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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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You should be ashamed releasing in current state (could not resist say this though i dont really think game would win anything if it were delayed)
Your opinion is bad and you should feel bad!
You-Should-Feel-Bad-Zoidberg.jpg
 
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Hi Immortal Impi,

by chance a solution had been posted somewhere in this? forum (don't know where the credit goes).

It is only a small textfile edit and then the transport shows up in the designer. (Start/load a game after edit)
Maybe it was just an oversight by Paradox ... ?

I saw the solution and there's also a mod that fixes this, but relying on mods to fix things is a bad strat. The less mods I have to have for basic fixes the better, and if it's that easy to fix then they should be able to deal with it.
 
Because they should be focusing on makleing hte game complete before they start to ask for more money. It would be worse than a day 1 DLC.
Refer to the part where I said that there will be times where not all people can work on the same thing at the same time. If they are waiting for some testing of some stuff or waiting for some groundwork for some changes to be made, working on other game related stuff is rather reasonable, for example stuff they talked about making into an expansion.

And really day 1 DLC is not really a problem if it is additional gamecontent and not something that have been cut out of the game to make it into a DLC.
 
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Refer to the part where I said that there will be times where not all people can work on the same thing at the same time. If they are waiting for some testing of some stuff or waiting for some groundwork for some changes to be made, working on other game related stuff is rather reasonable, for example stuff they talked about making into an expansion.

And really day 1 DLC is not really a problem if it is additional gamecontent and not something that have been cut out of the game to make it into a DLC.

There is more than enough stuff to fix and add and polish that are desereving to be in a pre-DLC state of the game that there is no risk what-so-ever that the devs will run out of non-DLC stuff to do.
 
Some random thoughts based upon the design list:

RE: Open Borders: Perhaps a better default would be that planetary systems are "HARD" closed but "areas of influence" are open and really unenforcable. Moving military ships through the area of influence results in a malus and you can set the default behavior on your fleet. Then when requesting access you now have two toggles, one is whether your planetary systems are open/closed and also requesting permission to move military ships through areas of influence along the lines of EUIV where it was fairly easy to get military access unlike Stellaris where most empires are very much against military movement.

RE: Borders in general: I think it would be an excellent feature to estimate borders on colonization. Obviously techs and populations create more push but a rough approximation saying "without tech and without additional bonuses, a planet here would encompass these systems" would make planning much easier.
 
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No, this is going to transform the game from a Grand stategy title to a trivial strategy like starcraft. And I guess you haven't seen that some of the strategic resources are used for adding bonuses to specific weapon types via spaceport modules.
Say, you wouldn't happen to know how those work, would you? The interface doesn't make it clear it the bonus applies only to ships built there, or to all your ships, or if upgrading can add or remove those bonuses if it is specific to that spaceport.

I'd love to see your current leaders eligible for the pool of elected rulers depending on your type of government. For example, I've got a scientist led elective government and I'd love for some of my long-time scientists available to become the ruler.
Scientists becoming the ruler is a feature of the Science Directorate government type.
 
Sorry for my english i'm french.

First, thx for the report, a discussion with devs is always a good thing.

After 57hours of game, i have my opinion. First, you need to fixe the crazy lag end-game, with a good computer, it's very bad.
Diplomacy option are really good and healthfull for the game i think. It's a strategy game in real time, a good point but it's so emptiness :/ . Moreover, system combat is bad. You can loose a fight against a little ennemy because your IA cruser search is mom in the system. The game, on the paper, is awesome, really, but after 5/6 hours of game, it's bored. For me, the interest of stellaris is in the fact of the game need to start after 5/6 hours, not the inverse.

Station defense need an upgrade too. Their are useless with their ring of construction.

For the rest of the content, make us dream guys !

Now, i want to talk about achievement on steam. Only 23 ? With 3 broken ? And only in iron man mod? Not in multiplayer ?

