• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #33 - The Maiden Voyage

Hi everyone!

Well folks, here we are again, one week later… The development team has mostly weathered the release jitters and nerves are starting to calm down. The ship we worked so hard on for the last three years has been successfully launched and is currently on its maiden voyage. The crew seems mostly happy but some of the inspectors have raised concerns about mid-ship structural issues. As chief architect, I am not entirely surprised, but the reports will allow us to commence upgrades as soon as HMS Stellaris returns from its round-trip to Alpha Centauri. Alright, enough with the metaphor, let’s talk about our future plans for Stellaris!

First off, for those of you who are unfamiliar with our post-release policies, we will release a lot of expansions over the coming years. Each expansion will be accompanied by a major update (for Stellaris, these free updates will be named after famous science fiction authors) containing a whole bunch of completely free upgrades and improvements to the game in addition to regular bug fixes. As long as enough players keep buying paid content for the game, we promise to keep improving the game for everyone, almost like an MMO.

Now, before we begin the expansion cycle in earnest, we will spend the rest of May and June only focusing on bug fixes and free upgrades to the game. We carefully listen to all your feedback, which has already made us alter our priorities a bit. As a veteran designer of our complex historical games, I was anticipating a fair amount of criticism regarding the mid-game in Stellaris compared to that of our historical games, but I was more concerned with the depth of the economy than the relative lack of diplomatic options, for example. I also find much of the feedback on the Sector system interesting; the GUI and AI concerns will receive the highest priority. One area I was not at all surprised to get flak for is the lack of mid-game scripted content, however. We simply took too long getting all the early and late game stuff in, and neglected a whole category of events called “colony events”, which were supposed to be the bread and butter of the mid-game for the Science Ships.

We’ve been digesting and discussing your feedback and how to best go about improving the mid-game to make it more dynamic, both in the short and long run. Let’s start with our short term plans. When the game was released, we had already proceeded to fix a lot of issues. Together with some other pressing issues that have been reported, the plan is to release the 1.1 update - “Clarke” - near the end of May. We will try to cram as much as we can into this update, but the more fundamental stuff will have to wait until the next update (“Asimov”), which is scheduled for the end of June. The “Clarke” patch will mainly be a bug fix and GUI improvement update. Here are some of the highlights:

"CLARKE" HIGHLIGHTS
  • Fixes to the Ethic Divergence and Convergence issues. Currently, Pops tend to get more and more neutral (they lose Ethics, but rarely gain new ones.)
  • The End of Combat Summary. This screen looks bad and also doesn’t tell you what you need to know in order to revise your ship designs, etc.
  • Sector Management GUI: There are many issues with this, and we will try to get most of them fixed.
  • Diplomacy GUI issues. This includes the Diplomatic Pop-Ups when other empires contact you, but also more and better looking Notifications, and more informative tooltips on wars, etc.
  • AI improvements: Notably the Sector AI, but also plenty of other things. This kind of work is never "finished"...
  • Myriads of bug fixes and smaller GUI improvements.
  • Late game crises bugs. There were some nasty bugs in there, blocking certain subplots and various surprising developments.
  • EDIT: Remaining Performance Issues. We know about them; they might even be hotfixed before Clarke.
  • EDIT: Corvettes are too good.

Stellaris_new_Diplo_Notification_Mockup.png

New Diplomatic Notification. This is a mock-up, not an actual screenshot!

Stellaris_End_of_Combat_Mockup.png

New Fleet Combat Summary. This is a mock-up, not an actual screenshot!


After that, we’re moving on to the “Asimov” update, and this is when we can start making some major gameplay improvements to especially the mid-game. As you might have guessed, we plan to add some new diplomatic actions and treaties. Another thing that struck me during our discussions is that the normal lack of access to the space of other empires makes the game feel more constricted than intended. It limits your options since you can’t really interact much with the galaxy beyond the borders of your empire, and you only tend to concern yourself with your direct neighbors. This is bad for your Science Ships too, of course, since they might not be able to finish some of the grander “quests”. Compare the situation with Europa Universalis, where you usually have access to the oceans and can thus reach most of the world, or Crusader Kings, where you can even move through neutral territory with your armies. We also intend to add as much mid-game scripted content as we can. Thus, this is currently the plan for “Asimov”, but it’s not set in stone yet, so please bear with us if something gets pushed or altered:

