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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!
 
A standard 1x crisis fleet is about 60-80k fleet power currently.

...Alright, maybe I'm entirely wrong about this, but is this an average fleet or an overall crisis fleet strength?

Also, I'm somewhat new to playing long games and so far, I've encountered the Prethoryn twice (everything standard, only 1 AI empire, no FEs, 1000 systems). Both of those times, they have average fleet strengths of 95k-105k, except the vanguard which are around 50k-ish. Sending in a 100k fleet resulted in over half a dozen 100k fleets converging on its location. I was wondering how that articulated around the future crisis updates.
 
You mean balancing work, right? Because there's already a mod, maybe even many mods, that allow this technically.
Honestly, I'd say this is exactly the kind of option that does NOT need balancing. If you're setting up a game where you accept the spawning of multiple crises, you're asking for Doom(R), and you should get exactly what you asked for.
 
Okay.
You convinced me this to be (a lot) better than the AI-Crisis we have now.

Would be nice to add in such midgame internal-crises. Maybe you could use them to affect the strongest empires most of the time as a balancing measure.
In Master of Orion the Antarans are very likely to attack the strongest player, and as a constant threat thus giving him a hard time to stay the strongest player, until he is no longer the strongest player or has won. I think this kind of mechanic could be quite useful to Stellaris.
 
Meh more futuristic horror crap, can't say I'm a fan. Give me some interesting political situations instead.

Like the War in Heaven or what? Becouse for end-game crisis futuristic crap works well. I was reading the thread of making "end-game crisises more interesting", 80% of the propositions didnt even sound like a true crisis.
 
Is the Guardian of the Galaxy AI significantly reworked? In my last two campaigns, the Xenophillic FE has awakened, declared that they are the defender of the galaxy or something, and immediately started going on a galactic rampage, primarily aimed at AI living in peace and harmony in a federation.

I don't think they even touched the scourge or the unbidden, they were too busy torching the Pacifist federation builders.
 
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...Alright, maybe I'm entirely wrong about this, but is this an average fleet or an overall crisis fleet strength?

Also, I'm somewhat new to playing long games and so far, I've encountered the Prethoryn twice (everything standard, only 1 AI empire, no FEs, 1000 systems). Both of those times, they have average fleet strengths of 95k-105k, except the vanguard which are around 50k-ish. Sending in a 100k fleet resulted in over half a dozen 100k fleets converging on its location. I was wondering how that articulated around the future crisis updates.

That's one fleet. Not the entire crisis navy.
 
Like the War in Heaven or what? Becouse for end-game crisis futuristic crap works well. I was reading the thread of making "end-game crisises more interesting", 80% of the propositions didnt even sound like a true crisis.
Truth be told, I don't find the idea of a crisis like that all that interesting. Id rather they start scaling up the destructiveness of war in the late game. Think ww1 where the tragedy is that the leaders had lost sight of what the number really meant.
 
Truth be told, I don't find the idea of a crisis like that all that interesting. Id rather they start scaling up the destructiveness of war in the late game. Think ww1 where the tragedy is that the leaders had lost sight of what the number really meant.

Ok, but how exacly do you see that? By what means? Note that its entry about EGC, not end game itself. But even with we going off topic a little: what changes they should implement to do that? And in extention to make a politics interesting by that?
Without a completely rewriten faction and diplomacy mechanics its difficult task.
 
In one of the teasers we have seen their first world is named Sterilization Hub 001. In their "Introduction Message" they also speak of Sterilization Hubs. Does this mean they can create more AI-Planets?
 
Another 500k fleet in home system and n+1 100k roaming fleet crises...
It is sad that crises are not growing from insignificant threats and just spawns Doomstacks

A crisis that grows from an insignificant threat is one the player can and will immediately snuff out.

Not much of a crisis at all, in other words.
 
Multiple Crisis setting would be interesting, would require a fair bit of work to function well though.

Please add this feature to swith multi crisis on or off... i love this game this point is the only point i realy dont like that 1 crisis blocks others ones.. thats just not fun... our group would love to have multi crisis to handle
 
A crisis that grows from an insignificant threat is one the player can and will immediately snuff out.

Not much of a crisis at all, in other words.
And in the end we have the opposite. Different models for exterminating doomstacks roaming the space. Crises response is ALWAYS the same - build the biggest Doomstack of them all and wipe them out. There is no deviation. It could be more to crises than fighting, there could be requirements to build megastructures to counter unbidden portal, projectsto collect samples of prethoryn to counter them, infections, infiltrations. Instead, it's always the same.
 
A crisis that grows from an insignificant threat is one the player can and will immediately snuff out.

Not much of a crisis at all, in other words.

I agree it also didin't make much sense all the synths in the universe united under 1 flag.
Synths are like people they can't all get along.

I can"t wait to see if its indeed connected to the original cybrex and not the later xenofile pacifist cybrex
 
@Wiz

This is really fine and yeah, it makes more sense as a "spreading Virus" machine that take control of robots in the galaxy and try to purge organics.

But my concern is: DON'T TURN THIS INTO UNBIDDEN 3.0. What I mean is, the Prethoryn is already a Skin of the Unbidden and vice versa, they do exactly the same and work exactly the same. They spawn a Capital and try to get more Territory with their Anchors and Infested Planets and consume worlds into Barren Worlds and spawn fleets out of nowhere.

This Contingency AI Crisis should keep their perk: Building and developing Planets, building more fleets with reduced upkeep from the overpowered Civic, Researching more Techs, conquering Planets and then purge the Organics with Hard Labor to fund the AI Crisis economy, fill conquered planets with more Synths, etc....

Their thing was that they worked as a overpowered normal Empire and that's the major difference from the other Crisis, turning them into another Unbidden skin would be a waste.

To help the "Initial Force" to not criple the AI, just make the "Sparing Cicles" buff a timed buff for 20 years for example, so they can get territory and then fund thenselves normally after this. Also, as they will have a Ascension Slot unlocked from the start because of the Ascension Theory Tech, just give them the Galaxy Force Projection ascension perk to give them the required Naval Capacity instead of using cheats. (yeah, this perk requires 2 other Ascensions Perks to be selected first, but this is a health cheat :] )

Multiple Crisis setting would be interesting, would require a fair bit of work to function well though.


What exactly are you talking about? I use the Multiple Crisis mod and it works very well. Just make that when one Crisis happen the other get a a 100% increase in the MTTH to decrease the chance of 3 crisis happening.

o buy itself some time, the Uprising will blow up a few spaceports and starships --


All the ideias are great, but please, don't blow up spaceports, it's a pain in the ass to build and put modules in Space Ports. Do anything else: terrorism, kill Pops, destroy buildings, anything but spaceports.