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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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I'm pretty sure a Paradox dev said that the lag has nothing to do with how powerful a PC is, it's just a matter of code optimization.

And, if I may, it's not healthy to have a game going at 850 FPS. You're wasting a lot of power and basically frying your graphic card. I suggest V-Sync.

So you are saying that if I played the game on my 286, I shouldn't expect lag? Yes, hardware does matter just as much as code optimizations. The code can't be too horribly broken if I'm still seeing 120 FPS with a large empire (~50% of an 800-star galaxy).

I have VSync turned on in the graphics driver and in game. Apparently it is a bug in the game that it isn't honoring it; Other games do honor it on my computer. Paradox might not have tested on an NVidia G-Sync system. Not a big deal for me.
 
So you are saying that if I played the game on my 286, I shouldn't expect lag? Yes, hardware does matter just as much as code optimizations. The code can't be too horribly broken if I'm still seeing 120 FPS with a large empire (~50% of an 800-star galaxy).

I have VSync turned on in the graphics driver and in game. Apparently it is a bug in the game that it isn't honoring it; Other games do honor it on my computer. Paradox might not have tested on an NVidia G-Sync system. Not a big deal for me.
Using V-Sync on a G-Sync system is...idiotic.
 
psst. You can remove planets from sectors. You can do the thing you want to do. Then you can re-add them. Yes it's an annoying few extra clicks and yes, I'd prefer if sectors were a little less restrictive in some ways but "omg game ruined take out all the features" is a little overdramatic.

nope you cant.
because the stupid AI is then changing everything, and not respecting "allow redevelop" toggle.
so infact you cant.
 
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nope you cant.
because the stupid AI is then changing everything, and not respecting "allow redevelop" toggle.
so infact you cant.
It's almost like you didn't read the post I was replying to. But you wrote it. So...

You complained about not being able to directly take actions in sectors (of which only one of the examples was building). You did not complain about the sector AI not respecting it's instructions.
 
Living Solar Systems: Little civilian ships moving around, etc.

While this would make the game feel more alive, I'm concerned about the impact it will have on performance. With "sins of a solar empire", a game that is much like this one in many ways, disabling the displaying of civilian ships nearly doubles the performance of the game in mid-game alone.

With stellaris, already in late-game during large battles my games performance slows down to less than the slowest game speed setting while its set to normal, And that's without civilian ships added into the mix.

However "sins" found a way to improve this, by adding the ability to set maximum fleet sizes for a game. Hint, Hint.
 
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Living Solar Systems: Little civilian ships moving around, etc.

While this would make the game feel more alive, I'm concerned about the impact it will have on performance. With "sins of a solar empire", a game that is much like this one in many ways, disabling the displaying of civilian ships nearly doubles the performance of the game in mid-game alone.

With stellaris, already in late-game during large battles my games performance slows down to less than the slowest game speed setting while its set to normal, And that's without civilian ships added into the mix.
If it's just a little visual thing and it's not calculating a bunch of stuff to do it IO imagine it would be ok.
 
Will there by any scope for larger orbital habitats? Expanding the size of planets with population in the skies could make smaller planets more viable.

Plus I want to go full Culture on the galaxy. Or Eldar Craftworld and just roam the stars.
 
It's almost like you didn't read the post I was replying to. But you wrote it. So...

You complained about not being able to directly take actions in sectors (of which only one of the examples was building). You did not complain about the sector AI not respecting it's instructions.

i complain about not able to use that told features, er only possible to use it on 5 (or some more worlds)
this is not changed when i need to take out and put in worlds from/to sectors, since i can only have 5(or some more) at a time.

if it where that easy with just take the world out of the sector, build it up, and put it into again than this all wont a matter to me, and i could play around that "micro manage" reducing feature, but the problem is that the sector AI is changing everything, so infact you cant use all those given features in the way they where intended.
 
i complain about not able to use that told features, er only possible to use it on 5 (or some more worlds)
this is not changed when i need to take out and put in worlds from/to sectors, since i can only have 5(or some more) at a time.

if it where that easy with just take the world out of the sector, build it up, and put it into again than this all wont a matter to me, and i could play around that "micro manage" reducing feature, but the problem is that the sector AI is changing everything, so infact you cant use all those given features in the way they where intended.
No, again, this has nothing to do with the post you made and I responded to. You're creating a strawman, an argument I never made. Obviously the game should work properly. But this has nothing to do with your post from before. You were crying about how you couldn't do 5 specific things directly in sectors and therefore they "weren't in the game". Again, buildings were only one of those things, and you were not talking about how the AI didn't keep buildings. You were talking about not being able to click a planet and click "build this". This is an ENTIRELY separate issue from whether the AI keeps a building you build. Obviously if you disallow redevelopment then the AI shouldn't redevelop, that goes without saying.
 
No, again, this has nothing to do with the post you made and I responded to. You're creating a strawman, an argument I never made. Obviously the game should work properly. But this has nothing to do with your post from before. You were crying about how you couldn't do 5 specific things directly in sectors and therefore they "weren't in the game". Again, buildings were only one of those things, and you were not talking about how the AI didn't keep buildings. You were talking about not being able to click a planet and click "build this". This is an ENTIRELY separate issue from whether the AI keeps a building you build. Obviously if you disallow redevelopment then the AI shouldn't redevelop, that goes without saying.

ok i see the point, you not able to even get behind the problem.
specially when you say "remove from sector and put in" as an argument against my post that i cant use that features.
and now you complain that i just say that this wont work since AI is chaning all back then?

so my argument, that i can use all those features only on 5 of my actually 80 worlds in my current game is still existent, since we need just to calc out the "remove, change, add to sector" strategy wich is not working.

at all you answer to my post then is nullable
 
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.

