at altering how your species view robots? Idea being, all of a sudden being exposed to real robot abominations leads to re-think on certain things. (So you could now build robots without a penalty)

General concept is this, instead of being all bad, the crisis can open up new options for every player.
 
For Contingency -- Chance at gaining additional pops for synthetic empires? Or ships, idea being they are hacking in or synths are fleeing to your empire for safe harbor. For spiritualists, chance at altering how your species view robots? Idea being, all of a sudden being exposed to real robot abominations leads to re-think on certain things. (So you could now build robots without a penalty)
For Spiritualists, the Contingency would be Proof That We Were Right All Along.
 
For Spiritualists, the Contingency would be Proof That We Were Right All Along.

That could certainly be one outcome. Potentially making relationships that more strained. Or some other buff/malus. I just want it to be more then just introducing another faction. Swap the name for any of these events with devouring swarm or purifer, and it basically plays the same. Kill them before they kill you.