• 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:
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.

The optimization is being worked on. The granularity of control will have to wait for a later update.
 
  • 32
  • 5
Reactions:
HYPE...er...space!
 
  • 6
  • 1
Reactions:
Thanks.
If other companies had released Stellaris they would have received a lot more flak about it, but I know I can count on you guys to really support your games over the years.
I just hope that you will look at space combat balancing before Heinlein. The things I thing which need to change in Clarke (as combat is currently the majority of the game)

- Lower the effectiveness of evasion, maybe even change the calculation away from accuracy-evasion=hit chance
- Improve large weapons compared to small ones
- Fix targeting in combat that not all ships tend to focus on a single enemy when this will cause damage overflow (especially noticeable with missiles).
- (optionally) make armors (also?) prevent a fixed amount of damage to make small weapons less effective against battleships.

Oh, and look at strike craft.
 
  • 10
  • 1
Reactions:
I miss the Ledger, its nice to get a nice central repository of "stuff" rather than flick through a dozen map modes or info screens.

The game is pretty cool right now and I look forward to whats coming, it sounds incredible and the Sci-Fi authors are a nice touch.


For those who want to know what "Minerals" are I would suggest that when you get the point your regularly visiting other planets and smashing through space the difference between Hydrogen, Oxygen, Iron and Gold becomes almost minimal, its just "Stuff" and you can make a lot of it and gain a lot of it from a lot of different sources.


In terms of Evasion I would keep it as it is, just make smaller weapons have a hard time hurting larger ships. You then get the nice side effect of your smaller ships being harder to hit but not getting creamed when they run into a battleship so you can still launch hit and run raids and pin prick attacks without them getting slammed into rubble. Of course if you want to take on Space Battleship Yamato your going to need a bigger boat, but at least your Corvettes can still harass transports then run the feck away when the big boys show up.
 
  • 13
  • 2
Reactions:
Personally, Living Solar Systems is the most exciting part for me. I was just thinking last night that Stellaris is lacking in traffic. It needs a bit of life. Having civilian ships running around would be great. Watching them run away when your 10k stack warps into a system to invade would be even more fun.

And a trade ships mechanic would be fun, like the Age of Empires trade wagons and ships where you had to set up routes. Please? :)
 
  • 17
Reactions:
Can't wait. I haven't been so hooked with a game for a long long time, and the plans you have sound great. I'm especially excited for the overhaul to strategic resources.

A few questions:

* will you address the problem that allied AI don't take wargoals benefitting their allies but only themselves?
* do you still have plans to expand the economy in the near future or has this been pushed back to some undetermined future expansion?
* any improvements to armies (e.g., right now we have to add attachments to armies one-by-one, there is no way to upgrade transport fleets, etc.)
 
  • 7
Reactions:
Regarding border access, I feel that it would be nice to have it as a policy setting (No Access/Controlled Access/Full Access), with the middle option giving you the opportunity to restrict movement for specific empires. That way, the Fanatical Xenophobe empire can keep its borders closed by default, the Fanatical Militarist can restrict access for their targets/rivals so that their fleets cannot be spied upon, and the Fanatical Xenophile can keep their borders open barring extreme circumstances.
 
  • 10
Reactions:
I'm enjoying the hell out of Stellaris, and after seeing the ongoing development of CK2, I'm hopeful that Stellaris is only going to get better from here on out.

Can we get some more micromanagement functions back for Sector space? Specifically, the ability to resettle pops. Burning 25 influence to temporarily remove a system from a sector, then another 88 (at least for me) to switch out 2 pops gets kind of tedious. If there was a better way to 'seed' a recently purged planet with a single pop to let it grow over time, it'd help me out.

Speaking of Sector space, could we maybe only factor in Influence costs after we click Finish? At present, I can click and reclick the same star system multiple times in Manage Sector mode and burn through my Influence needlessly. This is especially a problem as my game starts to lag and stutter and I don't know if I clicked it or if I did and the client has just not gotten around to processing the command. This would be a helpful QoL change (at least for me)
 
Last edited:
  • 10
Reactions:
Im not sure if battleships should need hordes of smaller ships?

As it currently stands it takes a LONG time to build battleships, they are also already very vulnerable to lots of smaller ships and it does not appear that a smaller ships point defense will shoot at any incoming threats that arent targeting it's own ship.

Also, and i know this is early days for carriers/strike craft, why would a dedicated carrier "battleship" need a disproportional number of smaller ships to protect it when it had its own fighters? Not saying they should be invincible, but extremely formidable in the purpose that the player intends. IE: Large carrier type ships should decimate smaller ships (or larger depending on loadout) but be vulnerable to the type of ship it isnt designed to face. So a big battleship with 5 Tachyon lances on it should be EXTREMELY vulnerable to small ships but ofc wreck large ships.

Also Strike craft range is woeful and are generally useless.
 
Last edited:
  • 14
  • 1
  • 1
Reactions:
Is there a change for getting:
  • auto-pause settings
  • scrolling speed settings
  • zooming speed settings
  • key rebinding
  • zooming with mouse wheel at max/min instead of having to use a key
And all the other small but pretty annoying UI issues?
 
  • 17
Reactions:
Having played Paradox titles for over 7 years I'm unsurprised by this level of commitment especially from Henrik. I'll be there for the "Herbert", "Banks" and "Niven" updates too.
 
  • 12
  • 1
Reactions:
I just hope all the bugged events (such as Titanic Life) and sector AI (which currently doesn't respect tile resources and tries to feed robots with food) will get fixed in the first update.
 
  • 5
Reactions:
Very much approve, although one suggestion... you mentioned the idea of civilian ships moving around to make the solar systems seem more alive. I agree, in theory... but it would likely be a good idea to have a density slider, or a toggle to adjust how "busy" it makes the screen. People playing on lower end hardware won't appreciate extra lag, and if you get into a tactical fight in a multi-player game, the extra clutter might be... distracting. :)
 
  • 13
  • 1
Reactions:
<3 Paradox. Keep on failing to disappoint. You code it, I'll buy it.

But I request some non 20th century sci fi author names also be used: Hugo, Wells, etc :)
 
  • 4
  • 1
Reactions: