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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.
2017_06_01_2.png


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.
2017_06_01_3.png


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.
2017_06_01_1.png


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.
2017_06_01_4.png


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!
 
Only reason I don't like this idea is because then something would have to be done for bio and psionic to make them able to ally with the other crises. That would be the only way to keep it fair, but it also would cause a massive slew of problems for everyone lol
But then they would be too similar. I would consider profiting from the crisis that fits your ascension path, but different for each of them. For example give the Psyonics the Possibility to Build some kind of Spacestation that is a combination of a very powerful defense station (close to op) with some sort of a gate into other dimensions so that they could invade other dimensions like the unbidden do. (of course the gate itself would be indestructible but the defenses could be disabled with enough firepower...). So they could have nearly untouchable colonies with for example very high or even unique yields

Edit: i'm still thinking what could be the benefit of the swarm...
Maybe somebody has an idea?
 
But then they would be too similar. I would consider profiting from the crisis that fits your ascension path, but different for each of them. For example give the Psyonics the Possibility to Build some kind of Spacestation that is a combination of a very powerful defense station (close to op) with some sort of a gate into other dimensions so that they could invade other dimensions like the unbidden do. (of course the gate itself would be indestructible but the defenses could be disabled with enough firepower...). So they could have nearly untouchable colonies with for example very high or even unique yields

Edit: i'm still thinking what could be the benefit of the swarm...
Maybe somebody has an idea?
Maybe empires following the gene-engineering path could study captured member of the swarm to give themselves genetical upgrades based on their physiology? Or maybe they could somehow domesticate parts of the swarm?

Another option would having psionics somehow "hacking" the hivemind and give something related to the Unbidden to the gene-tailoring empires.
 
Maybe empires following the gene-engineering path could study captured member of the swarm to give themselves genetical upgrades based on their physiology? Or maybe they could somehow domesticate parts of the swarm?

Another option would having psionics somehow "hacking" the hivemind and give something related to the Unbidden to the gene-tailoring empires.

Cross-Ascensionpath Crisis Interaction? Sounds interesting, but then we would need to have a 4th endgame crisis so that the synths could interact with this 4th crisis while we would need a 4th ascension path to interact with the Mech crisis
 
Only reason I don't like this idea is because then something would have to be done for bio and psionic to make them able to ally with the other crises. That would be the only way to keep it fair, but it also would cause a massive slew of problems for everyone lol
The things dont need be perfectly symmetrical, assymetrical balance is good and work in other games and Stellaris isnt a e-sports competitive game, this dont need be 100% balanced.
 
Nevermind, had the good sense to go back and read it again, missed the line of "and control or destroy all other Synthetic life forms" so i assume it is being taken into consideration.

Edit: Tho it still stands that i want some flavor text to explain why, tho from reading it there very well may be an alternate motive.

Because you're the wrong kind of synthetic. It's vi versus emacs, taken to the next level.
 
Why dont take Sword of the Stars random aliens attacks on planets? defensive satellites, planets massive defensive cannons and missiles, it was amazing after the fleet battle had fight the planet, some times you need back later with more ships because the planets defense was strong.

Sorry but a few text pops are not lore for me, i dont know what to do about the Black HOLE in the lore/history/meaning of the game but is something really important; be pacifist, military or xenophobic cant be the meaning of the game; i really love the game but this is 1 of the things why is a tier 2 game for me; tier 1 EU4, CK2, hmmm maybe HOI4 too. please make NPC aliens with lore/history/meaning, im not a rpg player even this hole affect the replayability of the game for me :(
 
The things dont need be perfectly symmetrical, assymetrical balance is good and work in other games and Stellaris isnt a e-sports competitive game, this dont need be 100% balanced.

I said that less for gameplay balance and more for evening out the "cool" factor. In that regard, it just wouldn't feel right if Psionics couldn't join Unbidden for their own cool "I joined a crisis" moment, or the bio ascension path for joining the Prethoryn to have that same kind of coolness.
 
