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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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  • Strategic Resource Overhaul: You should need these and search for them far and wide. They should be extremely important
Honestly, I like how resources are currently a carrot instead of a stick, so to speak. I know they're a convention of the 4X genre, but I've never been a fan of how bad luck on the resource draw can cripple an empire from the get go.
 
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Living Solar Systems: Little civilian ships moving around, etc.

...is it odd that this is possibly the thing I'm most excited about (in the way of 'I didn't know I wanted this')? I find Distant Worlds utterly impenetrable overall, but I really like the way the planets in the solar systems actually move around their sun in that game.

Admittedly, this isn't that exactly. Can Clausewitz actually do that?
 
One of the L mount weapons Arc Emitter says in the flavour text that it has a chance to bounce between targets but I've not seen this happen at all and think it's just written in as flavour. If you made the larger caliber weapons able to do AoE/Splash DMG that would help stop the vette spam as adding XL mount is going to make it worse with the accuracy hits.

Also PLEASE fix the carriers. make it so bombers actually go further than 8 from a ship and those could stop vettes. Rename the scout into fighter, switch fighter into bomber (as in WWII dive bombers who went for small nimble ships) and change bomber to heavy bomber (like WWII torpedo bombers who went for slow large ships).

Victory Conditions need a revisit ASAP. You have ethos that don't align with the two current VC at all. PVP is always thus dominated by the same ethos load-out since you can't win using any of the others for the lack of non aggro specific VC which after you've played a couple matches make for a very boring 4X game since it's all the same kill kill kill destroy.
 
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I have been thinking that borrowing some ideas from Victoria 2 could help a great deal to make Stellaris even better:

- Certain Ethics could allow for certain Economic Policies. The player could set empire's policy and separated sector policy. For example: Fanatical Individualistic species should allow for Laissez Faire-like model of governing, with citizens building buildings where they want them but without the government having a say in this and Fanatical Collectivists allowing for Planned Economy thus have more to say (or even having total control) in what their sectors should be doing. And there could be more the in-between models, for less fanatical races.

This could not only make Ethics much more interesting and give more control over sectors' policy without removing them but also help the management issue for some players.

- Another thing that Stellaris could greatly benefit from is putting much heavier impact on having alien POPs (including slave POPs) and POPs with different ethics (especially the opposing ethics). This should create social clashes and make game much more interesting/challenging internally-wise (which is much more important when we talk about large empires). Even Xenophobes could have their internal clashes if their POPs were to start to diverge from their core ethics or if they were to own a lot of alien POPs.

An interesting addition opening more scenarios could be the ability to put specific POPs that have specific traits to a single colony ship while removing all POPs from the planet. This could work in two ways: by sending them with an order to build a new colony (re-settling/forced migration/penal colony) or sending them to make their own future somewhere in the unclaimed space (exile).
 
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I am really liking the shape of the updates to come! But there is one thing i want and that's the ability to see how superior the technology of other species is compared to mine. An example would be making it possible to show that even if they have more technologies than me whether or not it's militarily or something else such as colonial related. Also making it just a little more descriptive when it says equivalent or superior because even if it says they're equivalent they could still be weaker than you at least in the games i've played.
 
I cried reading this, especially when I saw a feature I requested is listed there. I am going to keep playing this game faithfully. Come DLCs, taste my money blade.
Personally I saw several features I requested, but it's not like I was the only one. Ideas that nobody liked but me are conspicuously absent.
 
you guys are awesome :) thanks for picking up on a couple of the suggestions I made (ye I know probably was not my 'The' post but I'd like to think that anyway heh :p )

this game is the best 4x in foeva \o/ very much looking forward to Asimov and Heinlein and beyond !!!
 
One can only hope these updates will be swift and timely, the fact that they are free is a clear indication that Paradox made their money in sales alone. This is good. Less money to spend in the future. Fighters and carriers need more content. More everything for them. Rebalance perhaps. Bigger presence in combat at very least, seem vastly underwhelming compared to big shooty things.
 
I have one question I would lik eto be answered and it this :

Could be possible to allow some mods that do not alter the base gameplay to be working with the Ironmode mode?

One reason why I do not play mods is just because no score is recorded and there are no achievements.

But I would like to be able to play the game with some mods like cosmetics, revamps , different maps, extra factions etc .
 
I would like to see more technologies, more precursor races to do quests to know more about them unless there are more than Cybrex and the League. Would like to see more Fallen Empires and more Crisis's and even more events be it events for Precursor's, Fallen Empires, and so on
 
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I would like to see more technologies, more precursor races to do quests to know more about them unless there are more than Cybrex and the League. Would like to see more Fallen Empires and more Crisis's and even more events be it events for Precursor's, Fallen Empires, and so on

There's definitely at least one more than that (the Yuht)
 
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.
I see your logic.. Border control does need to have some sense of realism to it - a bit llike north sea fishing - your talking a risk if you start fishing about in the wrong waters
 
To be honest this is one of the more polished games I have played in a while. I am very happy you are going to be fixing the mid game for science ships as well as fixing the sector system. A bug that needs to be fixed asap is one that I have run into a few times. I get a war going with an alliance. me vs 2 or 3 AI's. Now they win maybe 1 or 2 battles vs my vassals then it gets weird. Their war score goes up 1 every 5 sec or so doing NOTHING. They get over run I can take very planet they own and kill every ship and I still lose the war because the war score bugs out. Please fix this it makes the end game / mid game pointless if you go up against 2 or 3 AI's.
 
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.
Isn't the idea that you can close borders, not allowing any passage and not bother about diplomatic penalty? Just add the "isolationism" option to close borders to everybody. Still, on the same page, I personally would like an option to attack enemies in neutral space (or my space) and not be at war. Sort of Cold War engagements.

Or cut it into three parts?

1. Default "free access" - hostile empires can decide to attack your ships if they make contact.
2. Allow access - empires won't attack you.
3. Forbid access - you can't enter their space.
 
I will buy this game.. ONLY when Tactical combat is included as a future DLC. Those that doesn't want it, can either not buy the DLC or turn the feature off. Call it an added option. It would be great to have "Titan" or "DoomStar" classes. Weapons that can capture ship, make a ship to ram each other, self destruct... System defense ship that has no jump engines.. Capture ship can be sold, scrap for tech. Desperate empires can buy second hand ships and have a period of ten years of can be scrap for tech. Like Chinese vs russian when they buy their planes. Science ship have weapons, so we can build "explorer" class to explore the Galaxy.
 
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There's definitely at least one more than that (the Yuht)


that's interesting I've never ran into the Yuht, all the times that I have restarted a new game it was either the Cybrex or the League.

something that I just thought of and not sure if it would be possible or if anyone else would agree on, but what I was thinking is the race you are playing you beat the game with the race you was playing as and then you can make it where the race you was playing as has the possibility of showing up in a new game as a fallen empire
 
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I didn't read through 30+ pages, but I noticed 1 thing totally missing from diary: fixing multiplayer arrangements.
 
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I will buy this game.. ONLY when Tactical combat is included as a future DLC. Those that doesn't want it, can either not buy the DLC or turn the feature off. Call it an added option. It would be great to have "Titan" or "DoomStar" classes. Weapons that can capture ship, make a ship to ram each other, self destruct... System defense ship that has no jump engines.. Capture ship can be sold, scrap for tech. Desperate empires can buy second hand ships and have a period of ten years of can be scrap for tech. Like Chinese vs russian when they buy their planes. Science ship have weapons, so we can build "explorer" class to explore the Galaxy.

I think if they ever do tactical combat, it will be years away. I would bet that there will not be any tactical combat in this game.
 
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