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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!
 
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Henrik, you're a good guy and this Dev Diary certainly suggests your team are taking feedback very seriously. Great job.
 
The issue remains though, if the other empire just happens to want to move their fleet through a system with your science vessel in.

It's completely solved through my previous idea of having civilian vessels not being able to scan for military hardware.

So you cannot see their military strength? Or are the ships just invisible to them, because the latter would be taxing on my supply of disbelief, even in a quite (space &) fantasy-themed game like Stellaris.
 
The issue remains though, if the other empire just happens to want to move their fleet through a system with your science vessel in.

It's completely solved through my previous idea of having civilian vessels not being able to scan for military hardware.

Unless of course its a disguised Science vessel *Twirls moustache and steals research*


Just electrical goods in this cargo hold boss, honest.
 
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Quite a nice way to name updates, Clarke certainly deserves the first spot. Regardless of what it adds, I can't wait for the Wyndham update.

P.S. Good idea to get rid of those despicable neutrals in the "Clarke" update.
 
There are always bugs to fix, features to add, content to release ad infinitum. At some point they just had to say "Ok, we are releasing it". Before release they were pouring money into making the product with no return and no guarantee that the game will be successful. Now that they finally earned some income from the sales, they can focus on improving the game further.
However, doing so puts some people off and especially with a DLC model like paradox's they rely on people coming back for more. It's a trade off and I don't think it serves them particularly well to release a game in a literal cut content state, even if they plan to add it in free after. Not everyone visits the forum and will know, a minority do in fact. But, as you say, you also can't get stuck in development hell, that never results in a good game. It's a balance.
 
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It's good to see where things are going.

Its a fun game but I am disappointed with the AI interaction from other empires - very bland, especially for a paradox game. Also, I fought my first war (defensive) yesterday and I found the "war goals" thing confusing and ended up getting a white peace after winning. The war goals it listed weren't appealing and I couldn't figure out how to add them anyway.

Glad they see the issues and are fixing them.
 
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Hehe, I considered "Dick", but I think it might send the wrong signals...
Any chance we might get a "Piper" patch down the line? (If the patch that introduces raiding has this name, it would be perfect.)

Last thing - PLEASE don't put that XL gun on the front segment. I don't dislike the idea of an XL size gun but having that huge turret on the nose of the battleship would look so stupid....
I expect it wouldn't be a mounted turret, but rather a spinal gun, something integrated into the ship completely, like so:
(Skip to 3:00, the forum is stripping out the code for starting at a specific point in the video.)

 
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It is good to hear, that the entire May and June is for the Base-Game and not for DLC-Rushs, because It is necessary due to the Circumstance, that some Major-Content was not in the Release or isn't working as intended.
 
they should remove the following features:
Building stuff on planets
Moving pops between planets
Moving pops on planet surface
Possibility to make slaves
Possibility to make Robots

why?
because they are not really in the game, since you cant have any influence to the most of your planets due to sectors, but they bait alot people with those features.
on the first look it loks so complex with all that ethics,races, slaves, bots, mutation and other possibilities, but you can do that all on 5 or maybe a few more planets, even if you "conquered" 100 worlds.
no Roleplay imagination with a pure robot world or a slave world where you let the heretics starve for the sake of your holy goddess.
Playing stellaris in the late and mid game as it is now is just waiting for the next war (waiting until u fed president if u in a fed), then "conquer" some 4-5 worlds to pass it from the Enemy empire AI to your own sector AI.
you not get in touch with the stuff you conquer or colonize, all you can do (in late) is watching an AI playing a game.

and with the performance stuff: no problem here on older 2012 pc, all time on 3x speed (since i wait for next war to pass worlds from AI to AI)
1000 stars galaxy with 42 empires, no problem.
 
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Nice work so far, despite there being room for improvement!

I’d suggest that the update named after Asimov be about robots, and the diplomacy update be Laumer, but maybe your lawyers would be happier if you stuck to the story that you’re inspired by the themes of the genre, not lifting from any single author. ;)
 
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Defensive pacts, "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..." is like a CK2 mechanic, not really popular on that game, I don´t know if make a rebel simulator is improve midgame, for me space events have more flavor, like deal with pirates, smugglers, incoming asteroids, plague, surprise alien attacks to planet defenses, more things to do with your fleet. Other topic is the very high energy cost for fleet maintenance, something good in WW2 game, but not really a a flavor aspect in scifi game, when new FTL engines low energy cost tec is suppose happen. I cap 1000k ships, move this fleet to other planet spaceport half my energy income, thats just crazy.
 
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I really like the sound of all of this. One issue I didn't see specifically mentioned, but that really bothers me personally, is the way Federation Fleets are currently handled. In theory, the reigning Federation president has control of a Federation Fleet, which combines all of the best technologies of the other federation members. This is a thematic and awesome concept, but in practice currently AI empires do not build or use the Federation fleets at all. Worse, the federation fleet maintenance cost and naval capacity is just "dumped" onto the current ruling Federation President's empire, which can make them a mixed blessing for large empires, and a down-right disaster for smaller empires. Currently, it seems generally any Federation Fleet the player does design is usually just disbanded later by an AI empire due to maintenance and naval cap issues.

To me, a good fix would be for every fed empire should have to "donate" a small portion of it's naval capacity (like, say 5-10%) to a separate federation fleet naval cap, and then fleet maintenance should be split between all Federation members automatically (maybe on a sliding scale based on total energy production, or total pop, or somesuch so that smaller federation empires aren't bankrupted). The AI then needs to be tweaked so they actually build and use (and design, if there is no player designs already available) Federation fleets while they have control of them.

I really, really love the idea of Federations being able to field a small, elite "superfleet" equipped with all of the best Federation technology, but as things are now Federation fleets are only really viable in multiplayer. To me, this idea is just too good to waste, and I hope the federation fleets get some TLC along with the rest of the Federation mechanics in future updates. :)
 
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This is why I bought this game and I'm so glad it did well on release, the constant updated and upgrades to your recent games really have made them into gems and I'm happy to spend money on them.

More empire map colors is very necessary by the way.
 
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