But then they would be too similar. I would consider profiting from the crisis that fits your ascension path, but different for each of them. For example give the Psyonics the Possibility to Build some kind of Spacestation that is a combination of a very powerful defense station (close to op) with some sort of a gate into other dimensions so that they could invade other dimensions like the unbidden do. (of course the gate itself would be indestructible but the defenses could be disabled with enough firepower...). So they could have nearly untouchable colonies with for example very high or even unique yields

Edit: i'm still thinking what could be the benefit of the swarm...
Maybe somebody has an idea?

That would be pretty cool, yeah. I wouldn't mind them being different like that, just as long as they each get something so that one isn't just better than the other 2 paths.
 
so the next update is only going to rework a crisis...
what else? Fix the vassals not being usefull? Tributaries actually becoming tributaries and not just second hand vassals?
performance? Fixing events for hiveminds? balancing asencion perks? making more traditions, and creating tech paths for following certain traditions/asencion paths? Fixing factions? Fixing food shortages? overhauling diplomacy and getting rid of the diplomatic galactic stalemate around midgame? Overhauling goverment ethics? Traits? Rebalance megastructures`? add events to alot of the utoptia features?

come on, you guys yourselves told us that you would rather flesh out features that are in the game right now, instead of adding completly new ones...

this right here just sounds to me like a new dlc, offering nothing really new (to be honest, crisis are just a means to actually break the galactic stalemate,, instead of being a "threat", which just shows the problem with diplomacy)... as far as i am concerned, no one asked about a new endgame crisis, really...


but i see players left and right complaining about very tasteless gamemechanics like the previously mentioned.


but maybe thats just me
 
so the next update is only going to rework a crisis...
what else? Fix the vassals not being usefull? Tributaries actually becoming tributaries and not just second hand vassals?
performance? Fixing events for hiveminds? balancing asencion perks? making more traditions, and creating tech paths for following certain traditions/asencion paths? Fixing factions? Fixing food shortages? overhauling diplomacy and getting rid of the diplomatic galactic stalemate around midgame? Overhauling goverment ethics? Traits? Rebalance megastructures`? add events to alot of the utoptia features?

come on, you guys yourselves told us that you would rather flesh out features that are in the game right now, instead of adding completly new ones...

this right here just sounds to me like a new dlc, offering nothing really new (to be honest, crisis are just a means to actually break the galactic stalemate,, instead of being a "threat", which just shows the problem with diplomacy)... as far as i am concerned, no one asked about a new endgame crisis, really...


but i see players left and right complaining about very tasteless gamemechanics like the previously mentioned.


but maybe thats just me

Give the beta patch thread a read. You'll see what fixes are in it already, and I think they might have said some of the other things they want in already (aside from The Contingency).
 
so the next update is only going to rework a crisis...
what else? Fix the vassals not being usefull? Tributaries actually becoming tributaries and not just second hand vassals?
performance? Fixing events for hiveminds? balancing asencion perks? making more traditions, and creating tech paths for following certain traditions/asencion paths? Fixing factions? Fixing food shortages? overhauling diplomacy and getting rid of the diplomatic galactic stalemate around midgame? Overhauling goverment ethics? Traits? Rebalance megastructures`? add events to alot of the utoptia features?

come on, you guys yourselves told us that you would rather flesh out features that are in the game right now, instead of adding completly new ones...

this right here just sounds to me like a new dlc, offering nothing really new (to be honest, crisis are just a means to actually break the galactic stalemate,, instead of being a "threat", which just shows the problem with diplomacy)... as far as i am concerned, no one asked about a new endgame crisis, really...


but i see players left and right complaining about very tasteless gamemechanics like the previously mentioned.


but maybe thats just me
Considering this is Dev diary #1 for the next update, I'd hold on to your hat for a little while longer.
 
Where did you get that info from?

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.
 
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.
I'm not sure if that's what that means, or for that matter, exactly what that means, but if you look at the picture in the dev diary, the habitable planets slider is still around. Right below the crisis strength slider, in fact.
 
it will attempt to use its signal to control Synthetics and force them to aid it in its implacable task of galactic sterilization.

What is the effect of a Empire that gives Synthetics full citizenship and rights in this regard?