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Stellaris Dev Diary #37 - Asimov Patch, part 2

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Hello everyone and welcome to another Stellaris development diary. Today we will once again be talking about the Asimov 1.2 patch, that is planned to be released before the end of June. Last week's dev diary covered most of the diplomatic changes, here we'll be covering a variety of other changes and additions, though it will by no means be an exhaustive list. Full patch notes will be posted at some point before the patch is made available to the public, and include a large number of balance changes, bug fixes and UI improvements.

Better Looking Battles
One thing we were not quite happy with in the release of Stellaris is the way battles look - when small numbers of ships are engaged, it generally looks fine, but large fleet battles turn into disorganized heaps of ships, or 'beeswarms' as they have been described by players. A number of mods (such as the Beautiful Battles mod) emerged quickly to tweak this part of the game, and we've been looking at them for inspiration on how to improve the battle visuals. We plan to look more in detail at ship roles and fleet engagements in the future, but for Asimov we've made the following changes:
- The range of all weapons have been increased, so that fleets will engage at longer ranges and spend more time advancing at each other before close-up engagements happen.
- Combat computers were changed from Aggressive and Defensive into Swarm and Bombardment computers, to better describe their roles. Ships with Swarm computers will move in closely and engage, similar to old combat behaviour, and have bonuses to damage, speed and evasion. Ships with Bombardment computers will advance into weapons range and then slowly drift towards the enemy until they have range with all of their weapons, and have bonuses to accuracy, fire speed and weapons range.
- The default combat behaviour of ships was changed from that of orbiting 'swarm' mode into one where they make passes at the enemy and attempt to engage with 'broadsides', which should help make large battles look like less of an angry beeswarm unless all ships involved are using aggressive computers.
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Map Modes
A highly requested feature ever since release has been the addition of more map modes, so that players can more easily keep track of things such as who their allies are, which empires they are at war with, or who has a positive attitude towards them. For Asimov, we've added a map modes feature with fully scriptable map modes that let modders at their own map modes, with three new map modes coming as part of the patch:
- Diplomatic Map Mode: Shows diplomatic relations with other Empires, such as whether you are at war, are allies with them, or are blocked from entering their borders.
- Opinion Map Mode: Shows their opinion of you.
- Attitude Map Mode: Shows the AI's attitude towards you.
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Nomad Fleets
Another feature that we decided to expand on for Asimov is Space Nomads. A rather rare encounter in the base game, all they do is share contacts with other empires, and we felt they're an interesting concept that can be used in far better ways. Nomads are now a roaming fleet that can enter the galaxy sometime during the course of the game, and will then plot a course through the galaxy, visiting a variety of locations before they leave it again for destinations unknown. If they pass through your space on the way, they may interact with you in a variety of ways, such as offering to sell you some ships, or requesting permission to settle some of their people within your borders.
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Slave Factions
As you likely know if you've been reading these forums, slaves were not intended to be as docile as they were in the release of the game, but rather we had to cut slave revolts for lack of time because slaves were completely unmanageable and threatened to make the feature entirely useless. For Asimov, we've reworked the Slaves faction into a pair of factions called the Docile and Malcontent Slave Factions. As the names imply, Docile Slaves are slaves that are relatively content with their lot in life, and will at most demand that regulations are placed on the worst excesses suffered by slaves, while Malcontent Slaves are far more riotous and will demand their freedom. There is also an Aboltionist factions that can be joined by free pops who are sympathetic to the plights of the slaves.

New Wargoals
Something that has been frequently requested is more variety in the wargoals you can use on others, so that war can happen for other reasons than simply to transfer territory. This is an area we'll be looking at fleshing out long-term, but for Asimov we've added at least a few new wargoals to spice things up:
- Make Tributary: You can now take tributaries in war. Tributaries is a type of subject that pays 20% of their Energy and Mineral income to their overlord, but do not join their overlord's wars and are free to declare their own wars and colonize planets.
- Abandon Planet: If you have Purge policies allowed, you can force an enemy to abandon a planet, killing all pops on that planet in the process.
- Humiliate: You can humiliate enemy empires, making them suffer a negative modifier and giving you a chunk of influence.
- Open Borders: Forces the other Empire to open their borders towards you for 10 years.
- Stop Atrocity: Forces the other Empire to ban slavery and purging.

Diplomatic Incidents
A big part of the aim with the Asimov patch is to make the diplomatic game more interesting, and have more interaction between neighbouring empires. Diplomatic Incidents is a series of events that can occur between empires which shake up relations, usually related to the actions of one empire towards the others. An example is that an empire might suspect that a foreign science ship surveying inside their borders is there to spy on them, and will demand humiliating assurances from the owning empire that their secrets are safe, or else close their borders to the 'transgressor'.

That's it for today! Next week will be the last development diary before we all disappear on vacation, and will talk about what the future holds for Stellaris.
 
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Ships with Bombardment computers will advance into weapons range and then slowly drift towards the enemy until they have range with all of their weapons, and have bonuses to accuracy, fire speed and weapons range.

Why would they drift towards the enemy? There should be some tactics like kiting and things like that, they should try to stay at a range to avoid enemy fire. Maybe there should be more modes, but this is a step in right direction.
 
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I hope those ship computer changes come with +range modifier that we can use in mods! :O

Really excited about that one!
 
Suggestion - add some information at galaxy map, about primitive races at planets.
Because for now, it is a little annoying, to jump from one solar system to second with searching 'where' are this primitive races.
This will help a lot.
 
