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Hello everyone and welcome to another Stellaris development diary. Today's dev diary is about new interface functionalities for navies in the 2.0 'Cherryh' update that we collectively call the Fleet Manager. Please note that the interfaces shown in this dev diary are early WIP versions that have not yet seen an artist's touch, and will look very different in the finished product, meaning that feedback on their look/layout is pointless at this stage. Thank you!

Fleet Manager
The fleet manager is a new interface accessible from the top bar, that as the name implies, allows you to overview and manage your navies. The fleet manager lists all fleets in your empire, filtering away small splinters that are in the process of being merged into another fleet. Each fleet has something we call a Fleet Template, which is a stored configuration of what that fleet *should* look like. Fleet Templates keep track of not just ship sizes (such as corvette or cruiser) but also of individual designs, so a Fleet Template might be set up to contain 10 Torpedo and 5 Interceptor-class corvettes alongside a mix of Picket and Gunboat style Destroyers, for example. Templates can be edited directly through the Fleet Manager without needing to build ships, by for example deciding to add another 5 Interceptor-class corvettes to the above listed fleet. Templates can be created directly without making a fleet first, and then reinforced to create the actual fleet. We are also planning to add template duplication and copy/paste functionality in order to be able to quickly set up a new fleet or make your fleets conform to a desired standard.
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Whenever a fleet is missing ships that are listed in its Template, the option exists to Reinforce that fleet, which can be done either from the Fleet Manager or directly from the fleet view itself. Issuing a reinforce command will start production of as many missing ships as you can afford at your current amount of minerals, which will be automatically distributed among appropriately placed shipyards and sent to join and merge with the fleet once finished. In addition to the ability to reinforce fleets individually, there is also a Reinforce All button, which will attempt to reinforce missing ships in all fleets up to the amount you can afford with your current level of minerals, and can be used to fully replenish your navy in a single click if you have enough resources on hand. The Fleet Manager also offers the option to Retrofit ship designs. Let's take the example of the mixed Interceptor and Torpedo-class fleet above, where you have 10 Torpedo and 10 Interceptor-class ships. If you decide that you no longer need the Interceptors, you can use Retrofit to easily switch one class to another, selectively upgrading the Interceptor-class ships into Torpedo-class ships.
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Home Bases
Also being introduced along with the Fleet Manager is the concept of Home Bases. Each fleet will be able to have a Home Base set, with any friendly upgraded Starbase being valid as a Home Base. This is where the fleet will return when the Return Home order is issued, gets slight priority for actions such as reinforcing (though the focus is on distributing production sensibly rather than always using the home base), and is intended to tie into other fleet mechanics planned for Cherryh that we are not quite ready to talk about yet.
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That's all for today! Next week we'll be continuing to talk about Cherryh, on the topic of armies. See you then!
 
I'm concerned that the Fleet Manager detracts from the essential point of the Cherryh update, which is to provoke people into complaining about micromanagement without understanding what micromanagement is.

Maybe, by reducing micromanagement, you've actually INCREASED micromanagement?!

DUN DUN DUN

(Edit: Also I'm very excited for 2.0)
 
The Fleet Manager and planned features sound incredible. I do feel it is kind of weird that the fleet size appears to be based on the number of ships, rather than their actual naval capacity cost, but I suppose it makes sense and is probably easier to keep track of. Though that does mean we could see fleets, such as the size listed, with 24/24 battleships, rather than 6 battleships using up 24 of the fleet's capacity.
 
Will the reinforce button take into account which starbase can build which ships faster and cheaper ? For example if I have a corvette assembly yard on a starbase will the reinforce button automaticaly assign this starbase corvettes and not destroyers ?
 
Will the reinforce button take into account which starbase can build which ships faster and cheaper ? For example if I have a corvette assembly yard on a starbase will the reinforce button automaticaly assign this starbase corvettes and not destroyers ?

One would assume... but then, one would not want to make anyone an ass.
 
If I had a Cookie for every good dev diary Ive seen, Id have 98 cookies. And Id give them all to Martin.
 
Please note that the interfaces shown in this dev diary are early WIP versions that have not yet seen an artist's touch
I feel you're selling yourself a bit short. Some forms of art reject all strictures, expectations and mainstream sense of aesthetics because if you think about it, WHO is the arbiter of how much text you can cut off? Why should frames guide your formatting? Are you going to let someone else dictate the shape your heart takes when you pour it onto the canvas of Clausewitz?
 
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When i heard about hard fleet cap i was wondering how will i manage to create good fleets without management pain. And there it is a solution. I used monofleets too often because of that management pain - or if i mixed ships, i never had two types of same class ships. Great change.

I was wondering also about armies, because in current state they are a bit useless and building huge planetary defenses does not make many sense sometimes even in early game. I'm looking forward to see dev's diary next week. With changes on such scale i expect this patch to be out rather in February-March, but it's worth waiting i suppose. Gotta re-learn stellaris once it's out.

O hope to see defensive generals to work sector-wide like current governors not planet-wide. I'm curious if we'll see stargate mechanic (sending defensive troops from other planets to defend attacked one) and planetary army modules in form of academy, clone vats and so on just like spaceport currently have.

In conclusion - good job for every dev diary. I liked them all so far.
 
The Fleet Manager and planned features sound incredible. I do feel it is kind of weird that the fleet size appears to be based on the number of ships, rather than their actual naval capacity cost, but I suppose it makes sense and is probably easier to keep track of. Though that does mean we could see fleets, such as the size listed, with 24/24 battleships, rather than 6 battleships using up 24 of the fleet's capacity.
What tells you that its fleet number rather than size?
 
What happens if i decide to decrase the Corvette count by 8, to make room for a battleship?
At 11/15, 4 would no longer be needed to be reinforced. And 4 would have to make room in the fleet.

Will those 4 under reinforcement be canceled?
What about those 4 that need to make space? Will they leave on their own? Where will they go?