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Stellaris Dev Diary #261 - Challenge Accepted

Hi everyone, I hope you’ve had a wonderful summer.

Today we’ll start going into some of the things planned for the upcoming Stellaris 3.5 “Fornax” update.

New Difficulty Settings​

With the improvements that have been made to the AI over the past few updates, we’ve noticed that new players are finding things a bit more challenging and there have been some requests for an easier difficulty setting. As such, we’re adding a Civilian difficulty setting, and making Cadet the default difficulty.

Civilian difficulty further increases the bonuses players receive in Cadet difficulty, with an additional bonus towards completing First Contact.

Civilian Difficulty


Now, we’re aware that most of you that read these dev diaries are looking for a greater challenge rather than the opposite, but we have some things for you as well.

Two new settings are being added that allow you to better customize the difficulty of your game.

Rather than being a simple toggle, Scaling Difficulty can now be set to Off, Mid Game, or Late Game - if set to Mid Game, AI bonuses will scale from zero to the selected difficulty by the Mid-Game Start Year. Late Game will provide the current behavior of scaling to the selected difficulty by the End-Game Start Year.

Mid Game Scaling Difficulty


Difficulty Adjusted AI Modifiers is a new toggle that can dramatically increase the strength of the AI on higher difficulty levels as the game progresses. If enabled, the AI bonuses apply to all other modifiers the AI accumulates.

As an example, the Geothermal Fracking technology grants +20% Minerals from Miners. On Grand Admiral difficulty with this setting enabled, this technology would instead grant AI empires a 40% bonus.

Difficulty Adjusted AI Modifiers


Fornax will also bring one other tiny little addition to the galaxy generation settings for players looking for an extra challenge.

Crisis Type: All


The Crisis Type setting will now have an option for All, which will spawn every crisis sequentially, with each subsequent crisis being stronger than the previous. The galaxy is counting on you. No pressure.

Species Pack Achievements​

Stellaris achievements have always been a bit tongue in cheek and enjoyable to make, if not always enjoyable to complete. (I’m looking at you, Galatron achievements!)

We’ve submitted to the demands of our artists, and will be adding three achievements to each species pack that has previously been released.

While Stellaris achievements have traditionally always been careful to not require “cross-dlc”, we didn’t enforce that restriction to some of these since we felt that if you have all of the Species Packs you probably have everything else already.

Here’s one example from each.

Aquatics:
Fishing for Trouble

Fishing for Trouble - As an angler empire, provoke a Fallen Empire into declaring war on you and win.

Necroids:
There's a Zombie on my Lawn

There’s a Zombie on my Lawn - As a Necroid empire, eradicate a Plantoid empire, or vice-versa, without blowing up their final planet.

Lithoids:
Rock Beats Paper

Rock Beats Paper - As a Lithoid empire, show the Galactic Community exactly what you think of that strongly worded letter.

Humanoids:
Strange Mood

Strange Mood - As a Master Crafter empire, fully construct a megastructure while you have a Covenant with a Shroud entity.

Plantoids:
DIY

DIY - As an Idyllic Bloom empire, convert the junk worlds of the Ketling Star Pack into Gaia Worlds.

Next Week​

Next week I'll spoil more of the achievements, and go into some quality of life changes. Iggy will also give a compiled update on relic changes based on your feedback.

Quality of Life Spoilers


We'll be a bit slow with replies to this dev diary as we're currently at a staff conference. We'll catch up as we can.

See you next week!
 
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The Crisis Type setting will now have an option for All, which will spawn every crisis sequentially, with each subsequent crisis being stronger than the previous. The galaxy is counting on you. No pressure.

Can we also get an "Armagedon" Option, where all 3 Crisis can fire independent of each other, even when other Crisis are already going on. So that, if (un-)lucky, we can fight Robots, Bugs and Shrouddeamons all at the same time?
 
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Two new settings are being added that allow you to better customize the difficulty of your game.

Rather than being a simple toggle, Scaling Difficulty can now be set to Off, Mid Game, or Late Game - if set to Mid Game, AI bonuses will scale from zero to the selected difficulty by the Mid-Game Start Year. Late Game will provide the current behavior of scaling to the selected difficulty by the End-Game Start Year.

Difficulty Adjusted AI Modifiers is a new toggle that can dramatically increase the strength of the AI on higher difficulty levels as the game progresses. If enabled, the AI bonuses apply to all other modifiers the AI accumulates.