"ASIMOV" HIGHLIGHTS (NOT SET IN STONE!)
  • Border Access Revision: Borders are now open to your ships by default, although empires can choose to Close their borders for another empire (lowering your relations, of course.)
  • Tributaries: New diplomatic status and corresponding war goals.
  • Joint Declarations of War: You can ask other empires to join you for a temporary alliance in a war against a specific target.
  • Defensive Pacts.
  • Harder to form and maintain proper Alliances.
  • More war goals: Humiliate, Open Borders, Make Tributary, etc.
  • Emancipation Faction. We had to cut this one at the last minute. Needs redesign.
  • Diplomatic Map Mode. Much requested!
  • Diplomatic Incidents: This is a whole class of new scripted events that causes more interaction with the other empires.
Past “Asimov”, I can’t give you any kind of specifics yet, but I am currently leaning towards honing in on the following general areas for the “Heinlein” update (these are not promises!):

CURRENT "HEINLEIN" INTENTIONS
  • Sector and Faction Politics: We are working on a design for this. I always wanted to make Factions more closely tied to Sectors, for example...
  • Federation and Alliance Politics: As a player, you need more ways of interacting with the other members, push your will through, and get elected, etc.
  • Giving Directions to Allies and Subject States.
  • Strategic Resource Overhaul: You should need these and search for them far and wide. They should be extremely important.
  • Battleship Class Weapons. Some Battleship front sections will be repurposed for an XL size weapon slot. There are currently four ship sizes but only three sizes to weapons, creating an imbalance. Also, Battleships should have fewer small weapon slots and have to rely on screens of smaller ships.
  • Fleet Combat Mechanics: Formations and/or more complex ship behavior is needed.
  • Mid-game scripted content: Guarded “treasures”, mid-game crises, colony events, etc.
  • Living Solar Systems: Little civilian ships moving around, etc.
Again, remember that we need to be somewhat flexible when things don't work out or when something else takes priority, so please take these later plans with a large grain of salt. As always, we also listen keenly to your feedback, so keep it coming!

Now, I am sure you are full of questions about the details, but hold your horses; it will all be explained in the coming dev diaries!
 
Last edited:
  • 1K
  • 289
  • 6
Reactions:
I agree with the other posters that we definetly need more mapmodes than just diplomatic. Diplomatic is one of the most important ones, but another one for strategic ressources is just as needed in my opinion. When I research a ressource and don't allready have it in my empire I want to know where I can get it, but currently it's impossible to find that out since the those icons for ressources are just so small and similar to each other (I barely can see a difference between terraforming gases and engos vapor).
 
  • 12
Reactions:
Are we going to get message settings or at least the option to disable auto-pause on events?
I've been conditioned to slam the spacebar every time an event pops up after playing EU for such a long time, but with the auto-pause this actually unpauses the game and often another event pops up before I realize my mistake, so when I hit pause again it actually unpauses again.
 
  • 25
Reactions:
I like this a lot, a solid look at what you plan to shore up. Gives me a lot of confidence. This could have easily been a "we sold a billion copies so we must be doing everything perfect!" diary, and I'm glad you didn't go there.
 
  • 7
Reactions:
Spending much of May and June to bug fixes is a good to go.
We, the fans, thank you.
 
  • 8
Reactions:
i was wondering why the so promised colony events which were talked about in one of the dev diaries in such an interesting roleplayed way weren't in the game or just so scarce to find any. i love the changes which are announced and it looks good for the future of stellaris but i have to be a bit salty here and ask why those things weren't in the final game?
 
  • 8
  • 2
Reactions:
Great changes! Glad to see more content being added where it's lacking.

One wargoal I would like to see is an expensive one (like 100% warscore, would require a dedicated war) to dissolve an alliance.
 
  • 4
Reactions:
Will you address the fact that kinetic weapons are utterly unviable and torpedos are OP since they don't get shot down by point defence? It'd be nice if you could use any weapon type without handicapping yourself. As of now the choice Missles / Lasers / Kinetic is like Assult riffle / Sword / Plastic fork.
 
