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Stellaris Dev Diary #40 - Heinlein Patch (part 1)

Hello everyone and welcome to another Stellaris development diary. This is the first in a multi-part dev diary about the 'Heinlein' 1.3 patch that we are currently working on. As I mentioned in last week's dev diary, Heinlein will be a patch focusing on addressing community feedback, tentatively planned for release sometime in October. As such, you can expect a large number of interface and quality of life improvement, too many for me me to list here precisely what we have planned. However, we do also have some larger changes planned, and this dev diary is here to give you an overview of what to expect.

Auto-Explore
Exploration is an important part of the Stellaris early game, but towards the mid and late game, it can get annoying to have to manage your science ships while also trying to run a sprawling interstellar empire. We've said previously that we don't want the automation fully automated away, so the compromise we've settled on is to introduce a technology that will appear after your empire grows to a certain size that allows science ships to be automated (it will also grant some other bonuses so to be useful to the AI). Though we know that there are are people who want automation options from the very start, we believe that there is always a cost involved in automating core parts of the game experience. You will of course be able to mod the game to permit you to have it enabled from the start, if you so wish.

Rally Points
One of our most requested features since release has been a better way to manage newly built ships. After discussing the various options (such as a fleet designer) we decided to settle on adding Rally Points for your fleets. In Heinlein, you will be able to mark any planet or star in the galaxy as well as any warfleet owned by you as a rally point. When a new warship is built in your empire, instead of remaining at the planet that built it, it will look first for a fleet marked as a rally point. If it finds such a fleet, it will travel to that fleet and automatically merge with it. If something happens to destroy that fleet while the ship is traveling to it, it will abort and return back to its point of origin. If you have no fleet rally points, the ship will instead use the nearest planet rally point, traveling there and merging with any fleet present around that planet. In addition to changing how newly built ships behave, rally points also alter the 'return' order given to ships - instead of returning to the nearest spaceport, they will return to the nearest spaceport marked as a rally point. If no spaceport is marked as a rally point, they go to whichever one is closest, as before.

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Expansion Planner
Another highly requested feature that will be coming in Heinlein is an expansion planner - an interface where you can see planets that are available to colonize or build resource/observation stations at. It is currently planned to be a tab in your empire screen, where you can filter by what you are looking for and easily see the best candidate planet for whatever it is you are looking to do. More details on this will come in a future DD.

Strategic Resource Rework
An area of the game that we feel didn't really work out as planned is strategic resources. They are at once too rare and too common, too varied and too bland. Most of all, we feel that they are far too fiddly to interact with, requiring you to keep track in your head of which spaceports have which particular modules. As such, we currently have the following changes in mind for strategic resources:
- Split strategic resources into strategic (living metal, lythurgic gas, etc) and local (betharian stone, alien pets, etc) resources. Local resource will only be found on colonizeable planets and will allow you to build a specific building (such as a Betharian Power Plant) only on the tile where they are present.
- Add more types of local resources to colonizeable planets, making certain planets more desirable for that powerful special building you'll be able to build on it.
- Have strategic resources have clearly defined civilian OR military use, instead of each being a mix of both.
- Make their bonuses purely global, either via the construction of unique buildings or simply by providing a passive bonus.
- Require you to have only a single unit of a strategic resource to get its full benefits, so the excess can be traded away (terraforming resources will likely be an exception here).

That's all for today. Next week we'll continue talking about the Heinlein patch, specifically about the big rework coming in it: Fleet combat overhaul and dedicated ship roles. Note that as I said, there will be a *lot* of bug fixes, UI improvements and QoL changes coming in Heinlein, so I will not be able to answer every question about which exact ones will and will not make it, but if you have something you feel should be addressed for Heinlein (and it isn't a major feature addition/overhaul), feel free to mention it here.
 
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Are you aware of the existence of people who would want for it to be an edict or event instead of occupying a valuable technology slot?

Sure, but this is what we believe to be the best way to do it. It will be moddable for those who want it otherwise.
 
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There will be more DDs coming on this topic.

Thanks, that's good to hear. I'd love to see a ton of mid-game content, especially stuff that gets nice and specific. I'd love to see events that only happen to certain government types (pretender to the throne in a monarchy), or certain race types (fungal plague devastating your colony throws relations of you and your fungoid ally into turmoil), or certain ethos (religious revival linked to spiritualist neighbor spreading through your materialist empire). When an event really fits into your specific setting, that really makes the whole thing feel alive. But most of all I just want to see about two orders of magnitude more content than we currently have. ;-)
 
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If I am not mistaken, at this point it is impossible to play a slaver empire with enslaved pops controlled by sectors (since the sector governors free the slaves). I would very much like to have this fixed.
 
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Does the developers plan to do anything with the space between star systems? I would like to see things like actually moving rouge planets (could be combined with rare strategic resources and events and options since the planet is drifting somewhere and that could include traveling into a star system or into enemy territory etc.), nebula that you could interact with (maybe with a late game tech or just by themselves turn into a new star that eventually would develop into a normal star system), asteroid fields and so on.
 