View attachment 179299
New Diplomatic Notification. This is a mock-up, not an actual screenshot!

View attachment 179300
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!


*Squeals like a school girl*
 
"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."

"Emancipation Faction. We had to cut this one at the last minute. Needs redesign."

They why, pray tell, did you release the game when you did? Nothing forced you to release when you did except yourselves. You only get one chance to make a first impression. Now the big reviews are out that slammed the mid-game as well.

If the game doesn't meet your own expectations for what you'd want in the game, you had no business releasing it to us. What also bothers me is that you all never mentioned these known issues until a week after 'release'.

I may pre-order future Paradox releases again in the future just to get the preorder bling, but I won't play it for two months. I'm not going to subject myself to a play experience lacking game mechanics you already knew you "neglected" to put in.
 
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Using V-Sync on a G-Sync system is...idiotic.
There is no one right answer to V-Sync on or off for a G-Sync system. For example, there is evidence that turning off V-Sync in Fallout 4 screws up the physics engine. If you google for "G-Sync vsync" you will see a lot of conflicting answers. My guess is that some games don't know what to do with adaptive VSync/G-Sync/FreeSync and the gamer has to play with it till it works best. The most common answer is V-Sync on in the NVidia control panel and VSync off in the game itself (which is the way I have mine set up now).

I don't see any option in the Stellaris settings for VSync. There is a framerate field and apparetly Stellaris sees that I have G-Sync since it lists values up to 144. However Stellaris is NOT limiting framerate for whatever reason. Other games I have (e.g. Watchdogs and Tropico 4) work fine and limit themselves to 144.
 
Hey guys, I love your game. I know this will probably be buried here but I would like to make a request. You may want to confider putting in some slave revolts in. They seem a bit overpowered with no downside. I'm not sure if someone has mentioned that already but I just wanted to add that for some thought.
Keep up the great work, this game is a god send!

*edit: also maybe some different win conditions, not sure how well that would mesh with the game but its a idea.
 
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So you are saying that if I played the game on my 286, I shouldn't expect lag? Yes, hardware does matter just as much as code optimizations. The code can't be too horribly broken if I'm still seeing 120 FPS with a large empire (~50% of an 800-star galaxy).

Yep, i'm sure you would experience serious lag on a toaster also... what they were saying is that Stellaris should run fine on every computer within the requirements.
 
It's very good that you guys keep updating and improving your games after initial release instead of abandoning them.
There certainly was a lot of hype for stellaris and I have to say that it exceeded my expectations.
This game is amazing and I already can't wait for the new hearts of iron.
I have a few suggestions for further updates though.


There is one annoying glitch that I have every time in the startup screen, when I click on the section of Mods the choices for sorting them all pop up.
I don't know if everybody has this glitch or if its just me and my friends, but it's quite annoying.
I would also like to make a suggestion for the species customization, there are so many types of species and that is amazing, but why do only the Humans have female skins whilst all the other creatures have a minimal choice for customization and no female skins?
And last but not least will there ever be an alliance map mode?


But apart from the expected early access glitches this is an amazing game and I can't wait to see what else you guys can do.


''Sir a comet was sighted!''
''What? nooo!, wait...no, it's good now''
''The comets are our friends now''
:)
 
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I'm not going to read 37 pages, but I did read the first dev post. What it doesn't say is the User Interface in general, which is really important in a game of this size.

Things like being able to see which empires are in an alliance / federation together. With weird names it's difficult to look manually and constantly remember. Especially with 44 empire / 1000 stars.

Another thing would be overall build queue including sector spaceports so I don't have to manually click on everyone. And give the ability to set rally points for the love of god, I can't believe a game launch without that one. Also when upgrading fleets, I manually split the fleet to go to all my spaceports to get it done faster. I shouldn't have to do that. It should upgrade intelligently, then come back together.

I want the ability to select all fleets / all armies etc. Also want the option to "upgrade all" on planets instead of manually going through every one. Also make the double clicking the up arrow for upgrade to upgrade, instead of moving mouse to select the only option.

More interactions at the galaxy map level, eg if I select a science ship and right click on a sector that has debris/projects, it takes me into the system view. I want the ability to click "research all" at the map level. Same for constructor ships, where if you want to build a wormhole, I usually don't care where it is. Sins of Solar empire has an autoplace function, something like that would be helpful.

I find also sometimes when i select a ship and right click to move, the order falls through. Instead I go into the system view but the ship is no longer selected. I then have to find and reselect it. Make the interface more "seamless".

I also want the ability to search for things. Sins of Solar empire has that function. Would like to see a similar version here.

I know I've said Sins of Solar Empire a few times here, but I think Stellaris has the potential to be far greater.
 
The only thing that irk me (aside from planets not being on scale with each other, but that's a minor and reasonable design choice) right now is the heir generation...

Why can't Monarchies keep their dynasty ? Where the hell did this black dude with an unpronounceable name come from in glorious white Romanov Empire and how the hell did he became crown prince ?!
 
Why can't Monarchies keep their dynasty ? Where the hell did this black dude with an unpronounceable name come from in glorious white Romanov Empire and how the hell did he became crown prince ?!

Well, when a queen and a gardener love each other very much what happens is...
 
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