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Stellaris Dev Diary #109 - 2.0 Post-Release Support (part 2)

Hello everyone and welcome to another Stellaris development diary. As mentioned in last dev diary, we are still in full post-release support mode and 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 coming in the rolling 2.0.2 beta update that we feel need highlighting. All the changes listed below will be coming in the next 2.0.2 update, which we expect to have with you soon.

Species Rights Changes
Both in order to fix some bugs caused by traits that alter species identity (such as Psionic ascension path traits), and to expand player freedom, we've made some changes to species rights. There are no longer any traits that cause a species to be considered entirely distinct from its parent species, so a Psionic or Hive-Minded Human pop is still considered to be a subspecies of Human. As it would then no longer make sense for all Human subspecies to share the same rights, we've added the ability to set rights for subspecies, so you can have, for example, different levels of military service and living standards for different subspecies of the same species living in your empire. However, there will still be certain restrictions for subspecies of your primary species, so if your empire is Human, you will not be able to purge a Human subspecies unless that subspecies has been majorly altered (such as being turned into Hive-Minded humans)
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Food Trading & Negative Food Spirals
We've had a bunch of feedback on AI and player problems with ending up in negative food spirals where a lack of food would cause starvation, reducing happiness and causing unrest, which would reduce food production, making starvation worse and creating a vicious cycle. To address this we've made a couple of changes. First of all, unrest and low happiness no longer reduce food production (they still reduce food from processing/livestock, as that represents the pops fighting back against being eaten). Secondly, we've improved the AI's understanding of food trading, so that it should heavily prioritize trading for food when in starvation. Finally, for those with Leviathans, we've added the ability to trade Minerals/Energy for Food and vice versa with the Trader Enclaves.
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New Marauder Events
In order to make it less of a pure loss prospect to start near Marauders, we've added some positive events that can only fire if your empire is bordering Marauders. These benefits might include gaining resources, pops, free ships and leaders, or temporary buffs to the effectiveness of your fleets.
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Occupation Armies
Since the army rework in 2.0, it's become significantly easier to snipe back planets that were recently taken by the enemy, as these planets lack a garrison to defend them. For this reason, we've implemented a new type of army type called Occupation Armies. When a planet is occupied, the occupier now spawns a garrison force of these Occupation Armies (the exact type varying depending on species just as with defense armies). Unless destroyed by battle or bombardment, the garrison force remains until the planet is either annexed or reverts to the owner's control.

Weapon Range Modifier
Since this is a topic that keeps coming up (because the way weapon range is implemented in the code is extremely complex and there is no one single weapon range modifier bug to fix, but a bunch of different places where it has to be hooked in correctly), I just wanted to mention that we've done some additional fixes, and believe that the modifier should now be fully functional. We've also implemented a separate ship_modifier entry for ship sizes that can be used to apply certain modifiers (such as firing rate and weapon range) that do not work in the regular ship_size modifier (as that modifier is applied to the ship design, and not the ship itself).

That's all for now! Remember that these are just a selection of tweaks/fixes, and there are many more that were not listed here but will be included in the patch notes when we next update 2.0.2. See you next week!
 
Regarding occupation armies - maybe you should just be able to buy/build them (mean send over) at a relatively fast pace for like 50 to 100 minerals a piece with a button on the planet overview. So then it is your choice how good you want to defend a given system. Not sure how the AI will behave with this setting though...
 
how does automatically transforming troops add pointless micro?
all you have to do is click create armies a few times more
it adds costs per planet, and requires you to prepare better, instead of just "ah well, lets just take another planet"
.

You just said it: you have to click create armies a few times more. It’d be an irritating little chore that you have to do, and you’ll feel like kicking yourself when you inevitably forget and lose a planet as a result. I much prefer ‘ah well let’s just take another planet.’
 
An incredible improvement!

Would it be possible to include some kind of color code to identify the subspecies in the resource tiles on the planet view? Currently it is impossible to distinguish these at first glance without reading the pop-up help and that makes it a little micro-management hell.

The idea would simply be to choose a color associated with the subspecies when you choosing their rights and this could appear in the upper left corner of the resource box.

