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Stellaris Dev Diary #34 - Clarke Patch

Hello everyone! As you may have noticed, there was no Stellaris development diary this week, because the team has been extremely busy working on the first free patch for the game, which we have named Clarke. Clarke is currently undergoing internal QA testing, and we hope to have a beta version of the patch out for you before the end of the week. Therefore, we decided to do a dev diary after all, detailing some of the fixes, changes and improvements coming in the patch.

Please note that the highlights below are just highlights, NOT exhaustive patch notes!

UI IMPROVEMENTS
A major target area for Clarke was the UI, particularly in regards to sectors and diplomacy. A few highlights:

  • Sectors can now be managed directly from the outliner.
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  • Diplomatic Notifications are now much more detailed.
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  • End of Combat interface has received a major face-lift.
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  • Habitability icons/tooltips now show you more detailed information, including which worlds in a system you can currently colonize.
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AI IMPROVEMENTS
Another major target area for Clarke was to address complaints regarding the AI, particular in sectors to sectors and warfare. A few highlights:
  • Greatly improved sector AI handling of pops, buildings, spaceports and mining stations.
  • Fixes for AI in end game crises.
  • Improvements and fixes to AI handling of its fleets.
  • Less restrictions on what the AI will trade and with who, especially in regards to border access.
  • In multiplayer, empires that are player-controlled will have a 'limited' AI for a period of 10 years if the player drops. The limited AI will not make any drastic changes to the empire, such as changing sectors, disbanding ships, declaring wars, etc, allowing a player to rejoin their empire pretty much as they left it.

We've also added a new option in galaxy setup where you can set the AI's overall aggressiveness.
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EMPIRE BUILDER IMPROVEMENTS
We also took some time to add a pair of highly requested features to the empire builder. Namely, the ability to write a biography for your species and empire, and the ability to customize ruler titles. Ruler titles are customized separately by gender, and will remain even if you change government type, so long as the new government is of the same type as the previous one (so changing from a Monarchy to another Monarchy will not clear your ruler titles, while changing from a Monarchy to a Democracy will).
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BALANCE CHANGES
While balance wasn't our main priority for Clarke, we nonetheless targeted a few major balance issues. A few highlights:
  • War score costs now scale to the size of your target, so you can take more planets from large empires but can't vassalize them in a single war.
  • The ability to stack evasion on Corvettes was nerfed.
  • Strike craft had their range substantially increased.
  • Ethics were rebalanced to make Xenophile/Xenophobe stronger picks, among other changes.
  • It is no longer necessary to control planets to demand them in war, but controlling planets that are set as wargoals are now worth more warscore.
  • Technology cost is now increased both by number of planets owned and size of population, instead of just population. Accordingly, the tech increase cost from population was lowered.

BUG FIXES
In addition to all this, Clarke naturally also includes dozens of fixes for bugs large and small. A few highlights:
  • Military Station maintenance is now correctly calculated (was far too high previously).
  • Numerous fixes to events, including fixing up the Old Gods event chain.
  • Fixed 'ghost' trade deal entries and trade deals silently failing when you traded above a certain percentage of your resource stockpiles.
  • Democracies that don't allow slavery will no longer get the Slaver mandate.
  • Difficulty settings are now available in multiplayer setup.

With Clarke almost finished, we're now switching over fully to working on the Asimov patch, as outlined in last week's dev diary. Where Clarke was mainly a fix and UI improvement patch, Asimov will target the midgame with new diplomatic features and event chains. More details about Asimov will be released in development diaries over the next few weeks, but if you have any questions about the Clarke patch, feel free to ask and I will do my best to answer.
 
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This is awesome!

Love how you're tackling the UI like this.
I think that for now, with those changes (like the carrier changes, yay!) my short-term wishlist is reduced to only 3 items now :D
  • The ability to easily create/edit new name-lists (maybe from the main menu or empire creator)
  • A quick and easy way to find certain pops on certain planets. For example, I see on the species screen that one of my pops are adapted to arid terrain but can't really "jump" to them, having to instead figure out which planet they are in. Which gets a bit annoying when you have hundreds of planets and lots of them have repeated names :p
  • An easier way to "heal" ground units other than having to take turns and land some of them each time :p Perhaps a Spaceport Module like the barracks could heal ground units if their transports are stationed there? :D
Thank you very much
Love the game! :D

(And yay, first post!)
 
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Right, because space aliens follow the European rules of war.
'Everyone who go to wars do so for various reasons. That kinda goes without saying, and isn't a European thing.
 
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'Everyone who go to wars do so for various reasons. That kinda goes without saying, and isn't a European thing.

What if your "reason" is we want to always be at war to get 10% war happiness? OR something even more inane? The point isn't only certain ethoses in the game would even have to justify a war to their own citizens. For others, maybe they just like war.
 
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What if your "reason" is we want to always be at war to get 10% war happiness? OR something even more inane? The point isn't only certain ethoses in the game would even have to justify a war to their own citizens. For others, maybe they just like war.
Exactly. Then that's their casus belli. Point proven. Just like how some groups in EU4 had "free" casus belli on other nations. In fact I think hordes in EU3 were automatically at war with neighbouring nations. The fact that nations happen to have reasons for picking fights has nothing to do with "European rules of war".
 
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The battlereport on evasion seems to be a bit missleading. Battlereports where I have a hitquote of 100% while the enemy had 100% evasion seem a bit strange. It seems evasion worked when the value is shown to be below 100%.
 
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I am finding sector governors already improve space stations when they have ample resources.



Have asked for much the same. I'm happier with the approach relyiing on mouseover to ping/cifcle location on the galaxy map. Selecting to find out where a ship is and forgetting to deselect and reselect can be a disaster if a ship is already running through a long queue.

It doesn't for me, I have often clicked on a sectors space station to have it exactly as I left it. I even figured lack of resources might be the problem so I opened the console and gave my self an abundance of resources and then gave it all to my sector, still no change in the space station.
 
CLARKE Patch crashes after some time, when AUTOSAVING at the start of a new month, happens with all IRONMAN games, as there is every month that autosave.

Leave game before month end
go back to 1.0.3
playe some days
leave game to save it
load again 1.1
Play until month end ...

and so on

LOL
 
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It would be helpful, once the planet has been surveyed.
 
Found some bugs in 1.1.0_beta:
* the display "strategic resources" (top of the window) is not calculated correctly (e.g. when a sr is "consumed" by a spaceport-module, it still display 1/1 in the sr-infowindow)
* planetary modifiers of spaceport-modules are applied even if the "required resources" are not existing
 
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The Emperor Starbases *Star Empire* wont build, trying to build them yields standard Military Starbases.

EDIT: Confusingly, the emperor bonus still applies, but it no longer carries the Rulers name to it.

EDIT 2 : Anomaly " The Ultimate Weapon " Yielded me a Red Laser, while I was Researching it at the same time. Told me " Research Finished ", got the Red Laser Research, but my current Red Laser research was still 3 month from completion despite just having gotten it. I let the research finish then just in case.

EDIT 3: Other realms approach me as though they are me ! As in for instance, Materialistic, Fanatic Individualists Speaking as though they are a Hive mind, offering me a piece of their conscience *embassy*, where as I am the Hive mind type. Even going as far as to use my empires name in such offers.

EDIT 4: Annexed Race, Bronze age, close to half of its population is by now " Educated", however, the newly growing pop's all come still with the " Stellar Culture shock" malus and need still 50 years before they too become educated, rather then going with the increasing numbers of educated pops, would be sweet to, at the very least, see a degrading malus, based perhaps on the date of Annexation ? Give new pops least a slightly smaller malus based on the population already Educated.
 
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