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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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I admit that I'm quite liking the "all crises" option, even if it seems like suicide for the average galactic ruler ;)

And please balance the vassalization mechanics, at the moment it's too unbalanced and too many mid or even big sized empires are throwing away political independence instead of forming defense pact or federations just to submit to bigger neighbors.
 
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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.

I think Khan is designed in such way with the satrapy option, that it is very much ok having him spawn 'too early' and getting overrun. It can be very fun mid game experience to fight yourself free, or even stay as a loyal satrapy. There is however a major spoiler for this kind of fun baked in the game: Khan's life expectancy is roughly that of a fruit fly. It very disappointing having spent decades building your strength to fight for freedom only to see event window telling Khan just died out of natural causes.

I would suggest that Khan crisis should never resolve itself. If Khan dies out of old age without player/AI empire influence, the succession should always proceed without problem and the horde should keep going. Khan could even be immortal Chosen One without need of succession until player or AI defeat him.

Instead of having events, that randomly have Khan assassinated, these should only be a result of using the espionage system. There should be a very high level espionage operation to kill Khan, which would cause the kind of horde implosion we currently have guaranteed to happen randomly. The espionage option would provide a way out, if Khan has grown too powerful to conventionally defeat, but it should not be too trivial.
 
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Interesting, but most of all it would be very interesting to add options to increase the power of space fauna, Leviathan, mid-game crisis (Khan, Gray Tempest) and Fallen Empires (awakened and not) separately from the difficulty of the game.

Certainly, it would be more interesting to improve these things than to give a direct bonus which can become absurd, but it is already an interesting first step and undoubtedly simpler.

It would also allow when we increase the power of the crisis that the Fallen Empires are not just a simple victim, afterwards, it is sure that the problem is that the Fallen Empires remain generally inactive, even when their survival is directly threatened.
Of course it would be interesting to make them a little more active.
For example: Fallen Empire active

The point of this idea is for Fallen Empires to be more active in the mid and late game (and inactive in the early game).
Being next to a Fallen Empire could be an advantage or a disadvantage.
The War in Heaven would no longer be an arbitrary event, but a consequence of the geopolitics of the galaxy.



Early Game :
At first, Fallen Empires are completely inactive unless attacked directly.
Xenophobe do not attack neighboring empires and Spiritualist do not react to the colonization of Holy Worlds.
Maybe add an option for it to be active from the start.


Mid Game :
From mid-game, Fallen Empires can begin to (partially) awaken.
Each Fallen Empire may have different conditions to trigger the awakening more or less quickly.
Each Fallen Empire has several levels of awakening and levels up depending on the game year and geopolitics.

Awakening factor (other than year) :
  • Enigmatic Observers :
    • Neighbor of an exterminator or assimilator empire
    • A neighboring Empire purges pops
  • Holy Guardians :
    • A Holy World is colonized
    • A neighboring empire has robots
  • Keepers of Knowledge :
    • A neighboring empire is researching or has discovered dangerous technologies.
  • Militant Isolationists :
    • An empire has colonized border systems.
  • Ancient Caretakers :
    • Neighbor of an exterminator or assimilator empire
    • A neighboring Empire purges pops
Each Fallen Empire will also spawn a ruined megastructure out of its starting space.
A Fallen Empire will claim this system and seek to reclaim it when it does.
The fallen empire will also claim neighboring systems and seek to connect it to its empire.
  • Enigmatic Observers :
    • Sentry Array
  • Holy Guardians :
    • Mega Art Installation
  • Keepers of Knowledge :
    • Science Nexus
  • Militant Isolationists :
    • Strategic Coordination Center
  • Ancient Caretakers :
    • Interstellar Assembly

Each Fallen Empire will also behave differently :
  • Enigmatic Observers :
    • Can declare war to force an end to purges on neighboring empires (including neighbors of his subjects).
    • Can request the end of a war to a neighboring empire or to an empire attacking a neighbor (including neighbors of its subjects), in the event of refusal, it joins the camp of the defenders.
    • Can declare war to subjugate (Signatory) a neighboring empire (including neighbor of his subjects), especially the exterminator and assimilator, as well as very warlike empires.
  • Holy Guardians :
    • Can declare war to reclaim the Holy Worlds.
    • Can declare war to ban robots from neighboring empires (including neighbors of his subjects)
    • Can request the end of a war to a mechanical empire attacking a neighboring organic empire (including neighbor of a subject), in case of refusal, join the defenders.
    • Can declare war to subjugate (Dominion) a neighboring empire (including neighbor of a subject)
  • Keepers of Knowledge :
    • Can declare war on a neighboring empire (including a subject's neighbor) for banning dangerous technology
    • Can declare subjugation war (Satellite) on an empire, especially mechanical and exterminating empires.
  • Militant Isolationists :
    • Will colonize empty neighboring systems.
    • Will declare wars of subjugation (Thrall ) to neighboring empires (including neighboring subjects)
  • Ancient Caretakers :
    • Can declare war to force an end to purges on neighboring empires (including neighbors of his subjects).
    • Will declare wars of subjugation (Signatory) to neighboring empires (including neighboring subjects), unpredictable.
An empire can also request to become a vassal of a Fallen Empire.
A Holy Guardians will propose to an empire having colonized Holy Worlds to become a vassal and the vassal will be able to keep these worlds, but he will have construction restrictions (no industries for example).