Species View - (Note the color code after the species group)

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Planet View - (Note the little icon with the subspecies color upper left corner and near the portrait)

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The changes are great. Thank you very much for making this game a better experience with every update!

That corner is already used for other things like Migration, Freed from Slavery... etc. Maybe a Small colored square at the Top, in the Center of the Tile perhaps...?
 
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also my suggestion about auto-invade is for sure not about more micro.

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Assault Fleets set to Aggressive Stance will auto-invade. I do not know the threshold value, but it does work. ;)
 
did anybody notice the screenshot that has alien in it, with food exchange, it has that neopagan symbol that eye with three lines, the same satanic influence as in say blizzurd games. Then pyramids everywhere, contingency has both parts, the upper and lower part. Contingency symbol is the same. Satanic influence is behind seasons greetings instead of christmas too. Contingency ships, starbase? Pyramids, because occultism cant make new stuff, just copycat and like a dog marking territory with its waste, occultism in games generally means that the makers, owners generally sold their souls to the devil for a quick buck. Nothing is so hidden that it wont come to light. Relying on the devil to prop you up is actually letting him use you for his evil goals - while who sold out is a slave to his will. Idolatry, which gaming industry is about brings the wrath of God on the children of disobedience.

Man is made to worship God, his Creator, not dead things made by human hand. Gaming is worshipping of things, below that of man. Ever seen people worship animals? Different, but idolatry still.

Paganry that Stellaris promotes through symbolism, be it nordic, slavic and any other has the same base roots, that fhey dont get in each others way. Why is so-called peace using a symbol that rebellious people from 1960s used ? They never were about peace but about drugs, disorder, anarchy. These are signs of rebellion vs God, because He is God of order, not of violence that rebellious spirit is about, so are his slaves. They preach peace, thirst for blood. Dove is an accepted symbol of peace, not a nordic rune, or satanistic ritual where they put a cross upside down, break its arms and that symbolizes their rebellion vs God. Circle in symbolism means perfection, so some people use "peace sign" as a perfect, eternal rebellion vs God, that the devil is in, similar are his slaves. Many musicians embraced the evil spirit for a short time of worldly spotlight. They are not cool, evil, let me tell you is not cool, it is wrong. Evil is always posing as good. Evil always tries to impose itself as the beacon of morality, when it is perverse. Evil claim to have hurt feelings but it never respects others and thrives off conflict. Evil leads to spiritual blindness and perversion, where the slave sees right as wrong and wrong as right, making right judgements in such a state is impossible, especially because the subject sees oneself as right, so that then there is no more right/wrong, except selfish interest. This where occultism = paganry lead to. Games do have infkuence over people and pagan symbolism is a gateway to malevolent beings to your life. Such a tactic cause of money is shameful.

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did anybody notice the screenshot that has alien in it, with food exchange, it has that neopagan symbol that eye with three lines, the same satanic influence as in say blizzurd games. Then pyramids everywhere, contingency has both parts, the upper and lower part. Contingency symbol is the same.
And if you play the Dev streams backwards, Wiz says "Cknor is dead."
 
I have three points on the matter of food and its exchange.

1: Food vs fuel is an issue with our current technology level. A bio-fuel processor should be a reasonable way to convert food into fuel (energy credits). If implemented in the game, it would look like a resource replicator that converts food to energy at the same 30-50 ratio. Similarly, if minerals can be replicated, it should be much less energy intensive to produce food.

2: All games begin with a complete lack of one resource and more than enough of others. If you really want to take scarcity into account, changing the ratios for the whole game doesn't make much sense. Instead, the combined trading guilds could have a base stock at a base price. The stock returns to that base value at a speed proportional to the excess/deficit. Similarly, the price scales up/down with scarcity/overabundance with caps at 1/2 and 2 times normal cost. After the price is set that way, the merchants only need to take 50% in order to prevent game imbalance. In a game with tons of food and no energy, you would then trade away 7.5 energy for 20 food, or 30 food for 5 energy.

3: In the U.S. most of us don't eat just grain. Producing meat requires much more food value than it contains, yet we spend more food to produce better food. Maintaining a high standard of living requires more food. I think it makes logical sense and improves balance to scale pop food consumption along with the mineral cost of their consumer goods. You want to keep your pops in Utopian bliss, you might need some agricultural upgrades to accomplish that. You can easily imagine merchants trading for quality livestock, even if grain is plentiful.