Stellaris is really fun in multiplayer. We are 4 friends who buy the game, we started a game and played 10 hours (goodbye the sleep) the first day. But, with more achievement, we can find an another interest in the game. Specially on great stratey game and 4X. You can imagine play 1000 hours without boring but this is not the state of mind of Stellaris for now and it's not good. Stellaris came become the king in this category, really, but the game need a lot of few change, not only big change with content, but just, some achievement (it's really important for many steam players) more option on interface, more information on technology and battle.

Well, thanks for reading, have a nice day,

Kiss from France.
 
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Say, you wouldn't happen to know how those work, would you? The interface doesn't make it clear it the bonus applies only to ships built there, or to all your ships, or if upgrading can add or remove those bonuses if it is specific to that spaceport.

No I can't say that I know for sure the mechanism. But from deduction (they are buildable for more than one spaceport as it is with space command, they don't specifically say empire wide bonus, and not saying they are affecting upgrades), I guess they are spaceport specific modules that increase the damage of the ships built in that spaceport, their bonus doesn't require the module to be present when upgraded, and the bonus affects for each module affects the corresponding type of weapons only.

About the same I guess is valid for spaceship command module of spaceports. Its bonus applies only to the ships that have been built in the spaceport containing that module.
 
Sorry for my english i'm french.

First, thx for the report, a discussion with devs is always a good thing.

After 57hours of game, i have my opinion. First, you need to fixe the crazy lag end-game, with a good computer, it's very bad.
Diplomacy option are really good and healthfull for the game i think. It's a strategy game in real time, a good point but it's so emptiness :/ . Moreover, system combat is bad. You can loose a fight against a little ennemy because your IA cruser search is mom in the system. The game, on the paper, is awesome, really, but after 5/6 hours of game, it's bored. For me, the interest of stellaris is in the fact of the game need to start after 5/6 hours, not the inverse.

Station defense need an upgrade too. Their are useless with their ring of construction.

For the rest of the content, make us dream guys !

Now, i want to talk about achievement on steam. Only 23 ? With 3 broken ? And only in iron man mod? Not in multiplayer ?

Stellaris is really fun in multiplayer. We are 4 friends who buy the game, we started a game and played 10 hours (goodbye the sleep) the first day. But, with more achievement, we can find an another interest in the game. Specially on great stratey game and 4X. You can imagine play 1000 hours without boring but this is not the state of mind of Stellaris for now and it's not good. Stellaris came become the king in this category, really, but the game need a lot of few change, not only big change with content, but just, some achievement (it's really important for many steam players) more option on interface, more information on technology and battle.

Well, thanks for reading, have a nice day,

Kiss from France.
yea i said goodbye to my sleep as well on launch day and i agree #1 issue is late game lag its just not enjoyable to play if its like this. And i also agree with the achievements they are not very interesting as say Eu4 achievements.
 
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As EU4 fan I have one easy suggestion:

When creating a new fleet, you cannot interact with the old and the new fleet at once. Additionally, (maybe a BUG ? ) when I select a ship from the scroll list, the list goes up to the first ship automaticly.

I would love a GUI like the one in EU4, which is very clear and make it possible to easy balance fleets.

Sorry for my bad english. :)

Hope I helped
 
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I'm sad a lot of this should have been in the basic build....

Especially standard stuff like a map modes, war goals, a simple attach yes/no toggle are all basic stuff we should have expected at release. Almost wish the game was delayed 2-3 months if they're billing these as 'free updates'.
 
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  • 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.
  • Diplomatic Incidents: This is a whole class of new scripted events that causes more interaction with the other empires.

So excited for these parts!
I agree about what you have said so far. Thanks for taking the time to carefully listen to the community.

I hope Galactic Refugees from waring systems are a part of these diplomatic changes! A lot of interesting stuff could happen regarding ethics divergence, and economy and production, internal strife -- I see the opportunity for some cool scripted events.
 
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I would like to ask an honest question, no hate or anything. Why do you decide to release the game knowing of some of the issues with mid-game content and other things? Why not make the game the best you can with the resources you have? I understand there are oversights and mistakes when making a gaming title especially a whole knew concept but if you knew of some of these problems and development holes why not wait until they are fixed and/or content is implemented? @Doomdark
 
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