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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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Great, all issues the game has have been recognized and are beeing worked on. Early Access might be a way to do this better in the future, with all those features in at game launch the game would have gotten way better reviews I bet.
 
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I know these are more or less ideas, but I'd be lying if I didn't say I perked up after reading the 'living solar systems' bit.
 
IMO, ships should always be able to go wherever they want in space. But if you wander into a closed border area and get caught by their ships it would dampen relations with that faction at best or lead to war at worst. This obviously requires the added functionality of being able to set ships on patrol as well.

Think of the various Neutral Zones in Star Trek - neither sides' ships were supposed to go in there but they usually did. This could open up the need for cloaking techs in later expansions aimed at espionage, sabotage, and subterfuge.
 
Great news.

Diplomatic mapmode should be really useful. As for me I'm in hardly need of alliance/federation/enemy mode and rivalry/embassy mode. And of course the map should re-colour if one clicks on other empire.

As for other GUI issues, I think there should be more options in the outliner: terraforming stations, ships and observation stations owned by sectors, improved planet information.

Thanks for your great work!
 
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Don't rush towards making expansions. The game sells well enough to support development for a while and if you are intent on keeping the new customers you gained from this game it will be very important to fix the issues the game has in it's current state before starting to charge for expansions. If you can do that in two months that's great, but if more time is required for that I think you should take it.
 
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Thanks for making such a brilliant game. You asked for some feedback so here's some:

- The new mockup of the battle screen looks great but still doesn't give you some of the info you need. It's great that it now tells you how many ships you and your opponent lost, but it doesn't tell you how many they started with. When you are ambushed by an opponent's fleet that's not always obvious.

- Maybe I'm missing something but the void clouds storyline seems to go nowhere. You get the option to track down the clouds to their home galaxy and then once you have they just kind of disappear from the quests menu and that's it?

- maybe some work on the tutorial to the UI? I played about 25 hours before I realised you could zoom the map.

- Stellaris is amazing for telling stories, yet those stories are frequently lost. It would be great if on quitting the game it generated a little history of your empire the way EU used to do.

- another thing I'd take a look at with the UI is finding worlds of a certain type. Say I have an inkling to land my robots on a tomb world, or on a world with an obelisk. finding one of those two things manually is a real pain in the neck. Some sort of advanced search function? Or a map layer to flag things like that?

- was really excited by the idea of private sector colony ships, then a bit disappointed to find out that they are just slightly cheaper colony ships where you don't get to choose the boarding party. How about true private sector colonisation which is a policy decision which, if allowed, means that totally independent colonisation missions might be launched, over which you have no control? In other words a bunch of investors might just decide to up and off to that Gaia world next to that fallen empire. This is pretty much what the East India company did in real life, and I think it opens up really interesting gameplay conundrums.

- how about wormhole tech allowing you to fire ships into black holes so they pop out the other side of the galaxy? Failing that how about just a one-off Star Trek: Voyager style scripted event?

- really pleased that you're looking into how constraining exploration is in the mid game. Another option would be to allow slow travel around the edge of the galaxy. In other words allow outer space to play the role oceans did in EU. The way FTL travel works at the moment this would require some sort of staging points in deep space which I admit is a bit ungainly, but just a suggestion..

Again loving it so far.
 
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Can we expect Sector Storage actually modified or flat out reworked?

As it is now, it can lead to absurd amount ow wealth simply vanishing without a trace...
 
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I look forward to a future patch Adams the most under this naming convention.
I also propose that you guys name all expansion patches after Astronauts so we can see a noticeable difference.
 
When do you guys think that HEINLEIN will come out? I am really loving the Living Solar Systems setup. Do you think that food could became a global resource instead of planet one?
 
I like the plan for the updates and fixes. It seems to address my primary concerns.

I'd really love to see more diplomatic options, espionage would add a whole extra layer to the game (Though I suspect that might need to be a DLC), trade options that were more dynamic, and more events especially for the middle game. Some of the fixes proposed I didn't even think of and I really like.

I'd also like the way the game handles influence and the number of leaders to be altered. I feel weird having sectors without governors, armies without generals, fleets without admirals -- but realistically it is impossible to have them all. Limited (for the most part) to 10 leaders - I need at least four for science, maybe five if I want to run two science ships (Which the tutorial recommends). That's half the leader pool right there.

A lot of the diplomacy and political options that already exist in EUIV or Vikcy II would be very nice additions to the game. I'd love more control on handling enslaved/incorporated Alien races and uplifted species/enlightened races via observation posts.

I'd also love to see some events and options involving the leader of your race. At the moment they give some minor bonuses, but they don't really have any personality or flavor. Toss in some of that goodness from CKII or some occasional random events / decisions for the leaders and I think it would really help to make them feel alive.

EDIT: Here are two ideas another user presented that I really liked.

- Stellaris is amazing for telling stories, yet those stories are frequently lost. It would be great if on quitting the game it generated a little history of your empire the way EU used to do.

- was really excited by the idea of private sector colony ships, then a bit disappointed to find out that they are just slightly cheaper colony ships where you don't get to choose the boarding party. How about true private sector colonisation which is a policy decision which, if allowed, means that totally independent colonisation missions might be launched, over which you have no control? In other words a bunch of investors might just decide to up and off to that Gaia world next to that fallen empire. This is pretty much what the East India company did in real life, and I think it opens up really interesting gameplay conundrums.
 
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Yesterday, I received a notification saying one of my governors had "leveled up and gained the trait: Substance Abuser." My only dialogue option read, "Good for her."

I'm sure somebody's going to point this out as a bug or grammar issue, but personally, I enjoy the idea that my empire of pacifist mushroom people is, like, WAY into casual drug use, so please don't ever change that.
 
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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.)

I don't know what's going on here but I am fully in favour of it. BRB, watching this anime.
 
Don't rush towards making expansions. The game sells well enough to support development for a while and if you are intent on keeping the new customers you gained from this game it will be very important to fix the issues the game has in it's current state before starting to charge for expansions. If you can do that in two months that's great, but if more time is required for that I think you should take it.
 
Will you be adding more graphics options so that we can tone down the graphics for performance issues? There currently are NO graphics options outside of resolution.
 
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Hi @Doomdark,

While I enjoy the game so far I do also, as you and others do too, notice several "areas of improvement". I'm however confident that Stellaris will turn out to be an awesome game sooner or later. Thank you, and keep up the good work!

Now, my question: As I posted a bug report yesterday, I checked - out of curiosity - on what page that thread is now. As of writing this, it's on page 12 (less than 30 hrs after posting). I don't think that my bug report needs more attention than any other one, I'm just curious how you and your team cope with this deluge of bug reports? :)
 
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All of this sounds intriguing. I'd rather play Stellaris with these mechanics in it, so its is likely to go on the shelf for 6 months and we'll see how things look then.


Smiles
 
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