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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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This one concerns me. Why are you doing this? So far, it seems impossible to get into alliances in the first place. If anything, it needs to be made far easier to get into and maintain alliances. Right now, the feature seems utterly broken because there is no way to identify or overcome the freaking MASSIVE "different war philosophy" penalty. In my opinion, this shouldn't even wait for an expansion but needs to be hotfixed ASAP because it doesn't feel right. I have yet to see Federations because I have yet to be capable of forming even a single alliance, even with maximum reputation with another empire.
In my game this was a big problem. right in the mid game, everyone was forming alliances and it just kinda blocked the game. I could easily leave an alliance, join another, leave and join the previous one again. Then Federations started forming... Also, you cant declare war freely, this blocks the game even more... I hope an defensive alliance only option will make this better.
 
In my game this was a big problem. right in the mid game, everyone was forming alliances and it just kinda blocked the game. I could easily leave an alliance, join another, leave and join the previous one again. Then Federations started forming... Also, you cant declare war freely, this blocks the game even more... I hope an defensive alliance only option will make this better.

So you're having the opposite problem of me. I wonder how this is happening? I can't figure out how we can have such dramatic different experiences. For me, the different war philosophy penalty makes it impossible, and I don't even know what they hate about me seeing as I have a really fair and balanced war philosophy (Static economy, minimal orbital bombardment, slight pacifist, I'm as ethical as possible in the current game). I'm essentially playing the Federation from Star Trek, and yet I can't get anyone to like my war philosophy). I was hoping to actually form a United Federation of Planets, but when no one would ally despite loving me that hope was crushed.

To me, it feels like even peaceful aliens have no desire to be friendly.
 
I mean this is in the best possible way (I know it could sound sarcastic) but this is exactly what I expected from Paradox. They are very good about fixing things post release. Most companies focus on technical issues at best, only tackling content when it is seriously broken. 15 years and I have yet to be disappointed in this aspect of playing Paradox games.
 
Congrats again on the launch of this amazing game - far exceeded my own (high) expectations.

Use a very, very, Very, VERY, VERY light touch when writing-up 'Sector and Faction' politics. Think "Crusader Kings" and the abhorrent business with that new council feature.

Yeah, I'm going there - I ain't afraid! Or maybe not afraid enough, ...

Its waaay too easy to turn internal politics into a crushing game-killing drag that prevents real growth and becomes a point of drawn-out fixation.

Any internal political struggles should have clear "EXITS" and options that turn-off flashing "Warning!" signs. Make choices, offer some route changes, and be sure that there is always some benefit to every option.
 
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Slaves, Collectivism and Xenophobia:

I had a strong feeling that the Emancipation Faction wasn't fully fleshed out and I'm glad to see it slated for 'Asimov', or just that it's in your sights. However I wanted to talk about Slavery as well. At the moment, I feel as if Slavery is suffering from a crisis of identity. You want them to be slaves in the medieval sense of the word, an exploited peoples who are better laborers but worse thinkers, and their production bonuses/malluses support this. On the other hand, you've given the Slavery bonuses to the Collective Ethic. With Fanatic Collectivism and Divine Mandate, you can make happy slaves and this is great from a roleplaying perspective but this isn't slavery so much as a cult. Furthermore, other races will still get angry at you or become unhappy due to the existence of slaves if they are not also Collective.

Which is to say that there is a conceptual difference between imposed slavery and voluntary servitude. Collectivism's bonuses are supposed to be allegorical for "cog of the machine"-type philosophies, no? Like in Confucian schools of thought. But mechanics wise its treated no differently than exploitation-type slavery.

[...]

What I would like to see:

A special type for slavery just for Collectivist pops. They can be called "cultists" or "sectarians" to indicate that they are servile, but because of their personal philosophy (Collectivist ethic), and not because of imposed oppression (despotic slavers).

This type of slavery should have reduced slavery malluses, as part of the boon to being collectivist, so that collectivists can reasonably coexist alongside non-collectivists. [...]

I have to respectfully disagree. From an outsiders point of view these "cultists" would be brainwashed work force no differnet from slaves aside from being content with their situation, unable to see the "right" way: that everyone is master of his/her own destiny ;)
 
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I am only just into playing the game at a very basic level, but I do indeed like what I see thus far. Was always hesitant about other Paradox titles because tactical combat was missing, but one reason I even decided to purchase Stellaris is because of Paradox's decision to add the AI controlled combat depictions into it, and they really add to the immersion aspect of game for me. I am very happy to see Paradox's continued promise to support this game in Dev Diary 33, and feel I made in good decision to purchase it.

Of the various ideas mentioned in here for what players want to see in the game, I might as well add mine to the list..... I still think that first contact with alien empires revealing all of their territory gives up way too much information, that at very least should be the decision of the empires involved to reveal or not. It removes all the mystery of having to work for such information.
 
