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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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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.

So... they're cannibals? :D
 
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Can there be customizable auto-pause like in the other Paradox games?
Autopause after a building/station/module gets built, after a pop is spawned, after a planet is surveyed, after an anomaly is found, after a certain resource amount hits a custom mark (helps when you're saving up for something), etc etc etc. All customizable of course.

It would increase the quality of life tenfold for me, without having to be on the edge of my seat all the time listening for audio cues and hitting the spacebar immediately afterwards.
 
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I'm less than thrilled about the universal open borders change they proposed, though of course it's way better than the closed-off border system in place now. I think it would make more sense to split your borders into Zone of Control and Zone of Influence. ZoC would necessarily be smaller and more focused around planets than ZoI.

Zone of Influence (ZoI) would essentially function like your borders do now - you can build inside of it, get improved intel, and can settle colonies in systems inside your ZoI. Other empires are prohibited from doing those things inside your ZoI. However, all empires have free access to this space - you cannot prohibit empires from moving through, exploring, etc. your ZoI. To balance this for actions prior to war, you could make it so any ships you have in an empire's ZoI are moved back to your nearest system under your ZoI when you declare war.

Zone of Control (ZoC) would function exactly like ZoI except it is permanently closed off to other empires unless you give them access. Additionally, ships fighting inside your ZoC gain a combat bonus, representing the improved logistics, intel, and support they gain from being in a region with such great infrastructure. You could also impose negative effects on other fleets' abilities, owing to increased difficulty of maintaining supply lines, but this would have to be very carefully balanced to prevent defending empires from having an unfair advantage. However, ZoC is costly to maintain - you can build orbital, spaceport-based, and planetary structures to increase ZoC, but these structures have a moderate cost to maintain. If you want to turtle, you're gonna have to pay for it.

You could tie the ZoC range/bonuses into ethics, government, or traits. Same with ZoI. Imperialistic empires could get a bonus to ZoI range or intel provided, whereas peaceful, non-expansionist empires could have better bonuses on their ZoC range and effects.

This makes much more sense from a lore perspective, as well. It's simply not plausible that you can prevent ships from entering warp or opening wormholes in all of your systems. However, you would of course want to focus on protecting core systems and planets, and deploy resources to better control this space.

This would open up ship modules and bonuses for all sorts of fun things - stealth/blockade runner ships that can traverse ZoC freely, logistics ships to negate ZoC effects on your attacking fleet, etc.
 
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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...
It would be cool if during wartime you could remove credits and minerals from the sectors to show that you are mobilizing your economy.
 
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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 ships themselves and their number would be totally visible. But you can't see their load out, weapons/armour/shields etc.
 
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@Doomdark This announcement is fantastic , I am impressed with the current framework and base that has been set for this game. All of the additions you mention as well, but I would like to add some important points that effect MP immensely.

1- Initial FTL technologies balance, while I realize there are people who RP in our competitive group we are already finding that we are considering FTL restrictions because Wormhole mid-game/late-game just overcomes the early game advantages of the other two.
2- Weapon balance should be revised, some optimizations need to be done to the numbers, energy is too efficient compared to the others (i.e Missles are hard-countered by Point Defense , kinetic has significantly lower accuracy, when min-maxing energy is the clear choice)
3- Players are abusing peace mechanics to prevent players from joining federations
4- I realize you mentioned corvettes are too good, I am guessing that is due to the evasion bonus. But corvette rushes hurt, I think a military power boost for stations and starport is needed, military stations are also not so effective.
5- I haven't personally witnessed this but there are some users claiming that Battleships with crystal forged plating and the AOE hull repair module "nano bot cloud" (this module gives 5% hull repair/month). This AOE is stacking and ends up creating a fleet that can't be touched.
6- Give us the ability to check opposing fleets modules/components when in combat. We can't do this currently if the enemy fleet is engaged in combat.
7- Let us control target prioritization of our fleets in combat.
8- Currently no in-game whispering in multiplayer chat. This is extremely annoying.

I am sure the above can be quickly optimized by the Paradox team, pass them along. I am willing to put forth a few ideas if needed.

*Shameless shoutout to Stellaris MP steam group!!
 
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it is a great game i already dive in it and cant wait to see some of the new features and fixes in game.
The diplomacy needs some polishing, the fleet formations would be a great minigame to add to the combat site and of course the sector game is very important.
giving us more control over the foreign cultures, empires partners would deffinetly make stellaris better and better.
i personally would like to see more ship visual designs and options.
Keep the good work up and thank you for the great grand scale space strategy experience.
 
Changes of the interface and completion it is good. The swarm will be corrected at the end of May... It is very bad. I hoped for a hot fix of this problem during one two - days since Monday. Your message changes my plans: I will be forced to interrupt playing the game for two weeks. Sadly.
 
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Just an idea to add: imho the border access thingie should be a policy. Like I can have a policy of defaultly open borders or defaultly closed. I don't much like the idea of aliens surveying my systems on default. ^^
 
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Also - can we have an option to customize Ruler Perks/Traits/Mandates during Empire/Civilization general customization?

I am extremely tired of having pretty nice starting Ruler (mining station discount is delicious)... Only for him/her to turn out as a bloody Slaver in Direct, Individualist Democracy.
 
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Why are you going to remove what little diplo influence we have in the game by making alliances harder to get. Currently the only way to get an alliance is by using your limited embassy action on the 1 or 2 empires that aren't -1000 towards you. In all my games I've found that diplo was/is near pointless for human players, esp given the total lack of non-aggro Victory Conditions (which is probably the #1 thing that turns me off from this game, forcing you to grow wide and refusing to allow players to build tall empires - play Civ V to learn more about tall vs wide plz - we don't all want to be war mongers).
 
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Personally i love the game so far, it's tons of fun especially in multiplayer.
I'm missing some sort of "Observation" function while you are playing - without active sensor link with human players, it's impossible to get intel about stuff happening in the universe. I wish you'd get some "News" about big battles and wars between different nations that you already encountered. Alternativly there could be some spy-system (especially with the new open border stuff!) so you can actually play some isolationst faction and mostly oberserve others. It would be pretty cool if you get some sort of science boost when observing a battle of different nations with your cloaked spyship!
 
One suggestion for the battle report is to have them sort by ship classes, and have an equation average out the dps and damage taken from weapon types for each class. This allows a competitive breakdown of how classes performed in the battle, instead of merely providing casualty lists which I can derive by comparing the number of ships in battle before and after the battle.

This will allow players to do side by side comparisons between certain ships. So that they can more easily determine, via the actual simulation, whether that extra pair of shield/armor slots that ship A had but Ship B did not have, if the weapons and enemies ewre equal, was worth the x amount of minerals. A ship can do more dps on average or take more/less damage, or just do more dps because it can take more damage.

SOTS1's solutions to small ship spam was the lightning chain/aoe gun. Meaning, small ships are countered by AOE weapons or weapons that act like chain lightning.
 
Why are you going to remove what little diplo influence we have in the game by making alliances harder to get. Currently the only way to get an alliance is by using your limited embassy action on the 1 or 2 empires that aren't -1000 towards you. In all my games I've found that diplo was/is near pointless for human players, esp given the total lack of non-aggro Victory Conditions (which is probably the #1 thing that turns me off from this game, forcing you to grow wide and refusing to allow players to build tall empires - play Civ V to learn more about tall vs wide plz - we don't all want to be war mongers).

You already have a science advantage if you go tall. From what I have witnessed the 2% for every planet really slows down tech as Wide.