Fallen empires would have weaker starting fleets around the standard power of a normal mid-game empire.
However, the core systems of the Fallen Empires have very powerful starbases and defense platforms at least minimally 150,000 to 250,000 power.
Destroyed platforms will be rebuilt.
Resisting a Fallen Empire would be possible, but invading these core worlds should be impossible at this point.
Ships from Fallen Empires do not leave debris to study. To acquire their special technologies, you would have to seize their main worlds or receive them as a gift, if you are a subject or study the debris of another empire having these technologies.

The power of fallen empires is dynamic.
If a Fallen Empire loses a war, loses battles/fleets, if a core world is attacked/captured... Its awakening level may increase, then it will mobilize more powerful fleets and its behavior may become even more active.
From a certain level of awakening, a fallen empire will begin the construction of a Mega Shipyard and will then mobilize even more powerful fleets and quickly.
A Fallen Empire's awakening level may also increase over time and the power of neighboring empires (including subjects).

End Game :
At the end of the game, the awakening level of the Fallen Empires will increase more quickly for those who are still weakly awakened.
They will become even more active and “extremist”.

The War in Heaven can also trigger (an option can be added to allow it in mid-game).
The War in Heaven can trigger when two Fallen Empires are neighbors (including subjects).

Fallen Empires will be much more active in forcing the subjugation of neighbors (including neighbors of subjects).
If after 20 years no War of Heaven is triggered, a special event may occur to trigger it between two fallen empires.

At this time, an empire could join either side, seek protection from another Fallen Empire, or remain independent.

The League of Non-Aligned Powers would be removed: Remove League of Non-Aligned Powers, add Galactic Federation
 
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Fornax will also bring one other tiny little addition to the galaxy generation settings for players looking for an extra challenge.

"Fornax"

*knowing where it comes from*

"tiny little addition to the galaxy generation settings "[...] "extra challenge"

*visible concern*
 
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For me that just like to conquer the galaxy and relax with the screams of filthy xenos suffering the easier difficulty is a welcome addition :)
Some people just want to watch the galaxy burn :D
 
Whats the cooldown and flow through like on this?
Like lets say I snuff out the dimensional anchor, will i immediately get an event pop up about prethoryn ships sighted on the edge of the galaxy? or do we get (say) 10-30 years before the next crisis? And once we've beaten all 3, do they roll around again?(im assuming not but just checking).
To add to this, can we get a 'secret' 4th crisis if you beat all 3 crisis on 25x non scaling GA - a force-triggered end of the cycle against your empire lol.
 
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Achievements are good. ×25 crises are good too. So make it even better. Give us achievements for ×25 crises))
I think this is the achievement that you are not ashamed to show to others))
 
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And if you add settings, then give us the ability to set guaranteed events. For example, the war in heaven (I still believe in the recycling of the faded) or Khan. Sometimes they may not happen at all. Let even with the shutdown of iron man.
 
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Any plans to adjust Fallen Empires and Khan/maurders based on the selected difficulty? Both can be squashed by the higher difficulty AIs very early (I have seen Grand Admiral AI to essentially defeat a Fallen Empire by mid-game for example).

Fallen Empires could use both more ships and higher bonuses to discourage AIs feeling too adventurous and fight more effectively. Maybe quicker fleet replenishment after a war, too, or possibility for the FE to awake before end-game year if they or some other FE gets defeated or normal empires get too strong.
 
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While I think the changes are good, I think it's a missed opportunity to not let the player set a starting difficulty to the scaling difficulty. Let's say you want to start at Commodore and slowly go up to Grand Admiral by the end (or mid!) game date, that should be doable.

Edit: Also, separate tech/tradition cost sliders. I love slow tech, but slow traditions just feel awful.
 
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Oh no, not more achievements. I don't like hunting for achievements, but always feel compelled to do just that. :(
 
Edit: Also, separate tech/tradition cost sliders. I love slow tech, but slow traditions just feel awful.

Seconding this. Slow tech feels great to me particularly later on but slower traditions is just terrible.

The Unity gain in the game actually feels decent these days while the tech gain still is a mess imo.
 
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Is it just me, or is the banner for the Dev diary new art? Seems like a "bad things are happening" event art, so possibly more situations coming soon? Internal politics maybe? :D
I will always vote for internal politics, when someone brings it up. :D
 
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