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Looking forward to updates, I don't really like Sectors and against limits but I would love to see some limits to sectors sizes as well, currently can just run with 1 or 2 sectors and ignore nation size, no impact other than 1 AI controlling more planets
Looking forward to see how all those going to get balanced etc :)
 
I wish there was religion. ;(
But there is! I've seen multiple primitive colonys been praying to their Gods! (our scientists) :p So realistic! :D
 
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I have to respectfully disagree. From an outsiders point of view these "cultists" would be brainwashed work force no differnet from slaves aside from being content with their situation, unable to see the "right" way: that everyone is master of his/her own destiny ;)
I think malluses should still exist, but merely reduced. Otherwise playing as collectivists just isn't worthwhile. Individualists get a straight up modifier with none of the complicated balancing act of slavery bonuses/malluses. I think what you're saying makes sense for individualists, who should get a harsher happiness penalty for being surrounded by collectivists, but non-individualists shouldn't care as much as they do about slavery. It's the difference between "these guys are creeping me out" and "these guys are being exploited, what if it happens to me?".
 
Border restrictions should be more then binary, maybe a scaling level of access.

0 = no access
1 = any star system without a permanent presence
2 = star system with just mining/science stations
4 = inhabited system (lightly, low population, fringes of empire)
6 = inhabited system (more then X distance from the borders)
8 = worlds near the home world
10 = home world

Trespass on sensitive territory and the diplomatic impact should be much higher. Especially if you trespass with a strong military fleet.
 
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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.

With every expansion you you should also add a bit of writers influences and their themes, for instance (took from wikipedia since it's easily accessible [I also read a few of his books and noticed it the trend] ) :" A recurring theme in Clarke's works is the notion that the evolution of an intelligent species would eventually make them something close to gods. " which could be as an endgame "victory condition" - transcendence - achieve technological development and societal reforms that pushes you above the rest : "Clarke's work is marked by an optimistic view of science empowering mankind's exploration of the Solar System and the world's oceans. His images of the future often feature a utopian setting with highly developed technology, ecology, and society, based on the author's ideals."
 
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I made a thread for this that didn't get any traction, so I'll repost it here in the hopes that it at least gets some peer review:
---------
Some thoughts on a possible Sector Fix

What about treating them like a Vassal empire that we have direct control over?

So, unless we're in there noodling around, they truck along with their own economy and politics (subject to our approval, of course), and, well, just operate exactly like a Vassal.

I imagine there could be different levels of control that could be set up depending on what we want - allow or not independent colonization, tech research, sector fleets, diplomacy etc.

This could set the stage for some very nice and organic civil wars later on, too - scenarios where depending on how autonomous the sectors are, two or more of your own sectors could end up in a civil war with each other. Divergent ethos, and more. I'm sure there's a ton more that I'm not thinking of, but I think this might be simplest fix.
 
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Definitely some good stuff planned. Do hope there's a rebalance of ship types, though, since corvette spam is evidently the most effective fleet 'strategy' right now.
 
First off, Awsome game Love it!

Now for some more specific "stuff" to add in when it comes to Deplomatic Map Modes:
Is this the only Map mode you will add inn? If yes, what others? But if you are just ading the one map mode, why not any more?

Here are some of my sugestions:

Colonial Map Mode
- Beeing able to se possible habitable planets while on the galactig map mode. This is sort of allready in there, just that you need to have a colony ship selected to see them. I have had situations where I want to expand, make a colony ship and then realise no planets are within reach.
(ohh and possible bug: I can't see my colony ships on the "civilian ships" list if the Ship was made from a starport within a sector.)

Mining Map Mode
- When you have a contruction ship selected you are able to see what you can build within a survayed system. Again this would be possible by just having a CS hotkeyed (and i do).

Show Servayed Systems
- Just a small assist to see where you can send you SS next. But the again, the mining map mode will allso do that.......

Opinion Map mode
- Its in the name, where are my friends? Who is next on my hit list for galactic domination?



I also have some more few small questions i hope someone can help me get an answer too.
Sometimes I have a full planet with +75% happiness or more, but there is one dude who only has the base happiness????
-There are no information on why he/she/it is not getting the same bonuses as the rest on the planet (this includes bonuses from tatues and entertainment buildings)
When on the same subject, there are times when there are some of my population that likes one thing and the nabour does not like it and another who well... dont kear...
-This happens when slavery is the subject of dicussion, one like it others don't. and with different degrees.

- The only solution I can find for this, is to look at the traits the colony ships have when you make them. As they have different traits giving different traits to its pops and they get mixed up through migrastiona nd resettlements. The counter fo this is to allwasy make the same colony ship traits no matter what, however sometime the selection does not come up at all.
 
First off, Awsome game Love it!

Now for some more specific "stuff" to add in when it comes to Deplomatic Map Modes:
Is this the only Map mode you will add inn? If yes, what others? But if you are just ading the one map mode, why not any more?

Here are some of my sugestions:

Colonial Map Mode
- Beeing able to se possible habitable planets while on the galactig map mode. This is sort of allready in there, just that you need to have a colony ship selected to see them. I have had situations where I want to expand, make a colony ship and then realise no planets are within reach.
(ohh and possible bug: I can't see my colony ships on the "civilian ships" list if the Ship was made from a starport within a sector.)
There's a 'detailed' map mode you can toggle, either by checking the box in the bottom right of the screen or turn it on temporarily by holding Alt. It'll give a more detailed overview of sectors and their resources, etc, including if there's a habitable planet there.
 
Regarding people talking about border revision - I do not want them coming into my borders I do not want people SNIPING planets, and I do not want science ships snooping about scanning my systems (And getting a chance to complete precursor quest-line and getting bonuses).

You guys may want that, but I don't. Just sounds tedious keeping people out, especially on multiplayer where they won't care about 'Diplomatic penalties' if they violate my closed border policy.
 
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