  • 1
Reactions:
Asimov seems to add all the stuff i kinda missed in the release version, makes me happy you still have soo many ideas to put into the game, can't wait to see what will come for the DLC :D

and please consider espionage too, it would fit so perfectly for stellaris
 
  • 6
Reactions:
Thank god, I had a war that I couldn't end as the two systems I wanted didn't give me enough warscore to win and all the rest of the enemy federation was actually on the other side of the galaxy with no way for us to reach each other. Will you add ticking warscore as well?

As far as i can tell "ticking warscore" is already in in some form. I had a rebellion, and i wanted to bomb that planet out of existence, but because i didn't occupy it my warscore was lowered every month.
 
  • 2
Reactions:
Hi everyone!

"CLARKE" HIGHLIGHTS
  • Sector Management GUI: There are many issues with this, and we will try to get most of them fixed.


Now, I am sure you are full of questions about the details, but hold your horses; it will all be explained in the coming dev diaries!

Hey doom (remember Bolt!). It's not the GUI afaik that needs work, it's the optimization routines, or the granularity of control over them. IMO.
 
  • 4
  • 2
Reactions:
1) Really thx for the past and next fix bugs.
Lot of people complain about a weak IA, but you can half solve by fix the big of infinite wars (=weaker IA empire, because in wars and they dont become more strong by winning).
Really focus on this. There is very too much bug in the game; and often this bug break the balance of the game.

2) The events and the diversity of the event is a great think in your game. But you have lot of hard gamers, and we will know most of the (early) events soon. Please, take the idea of Maksim17. You have lot of fanboy ready to help you, by give you the text, the translation and write the mod for you to have that.
It is fun to imagine the events, it is fun to write mods, and it is very fun to see the paradox team take our work and put this work in the game. I really like when a dev give me an answer to post for a bug and he say ''ok, we will fix that, thx''. And I will be really happy if a dev take my event and see this event in the game.

3)
Can you had on this screen the alliance/fed of both side ? I dont care about Pallyrian, but I care about the ''big friendly party'', his alliance.

4)
More war goals: Humiliate, Open Borders, Make Tributary, etc.
Add ''support the liberation of this vassal'' is the vassal is disloyal. And if I do that, this vassal should be in my side during the wars. That will be amazing to have 1 big disloyal vassal and see him go to the wrong side if I declare an offensive war because the IA decide to support my vassal. I must be scare to have a disloyal vassal. Today, it is a joke.
Add take and/or destroy an outpost.

5)
To conclude : Fix the bug on this screen. Both side make the same damage dealt. You make this wrong. :p
 
  • 6
  • 3
Reactions:
Stuff looks good, look forward to seeing it in the game.

One area I was not at all surprised to get flak for is the lack of mid-game scripted content, however. We simply took too long getting all the early and late game stuff in, and neglected a whole category of events called “colony events”, which were supposed to be the bread and butter of the mid-game for the Science Ships.

So, is this stuff coming in further patches, if so which one is it pencilled in for?
 
I suppose that open borders are the same as civilian access, not that everyone let everyone else's military forces waltz around within their territory?

I would like to see allot more diplomatic options, especially among friendly empires. Such as the ability to colonize planets in another Empires borders and thus share the space. The ability to trade mining and research stations with each other in shared space.

And obviously a just more interesting economic system that actually involves pops (civilians), right now all economy are just the Empire gaining access to everything. This seem fine in an authoritarian system, not so much in a democracy. It should be much harder for a democracy to spend resources on military rather than on infrastructure and happiness.
 
Last edited:
  • 15
Reactions:
Fantastic, this covers a lot of what some of the early complaints have been, as most of us old timers said they would. Awesome.
 
  • 7
Reactions:
To all the people that were getting their knickers in a twist the last few days. Shame on you for doubting that this was only the start. Feedback is welcome, but some posts on this forum have gone way overboard the last week and we should have no doubt that Paradox will continue to make Space Great Again! And if people dont want to buy DLC dont worry I will buy it to keep the game going ;)
 
  • 15
  • 12
Reactions: