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Stellaris Dev Diary #42 - Heinlein patch (part 3)

Hello everyone and welcome to another Stellaris development diary. This is the third part in a multi-part dev diary about the 'Heinlein' 1.3 patch that we are currently working on. This week's dev diary will be about more miscellaneous changes and improvements coming in the patch, currently planned for release sometime in October.

Federation/Alliance Merger
When Federations were given the ability to vote on invites and wars, alliances became a bit of an odd duck in the Stellaris diplomacy. A middle layer between the 'loose' diplomacy of defensive pacts and joint DOWs, they ended up as little more than a weak form of Federation that's usually swapped out the moment the latter becomes available. In Heinlein, we've decided to retire alliances altogether and have Federations be the only form of 'permanent' alliance. When you unlock the technology for Federations, you will immediately be able to invite another empire into a Federation with you, 4 empires no longer being necessary to start one. Once a Federation has been formed, the technology is not required to invite new members or to ask to join it.

Federation Association Status
Another issue we ran into with the changes to diplomacy in Asimov is that Alliances and Federations had trouble bringing in new members - since non-aggression pacts, defensive pacts and guarantees were no longer possible with outside powers, building trust is difficult and you have to mostly rely on large bribes to get new members to join, something that just didn't feel right. To address this, we're adding a new diplomatic option to Heinlein called 'Federation Association Status'. This works similarly to an invite to the Federation in that it can be offered and asked for with any member of the Federation, but must be approved via unanimous vote. A country that has Federation Association Status is not actually a part of the Federation, but has a non-aggression pact with all Federation members and will gain trust with them up to a maximum value of 100. Revoking association status can be done via majority vote, or on the part of the associate at any time they like.
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Planet Habitability Changes
The planet habitability wheel is a mechanic we were never quite happy with - it makes some degree of sense, but it's hard to keep track of how each planet relates to your homeworld type, and it ends up nonsensical in quite a few cases (Desert being perfectly fine for Tropical inhabitants, or Arid for Tundra, etc). We found that most players tend to intuitively divide planets into desert/arid tundra/arctic and ocean/tropical/continental, and so we decided to change the mechanic to fit player intuition. Instead of a wheel, planets are now divided into three climate groups (Dry, Wet and Cold) and two new planet types (Alpine and Savanna) were added so that each group has 3 planet types. Habitability for the climates now works as follows (numbers may be subject to change):
  • Habitability for your main planet type is 80% (as before)
  • Habitability for planets of your climate is 60%
  • Habitability for planets of other climates is 20%
As such, you no longer have to keep track of anything other than which climate your planet type has to know whether a particular type of world is suitable for your species.
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We also felt that the number of habitable planets in the galaxy was too large overall, but that we couldn't really decrease it so long as the player only had access to 1/7 of those types at start, which would now become 1/9. We also felt the colonization tech gating could be rather arbitrary, particularly if you had a species suited to a particular planet type but still couldn't colonize it due to lacking the tech. As such, we've done away with the tech gating on colonization, and instead instituted a 30% minimum habitability requirement to colonize a planet. You will also be unable to relocate pops to a planet if their habitability there would be under the 30% minimum. With this change we've also majorly slashed the number of habitable worlds in the galaxy, though if you prefer a galaxy lush with life you will be able to make it so through a new option outlined below. We are, of course, looking into and tweaking the effects that having less habitable worlds overall will have on empire borders.

More Galaxy Setup Options
There is an old gamer's adage that says 'more player choice is always better'. We do not actually agree with this, as adding unnecessary/uninteresting choices can just as well bog a game down as it can improve it, but in the case of galaxy setup in a game such as Stellaris, it is pretty much true. With that in mind, the following new galaxy setup options are planned to be included in Heinlein:
  • Maximum number of Fallen Empires (actually setting a fixed number is difficult due to the way they spawn and how it's affected by regular empires)
  • Chance of habitable worlds spawning
  • Whether to allow advanced empires to start near players
  • Whether to use empire clustering
  • Whether endgame crises should be allowed to appear

Sector Improvements
Since barely a day goes by without a new thread on the topic of sectors and enslavement, we would of course be remiss not to deal with this particular bugbear. We intend to spend a considerable amount of time on the sector AI for Heinlein, but I'm not going to go into specifics on bug fixing/AI improvements but rather on a series of new toggles that we intend to introduce to give the player more control over their sector. In addition to the current redevelopment/respect tile resource toggles, the following new toggles are planned for Heinlein:
  • Whether sector is allowed to enslave/emancipate
  • Whether sector is allowed to build spaceports and construction ships
  • Whether sector is allowed to build military stations (this will replace the military sector focus)
We're also discussing having a sector toggle for building and maintaining local defense fleets, but we don't think we'll have time for it in Heinlein.

That's all for today! Next week we'll be talking about Fallen Empires, how they can awaken, and the War in Heaven.
 
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I'm confused.

Can't the president just force though a war where he can take everything without giving anything to anyone else?

In 1.2, only a Fed president can propose wars. They have to be voted on by members.

