• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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!
 
Last edited:
  • 1K
  • 289
  • 6
Reactions:
Congratulations on a fantastic release that I believe will set the new benchmark for space empire games. Please do fix the late-game lag though, it makes what should be a boatload of fun unbearable. :/
 
  • 2
  • 1
Reactions:
Great news. Good list of changes. This game I genuinely believe can be an absolute classic given some time. The base is solid, albeit the mid game as already acknowledged is lacking - but fix that (and bugs performance goes without saying), and add some other clever dynamic features and Stellaris will be the absolute boss.
 
  • 1
Reactions:
Could the Border Access Revision change be toggleable in options please? Personally I hate open borders and was actually really enjoying Stellaris offering a different feel to the other games. I love the feeling of encirclement as the other races grow around you, and logically would in no way be ok with them flying fleets through my occupied systems. Trust should come with time, not be a default position.
 
  • 1
  • 1
Reactions:
Please consider also the tedious micro-management happening in mid and late games for empires that cover at least 40% of the galaxy - there should be more automation. For example - upgrade all buildings in the planet with one button or with low-costing edict or something like that.
 
  • 1
Reactions:
I'm super excited for all this! I do like Kentonio's idea about "toggleable" border access options though, or possibly tie border restriction to the xenophobe/xenophile or pacifist/militaristic ethos choices.
 
I like this game allready, ofc there some issue that needs fixing and some ideas that needs implementing.

but 1 thing i rly rly rly like to have is a folder system for Ship design saves, so i can save ship designs and import that to a new game, i rly like the idea behind designing ships and can use loads of time on it, hence why it would be awesome to be able to save my designs from my single player campaign and import them to my Multiplayer game, where you dont have the option to Pause and sit andround and fiddle whit it the same way. its also rly not fun designing the same ships each and every game.

also a easy way of change only part of your fleets designs, example could be in the fleet window where each design have a box in the top, add a right click menu where you could change the design of that part of the fleet.

i usually run 3-4 design of each ship type i my fleet, so a folder system and a easier way to interact whit parts of the fleet would be awesome.

But so far its looking rly good. looking forward to the fixes and updates in the near future, Joint war dec ftw :D then i dont have to ally my friend all the time and get dragged in to hes small wars everytime, but when he needs me vs a fallen empire he can ask me and my vassels to help. thats a great feature.
 
  • 1
  • 1
Reactions:
My wishlist:

Auto explore/survey for science ships

Button to upgrade all buildings on a planet or at least make the small upgrade button directly schedule the update without the extra click.

Redesign terraforming. Right now you have to build a terra forming station to get the option. It's easy to forget at which planet you built one since there is no visual indicator on the map. So maybe have the terraform button in the planet view make you select a construction ship and build that station then or give a map indicator if the planet has a terraform station. Easy fix might be color the planet icon on the map, that's usually green, yellow or red, blue.

Also the notification for a newly terraformed planet needs to stay longer.
 
Last edited:
  • 4
Reactions:
Would this be feasible to mod in or choose for open border issues?

"Open borders, but its open season on any military ship that gets into your actual borders without an explicit grant of permission"

You'd then be able to get the benefits of trade and simulate the difficulty of actually policing a huge mass of empty space, you can hit the enemy if you can hurt him because its your space but good luck actually trying to restrict access, theres no way to restrict access to a 5000 light year border consisting of mostly empty space.
 
I'm looking forward to the CLARKE update at the end of the month. Very excited!!! :)

I'm an avid competitor in multiplayer, and 1 feature that could potentially be improved is the player-to-player interaction. Currently the player-to-player interaction is limited to the diplomacy GUI, and the chat window button at the bottom right of screen. However hardly anyone ever checks the chat window at the bottom right because there too busy with more important matters. Especially since most multiplayer games are played on fast. The diplomacy GUI is limited to button pressing. Both these make negotiations difficult. Adding a text interface to the diplomacy GUI could help players negotiate trades faster as well as discuss private matters more efficiently.

On a side note , TeamSpeak seems to be the preferred method of communication currently.
 
Last edited:
EDIT: Corvettes are too good.
Is this actually true? I mean, most of the people I've seen complaining have been comparing equivalent fleet power fleets and quite frankly, that's entirely irrelevant (the only fix required in that case would be to give smaller ships a slight combat rating boost). What really should matter is mineral/energy cost/upkeep and fleet capacity used. If a combined fleet of 5k power costs the same and uses the same fleet capacity as a fleet of 2k corvettes then judging their combat ability 2k vs 2k power is completely pointless. I'm not saying this is the case, I haven't done any math, I'm saying I would be interested in an analysis based on this because all I've seen so far are complaints based on fleet power ratings, which are just guideline numbers anyway with no actual gameplay impact as far as I am aware.
 