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So the patch will be released sometime next week before you guys go on vacation right ? Don't leave us waiting :(
Also primitive species map mode will be really handy !
 
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Something that irked me when I was testing battle mechanics was that when I was using a ship with exclusively long-ranged weapons (eg. battleships with only tachyon lances), the ship would continuously drift towards the enemy fleet even it it was already in firing range. When the battles lasted a long time, the ship would eventually bump into the enemy, essentially nullifying its massive range advantage, which made no sense to me. I'm hoping that this issue has been fixed, or better yet, I'm hoping that it's a fault on my end and I'm doing something wrong.
 
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Does the patch contain any balance to weapons? It's badly needed, well a complete overhaul of the system is needed imho, but balancing could be a temporary patch for now.
One thing which badly needs some love are strike craft. They should have high evasion for one thing!
 
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Make a important update and go to hollidays ? How that can be wrong.

Thank for the news, this look like great and improve the game, for free, so good to know. Think to give us a beta, and fix somes bugs before leave. :)
 
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Love those war goals! Looks like my militarist empire is going to have a nice source of bonus influence now.

What about the colony development events you mentioned in an earlier DD (iirc)? Will they be in Asimov or in a later patch?

I'm 99% sure they're slated for the patch after Asimov.

2. The fact that you need to be a purger to kick people off of planets is odd. At some point, I'd like to see some kind of refugee system that allows displaced pops to survive.

Refugees would be an immersive feature. You could get policies of whether to allow them, or how many to allow, what rights they get, event chains. Also could potentially be controversial because of current world events though.
 
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View attachment 190565

- The range of all weapons have been increased, so that fleets will engage at longer ranges and spend more time advancing at each other before close-up engagements happen.
- Combat computers were changed from Aggressive and Defensive into Swarm and Bombardment computers, to better describe their roles. Ships with Swarm computers will move in closely and engage, similar to old combat behaviour, and have bonuses to damage, speed and evasion. Ships with Bombardment computers will advance into weapons range and then slowly drift towards the enemy until they have range with all of their weapons, and have bonuses to accuracy, fire speed and weapons range.
- The default combat behaviour of ships was changed from that of orbiting 'swarm' mode into one where they make passes at the enemy and attempt to engage with 'broadsides', which should help make large battles look like less of an angry beeswarm unless all ships involved are using aggressive computers.

Wouldnt it be better to do it like this:

Swam Behaviour: engage like old combat behaviour but on the distance of the shortest weapon they have mounted. This is for max damage.

Bombardment: engage at longest weapon range they have mounted. Only use short mounted weapons for defense. Why should my artillery ship engage at the distance of my short range laser which would be only for defense against small corvettes. Makes no sense.

I dont see a reason why a ship should move closer to the enemy than its shortest weapon range. When I have only weapons with ranges of 100-60 range, why should I move in a range of lets say 20 when maybe my enemy dont has a weapon range of 60? I could kill him without taking damage if my ship moves faster.

This brings me to another point of the game... combat speed... heavy weapons (long ranges) should take a lot of power so that the engine has less energy to move fast. So ships with short weapons should be able to move faster (independantly of ship classes).
 
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2. The fact that you need to be a purger to kick people off of planets is odd. At some point, I'd like to see some kind of refugee system that allows displaced pops to survive.

This.

Would be great to have the abandon planet war goal regardless of purge policy and then be given a choice as part of the peace negotiation about what to do with the pops. Either purge (if allowed) or return to their home empire as refugees which would cause them to be auto resettled to the nearest available planets with free slots.

You could imagine a modifier during negotiation too that would help to make an empire more/less likely to accept a peace deal: "-50 Won't accept any peace deal that purges pops" - with suitable adjustments for ethos and whether they are pops from the primary species etc. I'd imagine collectivists would be more willing to lose pops in order to restore the peace, but individualists would see every pop as worth saving.

Bonus points for allowing other empires to step in and accept refugees from other wars (maybe the other empire doesn't have any spare slots, or has been wiped out entirely) and have those pops receive a temporary happiness boost - grateful to the new empire for taking them in (perhaps a unique feature for xenophiles?). Could even grant a "Liberate homeland" war goal to the new empire to help take back the planet they lost for a permanent happiness boost?
 
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This brings me to another point of the game... combat speed... heavy weapons (long ranges) should take a lot of power so that the engine has less energy to move fast. So ships with short weapons should be able to move faster (independantly of ship classes).

That's already modeled, I think, in different engines and different weapons requiring different power consumption.
 
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- Combat computers were changed from Aggressive and Defensive into Swarm and Bombardment computers, to better describe their roles. Ships with Swarm computers will move in closely and engage, similar to old combat behaviour, and have bonuses to damage, speed and evasion. Ships with Bombardment computers will advance into weapons range and then slowly drift towards the enemy until they have range with all of their weapons, and have bonuses to accuracy, fire speed and weapons range.
How do other types of combat computers work, like the Precognitive Interface?

An example is that an empire might suspect that a foreign science ship surveying inside their borders is there to spy on them, and will demand humiliating assurances from the owning empire that their secrets are safe, or else close their borders to the 'transgressor'.
I'm guessing this means you've altered the Galactic Ambitions tech, that would make it impossible to scan in systems owned by other empires?
 
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- Stop Atrocity: Forces the other Empire to ban slavery and purging.
1. Does it mean that huge slaver empire can be crippled in just one war?
2. Is it per planet? per species? or fixed warscore cost?
3. How would mechanic prevent pre-peace genocide(purging every rebellious slave and unwanted pop before surrendering)?
 
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