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Stellaris Dev Diary #108 - 2.0 Post-Release Support (part 1)

Hello and welcome to another Stellaris dev diary. As we are still in full post-release support mode, until we are ready to get back to regular feature dev diaries, we're not going to have full-length dev diaries. Instead, we'll use the dev diaries to highlight certain fixes or tweaks that we feel need highlighting. Today, we're going to be covering some changes coming to the 2.0.2 beta in regards to War Exhaustion and forced Status Quo.

In 2.0, with the new war system, we added forced status quo peace as part of the new war exhaustion mechanics. We felt that this mechanic was necessary to ensure that limited wars could actually happen and so that the outmatched side in a war still had a reason to fight (pushing the enemy into 100% war exhaustion in order to force peace and reduce their territorial concessions). There were some problems with this mechanic, however, primarily that people felt surprised by a sudden peace in which they might lose systems the enemy has just occupied days ago, and also that certain wars (such as subjugation wars) were very difficult to fully win before being force-peaced out.

After receiving intial player feedback on these issues, we decided to try out a different model of war exhaustion in the 2.0.2 beta, replacing the forced status quo with a penalty at 100% war exhaustion. We have since been playing, testing, tweaking and collecting further feedback, and coming to the conclusion that our original design was correct - forced peace is necessary for the new war system to not simply become a series of single wars to the death, or powerful empires forcing a weaker empire into 100% war exhaustion and refusing to peace while their enemies were crippled by penalties.

For this reason, we will be reintroducing forced status quo peace, and this time it's here to stay. However, we are not simply going to roll back to exactly the way it is in 2.0, instead it will now work as follows:
- When a side in a war reaches 100% war exhaustion, they are now flagged as being at high war exhaustion, and get the alert as before
- Once at high war exhaustion, a 24 month timer will start to tick down for that side in the war. Once the timer is up, that war side can be forced into a status quo peace
- There will be no penalties for war exhaustion, but we will leave in the functionality for modders, as well as the ability to change the number of months before a forced peace is possible or disable forced peace altogether, so that those who truly hate to the idea of ever being forced to peace can at least change it through modding

These changes should mean that a status quo peace is something that doesn't come as a sudden surprise, and give the player time to start winding down their war and retake occupied systems when that war exhaustion counter ticks over into 100%.

We are also going to look into the possibility of changing Subjugation and Forced Ideology wars to either provide a clearer path to win such a war when the enemy has allies defending them, or by allowing Status Quo in such a war to achieve a 'limited victory' (liberating/subjugating part of the enemy empire instead of the whole).

These changes will not be in the very next version of 2.0.2 (as that is already being internally tested and will hopefully be with you before the end of the week), but we expect to roll them out sometime next week if all goes well.

That's all for today! See you next week for another 2.0 post-release dev diary.
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yes its supposed to be? Losing is part of this game too! And you should be able to have fun while losing!
I see you've played an unhealthy amount of Dwarf Fortress. Kudos to you.
 
Wait... losing is supposed to be fun?

I'm not sure what you want here.
It's not fun if they just steamroll you, and you can't recover from it. That's not a challenge. That's just a sledgehammer destroying a cracker.
 
wrong guess
dark souls my friend... dark souls :)
All right then. I just assumed Dwarf Fortress because of their key motto "Losing is !FUN!".
 
It's not fun if they just steamroll you, and you can't recover from it. That's not a challenge. That's just a sledgehammer destroying a cracker.

When would forced peace actually save you from this? My impression is that any proposed rule won't help too much.
 
When would forced peace actually save you from this? My impression is that any proposed rule won't help too much.
Forced peace makes them end the war, whether they want to or not, giving you a truce timer to prepare for the next one.

Just having penalties won't do that. Plus they could just hold you in the war so you can't really do anything,, while you are being utterly crushed by the same penalties.
 
Forced peace makes them end the war, whether they want to or not, giving you a truce timer to prepare for the next one.

Just having penalties won't do that. Plus they could just hold you in the war so you can't really do anything,, while you are being utterly crushed by the same penalties.
The way it works in the current Beta is that you can pretty much perpetually ruin the defenders economy by just holding them at war, unless they actively surrender, which in almost all cases is a literal game over.

Forced peace fixes that issue.
 