Thanks.
If other companies had released Stellaris they would have received a lot more flak about it, but I know I can count on you guys to really support your games over the years.
I just hope that you will look at space combat balancing before Heinlein. The things I thing which need to change in Clarke (as combat is currently the majority of the game)

- Lower the effectiveness of evasion, maybe even change the calculation away from accuracy-evasion=hit chance
- Improve large weapons compared to small ones
- Fix targeting in combat that not all ships tend to focus on a single enemy when this will cause damage overflow (especially noticeable with missiles).
- (optionally) make armors (also?) prevent a fixed amount of damage to make small weapons less effective against battleships.

Oh, and look at strike craft.

I'd add that they need to give us a reason not to use torpedoes all the time. Until the last Autocannons and Plasma Cannons they are by far the best DPS most efficient most ranged weapon in the game, even when faced with armored foes and PD.
 
I like this game allready, ofc there some issue that needs fixing and some ideas that needs implementing.

but 1 thing i rly rly rly like to have is a folder system for Ship design saves, so i can save ship designs and import that to a new game, i rly like the idea behind designing ships and can use loads of time on it, hence why it would be awesome to be able to save my designs from my single player campaign and import them to my Multiplayer game, where you dont have the option to Pause and sit andround and fiddle whit it the same way. its also rly not fun designing the same ships each and every game.

It won't work, or at least it won't work without some incredibly complicated work. The tech tree is random and based heavily on your ethos choices. You won't get the same tech each playthrough so your saved ship designs just won't work between games. Any work they put in to try and deal with that, i.e. your design puts in what you do have and lets you toggle the rest, would be a lot of work and effort that is better directed toward bug fixes and improvements in the gameplay itself. I believe that the devs have said this multiple times when asked for being able to save ship designs. No reason you couldn't make your own mod for it though, if it's something you really want available for yourself.
 
The game is great, but at some point you should include an Espionage system - obviously you've got the potential to make that part full-scale and interesting. Without it game just doesn't feel quite complete.

Also, somebody above mentioned the more dynamic trading system as a vital part of a mid-game - I agree with it.
 
Last edited:
  • 2
Reactions:
  • 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.)

I'm not quite sure about this one -- will I be able to position a massive fleet over a homeworld of my heighbour and then declare war? Seems gamey and abusable with current game mechanic (relatively fast fleets, relatively fast sieges). I know there are issues when you cannot reach your opponen while in war but I'm not entirely sure it's the best solution. Maybe the AI should be more willing to give border access and there should be some cooldown before you can declare war after cancelling a border access treaty.
 
  • 2
Reactions:
Is this actually true? I mean, most of the people I've seen complaining have been comparing equivalent fleet power fleets and quite frankly, that's entirely irrelevant (the only fix required in that case would be to give smaller ships a slight combat rating boost). What really should matter is mineral/energy cost/upkeep and fleet capacity used. If a combined fleet of 5k power costs the same and uses the same fleet capacity as a fleet of 2k corvettes then judging their combat ability 2k vs 2k power is completely pointless. I'm not saying this is the case, I haven't done any math, I'm saying I would be interested in an analysis based on this because all I've seen so far are complaints based on fleet power ratings, which are just guideline numbers anyway with no actual gameplay impact as far as I am aware.

a 20k stack of corvettes can defeat a 40k stack mixed fleet (balanced with corvettes through to battleships) because corvettes + an admiral boosting evasion + sufficient point defense means only one out of every 6-7 enemy shots connect, and even if a battleship or cruiser connects very often they overkill and waste some of their damage while corvettes are always at 100% efficiency for damage per shot against the bigger boys who they hit with much higher accuracy
 
  • 1
Reactions:
Is this actually true? I mean, most of the people I've seen complaining have been comparing equivalent fleet power fleets and quite frankly, that's entirely irrelevant (the only fix required in that case would be to give smaller ships a slight combat rating boost). What really should matter is mineral/energy cost/upkeep and fleet capacity used. If a combined fleet of 5k power costs the same and uses the same fleet capacity as a fleet of 2k corvettes then judging their combat ability 2k vs 2k power is completely pointless. I'm not saying this is the case, I haven't done any math, I'm saying I would be interested in an analysis based on this because all I've seen so far are complaints based on fleet power ratings, which are just guideline numbers anyway with no actual gameplay impact as far as I am aware.
I'm not completely sure but I think what the developers are trying to get at is having a variety of ships in your fleet for different purposes. Not just a full corvette fleet. People need a reason to upgrade to battleships or they won't. Corvettes are fast with high probability of evasion making them powerful fighters and able to chase down any of the slow bigger ships no problem. Why would I want a battleship in the first place when there is corvettes?