Oh sweet phlebas. Wonderful news!

Fornax will also bring one other tiny little addition to the galaxy generation settings for players looking for an extra challenge.

The Crisis Type setting will now have an option for All, which will spawn every crisis sequentially, with each subsequent crisis being stronger than the previous. The galaxy is counting on you. No pressure.

Additional wonderful news!

Plantoids:​

View attachment 868130
DIY - As an Idyllic Bloom empire, convert the junk worlds of the Ketling Star Pack into Gaia Worlds.

DARNIT!!! Now I am tempted to do just that.
 
Any chance you could add a seperate difficulty slider for Fallen and Awakened Empires?They have felt really underwhelming in the recent versions and the AI improvements have made them far less threatening to the AI as well.

The Crisis Type setting will now have an option for All, which will spawn every crisis sequentially, with each subsequent crisis being stronger than the previous. The galaxy is counting on you. No pressure.
Will it have a delay or will it be back to back with one spawning as soon as the other Crisis is defeated?
 
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Difficulty Adjusted AI Modifiers is a new toggle that can dramatically increase the strength of the AI on higher difficulty levels as the game progresses. If enabled, the AI bonuses apply to all other modifiers the AI accumulates.

As an example, the Geothermal Fracking technology grants +20% Minerals from Miners. On Grand Admiral difficulty with this setting enabled, this technology would instead grant AI empires a 40% bonus.
I see a few problems with that.

1. For some playstyles the AI is as much an asset as it is an obstacle, meaning once you have an AI empire in your federation or especially as a vassal all these bonuses will work for you. A way to mitigate this would be to apply these bonuses later in the calculation, after the player received vassal taxes, after a branch office value is calculated and after commercial pact values are calculated.

2. On Grand Admiral difficulty the AIs bottleneck isn't really ressource production, it's their unwillingness to use it so giving them higher bonuses doesn't help if all of it disappears into the stockpile cap. The only thing they'll probably benefit from are the research and unity bonuses.
 
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Strange Mood lol
!!FUN!! !!SCIENCE!!

upd
Will Master Crafter empire withdraw from society for the duration of megastructure's construction?
 
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so orbital ring icon, strategic command icon, science nexus icon and sentry array icon, i dont see much use in having those in the outliner unless theyre getting new functionality. or maybe ur putting all the megastructures in one new section of the outliner just to have them organised, which would be useful.

but please allow us to reorder shipyards in the outliner like planets can be
 
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When i read "difficulty" i was hoping for a mid game crisis strength slider. As it currently is near impossible to get the khan and co awaken at the right time, while having the right strength. For some it is too weak, so they have to spawn it too early, whike they are still busy building up their empire and establishing alliances. For others it is too strong, so they have to set the midgame date later, risking to get bored, as the game ends up becoming too long with too many time where nothing happens.
Also it is difficult to properly pair up ai strength with crisis strength, when this only can be adjusted indirectly via midgametime setting. Especially with even more ai buff settings being introduced. I fear the ai will wipe the floor with the midgame crisis.
 
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Can we expect fallen empire's power/strength to be buffed along this patch?

Current patch the fallen empire's really weak. please make it scale along ai modifiers.
 
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1660821647997.png


Looks for my definitely like outliner icons for megastructures.

From left to right: Quantum Catapult, Stategic coordination center, Science Nexus, Mega Shipyard (unsure with this one)

But i really looking forward to those!

Does quality of life maybe in addition mean something like a branch office planer? :)
 
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If you are modernizing starting options then please consider

  • Ability to enter the random seed used to generate the galaxy and preserve it
  • Option to insure even distribution of empires - basically what the No Clustered Starts mod does
    • this is really something that would benefit multiplayer
  • Separate contet page to disable select features.
    • from xeno compatibility to blocking specific precursors or events or pirates etc...
  • Separate slider for research costs and tradition costs
    • So we can slow down research without impacting how traditions acquisition
  • Set age of galaxy... would affect star types, changes how mineral versus life rich universe is
 
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Ideally the game would scale midgame crisis and Awakened Empires depending on the state of the game at the particular time.

i.e. the event that causes a fallen empire to awaken would look at the total fleet strength of all regular empires in the galaxy and depending on that add a 1x / 3x / whatever x modifier to their ships.
 
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