But since the enemy know the rules before the war starts, they're going to conduct the war in a fashion that will leave you maimed anyway. By the time the decisive winner reaches the WE breakpoint, how many systems will they have occupied?

I just don't see it being effective with the current setup, except maybe for very large empires.
 
The way it works in the current Beta is that you can pretty much perpetually ruin the defenders economy by just holding them at war, unless they actively surrender, which in almost all cases is a literal game over.

Forced peace fixes that issue.

Assuming that the attacker has laid down enough claims before or during the war to destroy the defender, sure.

My problem -- I think I've been bad at expressing this -- is that I don't see even the original 2.0 system as a serious constraint. In a victorious war I'll run out of influence long before I run out of WE.
 
But since the enemy know the rules before the war starts, they're going to conduct the war in a fashion that will leave you maimed anyway. By the time the decisive winner reaches the WE breakpoint, how many systems will they have occupied?

I just don't see it being effective with the current setup, except maybe for very large empires.
You have to occupy claims in order to get them in Forced Peace.

And it could take a while, cause you can have a bastion starbase that they can't get past protecting most of your empire.
 
Assuming that the attacker has laid down enough claims before or during the war to destroy the defender, sure.

My problem -- I think I've been bad at expressing this -- is that I don't see even the original 2.0 system as a serious constraint. In a victorious war I'll run out of influence long before I run out of WE.
I think one of the issues is that you can still make claims even though you're at war, but that's my opinion only.
 
You basically had a few buses break down when you tried to ried to town in Uzbekistan and now you refuse to use public transport in Tokyo and complain that you gotta walk instead.

People propose you call a cab but you don't want to because you don't know how to make a phonecall.

We tell you there is a simple guide to calling the cab right next to you, but you refuse to and instead ask Japan to pay you back fpr the ticket and hotelroom, an hotelroom you already stayed in for 5 months.
wow do none of you understand that when I mess with computers trying to change things I brake them so I don't even try now I play games not make them make mods or anything else with computers as is my right to say I don't like that they say use mods to fix this no I will not use mods it is a choice I have made and I'm going to stick to my guns and not use mods
 
what? what do you mean by getting fucked over by AI?
I didn't make the original post but it may have something to do with a situation like if u are at war with a empire and both sides took heavy losses to there fleets but before u can rebuild a fleet to defend territory another empire can make war against you and before you can even fight back the enemy conquered there claims and forces a surrender when with just a few more in game years you could of remobilized a fleet and tried to take back the territory you had lost with forced surrender you can loose territory way to easy but that's just one way they may be talking about if they were to make it so instead of forced surrender you could decline a surrender and give maybe 2 time u can do that before it gets forced would be better but I would prefer that its optional to have forced surrender unless you are in ironman mode as I have been told that it would be to easy to get the achievements for some things that way but if not in iron man mode I cant see why we cant have the in game option to turn off forced surrender
 
Have you tried any Stellaris mods?
no is I have stated many times to you now I don't use mods but my mates use a star trek mod think its a delta quad 1 and it caused there game to have lots of little bugs but I think that may have something to do with the latest update plz stop trying to make me use mods I'm just asking that the game devs make it that u can have the option to turn off forced surrender if not in ironman mode as you said that achievements can be gotten to easy that way but I don't usually play a ironman mode I pref long 1000 year play through with massive wars usually with 2 or 3 empires at a time but with forced surrender sometimes I loose lots of ground I had taken as my landing parties are still on there way to the planets to take them if I don't take them I loose that system and need to fight for it again after a 10 year buffer which forced surrender never use to do I wouldn't mind that if I decline surrender they made it so even as I may be winning the war my population gets a DE buff or something from declineing there surrender forcing most of my worlds to almost stop production and only allowing me to continue the war with what I had saved up materials and so on if you would like I would be willing to talk over voice chat to explain what I mean better as I don't always word things right and without spell check many people would struggle to understand my English if there is a way I may private message you I can give you my teamspeak info
 