These would be a lot to add to the game right now, but I think it shows that trading food for other resources and vice-verse is still quite a reasonable feature. If the trade off can't be accomplished in your own empire, it makes sense that one of the guilds has a giant bio-fuel converter sitting in space to turn the excess into valuable commodities.
Yes! Instead of having pops just require 1 food, they should require a food equivalent to consumer goods.
Making food not reliant on unrest and happiness feels like yet another hit on hive mind, not like they had that much uniqueness.

It would have been better if unrest and low happiness still affected food production but we had ways to lessen the effect, like authoritarian can enact martial law for a time to secure food processes ( just one example ) or when in starvation mode unrest/happiness would affect food production much less, since pops will produce food to avoid starvation,

but how does unrest or happinnes not affect food production at all make sense? In history entire populations died because of this reason, since unrest/happiness was a consequence of other things, like a poor economy ( e.g people not prioritizing farms, ring a bell.. ), infrastructure management or war, which would cause a shortage in food, a lot of countries had to rely on ally help for these types of things.

This feels like a bandaid fix, you could have the same food shortages prior 2.0.2 and it was always the cause of people min-maxing planets for energy/minerals instead of going wide, not trading for food; just going for food tech early on ( really just going for hyper arm II early and you're set for a long long time )

Not only that but this change also makes other traits that increase food output even less important, people should prioritize food just as they prioritize minerals and energy, the fact that you made this change just to appease them.. I wish you would revert it..

I think you fundamentally misunderstood the change.
 
Does anyone know if a starbase in a system connected by wormhole to a militant isolationist FE angers them? I know that it counts as neighboring in many cases, but it seems odd that an isolationist FE would settle systems with wormholes at all.
 
Does anyone know if a starbase in a system connected by wormhole to a militant isolationist FE angers them? I know that it counts as neighboring in many cases, but it seems odd that an isolationist FE would settle systems with wormholes at all.
Yes it does. Several posts on Reddit have been about this.
 
Something that has annoyed me is that pirate spawn way too often and they only spawn for the player as well. Could you change this in the future. It is very tedious. Also hive minds are almost useless in the way i see it. You still need food, there is still(even though it is small) a negative modifier, and it is hard to make friends. I would like to see some new civics in the hive mind type along side with some new features that could be useful or make it fun to play them. Also you cant assimilate pops that you take over unless you are able to genetically modify them. In this case you basically just kill planets if you claim them. I feel as if the hive mind is not fun to play as and it has voids to fill. As of right now, the hive mind empire type is useless and undesired. Please take this into thought to try to add something. Another thing is that i never see the scourge anymore and i havent gotten the acheivement for the queen because of that.


In this beta this is no longer true; Pirates spawn for other empires and they seem to spawn at a slightly slower rate.
 
There are no longer any traits that cause a species to be considered entirely distinct from its parent species, so a Psionic or Hive-Minded Human pop is still considered to be a subspecies of Human. As it would then no longer make sense for all Human subspecies to share the same rights, we've added the ability to set rights for subspecies

I had both these problems in my recent playthrough. Good to see them corrected.

trade Minerals/Energy for Food and vice versa with the Trader Enclaves.

That makes a lot of sense. Where do the enclaves get their food from? Trade of course. Also it makes the traders even more valuable, because now you have a sink for all that excess food.
 
It would be neat if two species could be recognized as being the same even if they have different portraits. Or conversely, to have subspecies that are locked to a specific phenotype of the same portrait. The idea would be that you could have distinct looking populations of the same species.
 
The range it stops at is decided by what computer you pick, not by what weapons you pick.

It may have been suggested or be already in the game (but I don't remember from my last play in the beta patch): Would it be possible to make the value used by the "computer" explicit? I assume they are being calculated, could they be displayed in the design window?
 
It may have been suggested or be already in the game (but I don't remember from my last play in the beta patch): Would it be possible to make the value used by the "computer" explicit? I assume they are being calculated, could they be displayed in the design window?

Wiz has said that will be added