In 1.3, apparently any Fed member can propose wars at any time. I assume it'll still require a vote.
 
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As such, we've done away with the tech gating on colonization, and instead instituted a 30% minimum habitability requirement to colonize a planet.

Do the former colonization techs still exist in some form (like maybe providing +X% habitability) or are they completely gone?
 
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3) You will be able to colonize tomb worlds from the start so long as you have something that can live there.

Great. I always wonder why when I conquer a planet of primitives early in the game I cannot build a colony ship with those people and colonize a similar planet. Instead you have to wait for the right colonize tech to appear which may take 100 years. So that is a great change.

I can see the need to reduce the habitable planets since everyone will be able to claim far more types of worlds earlier in the game. No it comes down to choice, which system do I want, what strategic value dose it have, can I afford it, can I defend it. I think it will make player choices far more important.

I don't use Federations much but I can see a need to befriend one, nice.

Great changes.
 
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Cool. Like the new habitable worlds rules.

How does the 'chance of habitable world'ls forming' affect the way you always seem to get one or more of your own planet type spawning within your immediate vicinity at the start?

EDIT: and how about a build robots y/n toggle for sector, since they don't seem to do so on their own
 
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Can we ensure that sectors will pay the upkeep for their ships/spaceports?

What about trade and civilian ships? It would be great to have a 'living' galaxy. Materialists and Individualists should have some degree of 'soft' power originating from private enterprises within their civilisation.
 
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@Wiz

Since you have Dry and Wet climates, it seems you are tackling water availability and the state of water molecules instead of actual climate. It would make a lot more sense to have Cold changed to Frozen instead, so all 3 "climate" types reflect that.

There is indeed an issue with the classification, but frozen wouldn't solve anything, since a tundra planet is not exactly frozen.

you can divide planets by temperature Hot, Warm and Cold, but it wouldn't work with the planet types above, since a jungle planet is usually hot and an arid planet not necessarily so.
or you can divide them by water availability which more close to the above, Dry, Humid and Wet.

But the classification above mix the 2 in a way that is not logical. You can't put temperature and water on the same axis. I think a double entry climate matrix would be the obvious solution

Trying to fit the existing types in the matrix does something like this :

Code:
               Hot            Warm            Cold
Dry           Desert          Arid            Alpine
Humid        Savanna       Continental       Tundra
Wet          Jungle          Oceanic         Arctic

Oceanic and Jungle could be switched btw i'm not sure wether you should consider an oceanic as more hot than a jungle.

@Wiz : the habitability could then depend on 2 factors but that would make contiental more ideal than others.
 
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More questions:
Since I assume you will get rid of the colonization tech like it works in 1.2 and below, will you instead add some sort of tech that allows you to increase the habitability of said planet groups? For example: Ocean habitability +XX% and the ability to choose such a preference during gene modding in one tech?

Also, how does terraforming work now?
 
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More Galaxy Setup Options
There is an old gamer's adage that says 'more player choice is always better'. We do not actually agree with this, as adding unnecessary/uninteresting choices can just as well bog a game down as it can improve it, but in the case of galaxy setup in a game such as Stellaris, it is pretty much true. With that in mind, the following new galaxy setup options are planned to be included in Heinlein:
  • Maximum number of Fallen Empires (actually setting a fixed number is difficult due to the way they spawn and how it's affected by regular empires)
  • Chance of habitable worlds spawning
  • Whether to allow advanced empires to start near players
  • Whether to use empire clustering
  • Whether endgame crises should be allowed to appear



Will it be possible to set them as "random"? I always enjoy the random factor in my games.
 
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It would seem that adaptive may become very useful as it makes a difference between being able to colonize 1/3 of planets and 3/3.
 
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Sweet changes. Only additional thing in galaxy setup I'd love to see would be pre-ftl civ prevalence/chance.
 
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I'm not so sure about alliances being redundant. Even if all members can propose wars now, there are lots of scenarios I can imagine where two empires would agree to help each other in offensive or liberation wars without wanting all the commitment of things like a federation fleet or having to vote in all these ways. Xenophobic or militarist states might not want to give up any foreign policy control.

Federation association sounds really great, though. Does the associate have the option to join federation wars if they want (though they should not be auto-called IMO)?

Reading the title of that section I actually thought that there would come an option where if two federations and/or alliances had very high relations with each other they could propose and vote on merging the two. That would be cool :p
 
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I have always though that arid worlds where savanna ones. Where is the difference actually? Vegetation?
Hum putting away colonization techs seems strange... but we'll see how it works. So adaptative trait would now be focused to make you live better on planets of your climate? Are the climates planets colonization techs gone?


Unique graphics, yes. Tile blockers, maybe.
Need to have new tile blockers too please!
 
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I realize there's maybe 2 months left until the patch is ready, but will there be a beta branch where we can play with at least some of these awesome changes as they are introduced?
 
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Can you explain what changes will be made to the technology that was previously required to colonize planets? It sounds like these technologies will be removed.
 
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