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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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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.
I read all of the posts in this thread. None of the people complaining about frame rates gave any details of their hardware. 120/5 = 25x ...I doubt my computer (i7-6700K @4.5 GHz with 980 Ti) is 25x the minimum or recommended spec for this game. I'm not saying they shouldn't work on optimizations; I write code for a living and regularly optimize for better performance and/or lower memory. I _was_ responding tongue-in-cheek (if you didn't catch the /duck in my first post) whilst implying peeps should have a decent computer for playing these games.
 
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It's pretty much always been the case that the recommended specs on the box are the true minimum specs. The minimum specs just means the game will start up. You won't have a good experience on min spec.
 
It's pretty much always been the case that the recommended specs on the box are the true minimum specs. The minimum specs just means the game will start up. You won't have a good experience on min spec.
Well, not allways. For example MGS: Revengeance had minimum specs that were quite above my pc build ATM and I could still run it smoothly with a stable framerate after tweaking the graphic options a bit.
 
It's pretty much always been the case that the recommended specs on the box are the true minimum specs. The minimum specs just means the game will start up. You won't have a good experience on min spec.
Nope Usually minimum requirements means that you have ~30 FPS at minimum details and 1080p. That's the industry standard right now.#

And the current lags even happen on high end systems. So it's not a performance issue but an issue with the engine itself.
 
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Dear Developers,

you did well on this game, I love to play it and my family lose patience waiting for me while Iam playing. But in one sentence : You cowards prefer making a "solid game" and wait for cash instead of setting new marks in almost every part of the game !!!! Since Master of Orion 2 nothing innovative took place, and even you Kings of Strategy, making strategy far more better than most of your competitors, have no better idea than continue old lines ? Be brave and set up new standards. Iam excitingly waiting for your "DLC Plan", looking for the accents you will give that game and the key arguments which make the differences between Stellaris and Master of Orion, GalCiv, and all the other "solid space-strategy-games" .
Dont **** it up !

Thank you for listening me !
 
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It's pretty much always been the case that the recommended specs on the box are the true minimum specs. The minimum specs just means the game will start up. You won't have a good experience on min spec.

It used to be that way some years ago. Now that developers took a lot of flak about that they are being more honest with specs.
 
I enjoy the game so far, but I agree with most of the issues that have been widely (or wildly?) reported on the forum.

Having said that, I still think that a lot of people expected Stellaris to contain the best and most detailed features of the other Paradox games. This is unrealistic, and I am not even sure such a game would be fun to play. What is the point of copying CK2 character design/interactions, EU4 trade nodes, HoI ressources and military complexity, or Vic2 complex politics, Pop needs or world market, when you can just play these existing games?

I really like that Stellaris is bringing new concepts or features (some admittedly borrowed from other 4X games) alongside the usual Paradox's strong storytelling and events system. Yes, some are very good (exploration and colonisation especially), some are good ideas that need balancing (ethos, late game disasters or fallen empires) and some are broken or incomplete (like federations or sectors).

After reading this dev diary, I believe the devs won't choose the easy option of removing these problematic features or bringing existing ones from other games, and will instead develop them further to make Stellaris more enjoyable while remaining unique. Federations (which should be seen as a way to get a diplomatic victory) or Sectors should be the main priorities.
 
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Heres an idea for additional late game/flavor content: More government forms that unlock with tech. It would be really cool if late game you could unlock some truly weird and alien government forms.
 
it would be cool to get an option to in diplomacy for up lifted civs to release them from vassalization on the proviso they join your alliance. So many times I wanted to do this because everyone has formed alliances already but as soon as I release them even if I get them like me first they run of with the girl down the road driving off in my car. Also being able to join alliances i.e. I am in an alliance with 2 civs, their is another one with 3 civs lets team up to make one alliance together. This way no -1000 penalty for being in an alliance already should exist
 
I'm not sure I like the border access open by default. It doesnt make much sense, unless you can move around until they notice you and ask you to leave?

This was done to solve the issue of having several almost eternally incomplete quests where access to locations are almost impossible except by declaring war and liberate/cede the planets on the route towards it. A purely gameplay thing. I'm afraid this is something we will have to live with. Alternative option would be somehow to rework the quest system to prevent that from happening again but then again, it is impossible for the game to predict where you will be able to have access at in future. It's a small price of immersion breaker for a gameplay mechanic.
 
This was done to solve the issue of having several almost eternally incomplete quests where access to locations are almost impossible except by declaring war and liberate/cede the planets on the route towards it. A purely gameplay thing. I'm afraid this is something we will have to live with. Alternative option would be somehow to rework the quest system to prevent that from happening again but then again, it is impossible for the game to predict where you will be able to have access at in future. It's a small price of immersion breaker for a gameplay mechanic.

I'm struggling to understand why this would be an "immersion breaker". Are we to imagine a rope net at the border of every empire that makes physical travel beyond impossible? Is that the immersion? Or is it more realistic to suppose that the borders are mostly notional -- lines on paper -- and crossing one doesn't automatically trip a galactic alarm.
 
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.
I agree with Everything in this post. Please implement ALL of them.
The search function is in the game already. Press F or click the button down the bottom right.
 
I mean, I'm happy paradox will be supporting stellaris the same way they do all their games. That said, the amount of issues (some of them fairly hefty issues) that the devs were aware of before release is disappointing.
 
I don't agree that battleships should be forced to have less small weapons, I love to design my bb's with a few large, some medium and a bunch of small weapons, giving me the illusion I built some ww2 look alike ship. Also who would build a battleship that is practically in capable of defending itself against smaller vessels? A battleship should be fairly capable of holding its own against small groups of enemies imho.
 
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I prefer more diplomatic option instead of allow civilian ship free roam across any border.
One way to do that is allow to establish trade route between empire thus AI have more incentive to accept Border access.

We can add more depth by allow some empire work as space merchant (+Energy, +Mineral , - Ship Limit) and have negative impact on everyone who want to claim them,
 
It is basically the highest priority for the programmers. It really helps when we get laggy saves from our players to test with. I didn't mention it in dev diary because it should be a given (we've already hotfixed some other performance issues.)
Does that include modded ones (especially number of stars / empires) or only vanilla gameplay?
 
What i would really like to see is:
- a choice for sector management "Don´t change anything, just upgrade."
- a fix armor value so larger ships do get better than smaller. (I´m eager for the may patch)
- Genetically engineering the own species shouldn´t make them aliens. More techs giving trait points.
- More military power (offensive and defensive) for the spaceports with each upgrade. A class 6 spaceports should be as good as a fortress.
 
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