no is I have stated many times to you now I don't use mods but my mates use a star trek mod think its a delta quad 1 and it caused there game to have lots of little bugs but I think that may have something to do with the latest update plz stop trying to make me use mods I'm just asking that the game devs make it that u can have the option to turn off forced surrender if not in ironman mode as you said that achievements can be gotten to easy that way but I don't usually play a ironman mode I pref long 1000 year play through with massive wars usually with 2 or 3 empires at a time but with forced surrender sometimes I loose lots of ground I had taken as my landing parties are still on there way to the planets to take them if I don't take them I loose that system and need to fight for it again after a 10 year buffer which forced surrender never use to do I wouldn't mind that if I decline surrender they made it so even as I may be winning the war my population gets a DE buff or something from declineing there surrender forcing most of my worlds to almost stop production and only allowing me to continue the war with what I had saved up materials and so on if you would like I would be willing to talk over voice chat to explain what I mean better as I don't always word things right and without spell check many people would struggle to understand my English if there is a way I may private message you I can give you my teamspeak info
Use a Stellaris Mod, get the experience, then come complain about them. Otherwise, shut the hell up about it.

Use periods where you would normally pause in there, that will greatly help readability. I can read it fine, I do some editing and I've seen (and translated) worse, but it will definitely give everyone else a much higher opinion if you at least make the effort.
 
wow do none of you understand that when I mess with computers trying to change things I brake them so I don't even try now I play games not make them make mods or anything else with computers as is my right to say I don't like that they say use mods to fix this no I will not use mods it is a choice I have made and I'm going to stick to my guns and not use mods

Then dont use mods. Change back to an earlier version of the game that you prefer.

If you can't find the guide, I can send you the link, or tell you step by step myself

If you don't want to mod that's fine, but then don't blame someone else. Paradox isn't at fault here, they are more than reasonable in supporting different solutions to your problems.

If it's as bad as you say, in that you can't use computers at all and dont want even simple technical solutions, then maybe you should ASK for instead of DEMAND a refund?
 
Use a Stellaris Mod, get the experience, then come complain about them. Otherwise, shut the hell up about it.

Use periods where you would normally pause in there, that will greatly help readability. I can read it fine, I do some editing and I've seen (and translated) worse, but it will definitely give everyone else a much higher opinion if you at least make the effort.
LOL IM NOT COMPLAINING ABOUT THE MODS JUST THE FACT THAT THEY SAY THAT ONLY MODS CAN TURN IT OFF AND I DONT USE THEM SO DONT TELL ME TO SHUT UP AS ITS BEEN U CARRYING ON ABOUT ME POSTING MY OPINION U MAY LIKE MODS I DONT SO U KNOW WHAT U CAN DO RIGHT AND FOR HAVEING A HIGHER OPINION OF ME I COULDNT CARE WHAT U THINK OF ME AS THIS IS A PUBLICK FORUM NOT YOURS ILL POST MY DISSLIKE FOR THE NEW PATCH ALL I WANT C YA LATER
 
While this game version isn't even a beta and cannot be tested, I have a feeling that 24 month timer is too much. I probably see the point, that it is so long so that people who hated it, are satisfied to. But the game shouldn't be built around several assholes who cry louder than other speak.
Also while 24 month timer maybe the perfect timer for late game with large empires, it defenitly isn't in early game, where the whole war lasts less than a year.

So I would like to propose to make standard timer a 6 month. And then give us some researches to increase the timer.
This would work pretty much the same as the claim discount does. The first research would give lets say +3 month and could be done in early game, next one could be a +6 month for midgame and one more fore late game with +9month. So that your timer grows on with the growing empire.
For RP this would make even more sense. Since WE and forced peace is something because your people are tired of warfare and would like to end it as fast as possible or rebel like Germany/Russia in WW1. But this tiredness wouldn't be that crucial for a bigger empire, since the core worlds doesn't suffer as outer colonies.
 
LOL IM NOT COMPLAINING ABOUT THE MODS JUST THE FACT THAT THEY SAY THAT ONLY MODS CAN TURN IT OFF AND I DONT USE THEM SO DONT TELL ME TO SHUT UP AS ITS BEEN U CARRYING ON ABOUT ME POSTING MY OPINION U MAY LIKE MODS I DONT SO U KNOW WHAT U CAN DO RIGHT AND FOR HAVEING A HIGHER OPINION OF ME I COULDNT CARE WHAT U THINK OF ME AS THIS IS A PUBLICK FORUM NOT YOURS ILL POST MY DISSLIKE FOR THE NEW PATCH ALL I WANT C YA LATER
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