No mention of factions or sectors - does this imply these are effectively deprioritized for 1.3? If so, will they come with a later free patch, or are they delayed to a DLC?

Glad to see the colonizing manager and strategic resource priorities, but very disappointed if factions continue to be neglected. A potentially very rich system for the mid and late game.
 
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No mention of factions or sectors - does this imply these are effectively deprioritized for 1.3? If so, will they come with a later free patch, or are they delayed to a DLC?

Glad to see the colonizing manager and strategic resource priorities, but very disappointed if factions continue to be neglected. A potentially very rich system for the mid and late game.

This is part 1 of a series of dev diaries, not 'the entire Heinlein patch'.
 
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Sure, but this is what we believe to be the best way to do it. It will be moddable for those who want it otherwise.
I wonder what might be the reason.
I wish achievements were not disabled for those who do not want to be forced to research a pointless tech just to free up possible research slot.
 
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I wonder what might be the reason.
I wish achievements were not disabled for those who do not want to be forced to research a pointless tech just to free up possible research slot.

The tech will have other effects than just unlocking automation, this was clearly stated in the DD.
 
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So,
10 (roughly) weeks to wait for this Heinlein patch.
10 DD's which will describe what we will get then (what else is there to talk about ?)
So we have just read only 10% of the plans what will be included in that patch.
Doesn't sound too bad ...
 
@Wiz

You should really go full civilization with the resources imo, and divide them into 3 types :
- Workable resources that provides bonus on the tile (or planet if not colonized) output (e.g. wheat, stones in civ)
- Strategic resources that you need to build things (e.g. iron, coal)
- Luxury resources that provide global bonuses (e.g. spices, pearls)

With the ability to trade the last 2.
 
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Excellent, really looking forward to Heinlein.

I'm really hoping that one day you guys can implement 'Living Galaxys' with tiny civilian freighter traffic, mining skiffs going out to asteroid belts, etc. I imagine this could be an entire DLC in it's own right! Mining Stations would be reworked cosmetically for asteroid belts - instead of an orbiting platform large rocks could be 'adapted'. I would also like to see variations of other orbiting platforms that we build.

Another minor cosmetic change I would love to see is changing the in system perimeter boundary from a dashed interface line to an actual glowing ring of tiny, extremely spaced apart, checkpoint light markers, denoting international space. Think of sea buoys along a coastline or in the film 5th Element where a ship is briefly held/waiting at a red light outside of human space.

Oh and another cosmetic idea, when we discover alien or forerunner relics, please can we see an actual physical representation of them on the map? E.g. A strange cuboid orbiting a planet which triggers the Alien mural quest.

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P.S.When bombarding a planet, the fleet should actually fire upon the planet using the same visuals as a fleet battle. Currently the planet just glows from within whilst the fleet just sits there. Fleet stance would determine the fire cycle rate, so light would be very sporadic, full would be very vigorous.
 
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I'm holding out to hear what the dev's have planned in terms of more transformational gameplay changes, particularly in regards to the factions. I really hope that this shift to focus more on community feedback doesn't detract from Heinlin's biggest original selling point (to me), the faction revamp.

Factions are potentially Stellaris' most unique feature among other space 4X games, yet it is woefully under-developed and doesn't connect well enough to other systems in the game. Revamping the faction system is, IMHO, essential for making the mid- and late-game interesting. Otherwise, the whole game is just sort of a slog.

AK_Icebear on the steam forums said this, which I think is an awesome suggestion:

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Factions stability - factions are a complete joke in my experience. They cause limited impact and trivial to pay off. In my mind every artificial limit in the game should instead be limited by a stronger faction system. Scrap the war score and make anti-war factions, or factious cultures across new planets, an incentive to be more modest in your claimed spoils of war. Scrap the sector limit system, but make it so that planet or system factions start to proliferate if they aren't allow their own quasi-autonomy within a sector. Control large empires not by tech-retardation, but by highly divided politics due to factions which reduce tax collection (because they will rebel otherwise, not from a random corruption loss) and increase revolts in furthest systems. I think this would also completely fill out the middle and late game, given that is when factions would start to accrue meaningful power. The game becomes a grand balance between pursuing your galactic ambitions and keeping the 'domestic' situation from spiraling out of control. And yes, there should be 'death' spirals due to factions - I want to be at risk of being reduced down to paltry system or two from a great republic as all factions rebel at once - if I neglect them enough. Can't say enough about how much they under-delivered on factions. Reduce the inevitable resource surplus in the end game by making factions increasingly demand they pay less and less taxes as they itch for independence.
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So only first resourse will provide the empire-wide bonus? I am not sure i like that. What about a degrading bonus? 1st resourse provides 100% of the bonus, 2nd - 50%, 3rd - 25%, etc...
 
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