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Stellaris Dev Diary #311 - Chiseling Away

Happy Thursday!

Thanks for all of the feedback you’ve provided in the 3.9 Open Beta, and for all of the surveys that you’ve filled out. We greatly appreciate the opportunity to get your eyes on things early, and it gives us a chance to see how you’re using certain things and tweak them before the actual release. As always, things in the beta are subject to change before release, and some things in there are still placeholders.

We’ve been polishing it and chiseling away at the various issues you’ve found, and are updating it today with some additional changes, and have opened up a new survey for additional feedback. (So any of you that filled out the first one will be able to respond to the changes.)

Here’s the full list of today’s changes:
Balance
  • Clerks now also provide +1% trade value
  • Reduced Trader upkeep to 1 CG
  • Habitat Industrial Districts give +0.25 Building Slots
  • Hydroponics Habitat Designation now increases food production from farmers
  • Increased Alloy and Influence cost of Habitat Central Complexes
  • Removed the Influence cost of Orbitals
  • The modifiers on the unique Habitats in the Ithome's Gate now provide additional building slots.
  • Upgrading Habitats with planetary decisions now gives +1 Branch Office Building for each upgrade.
  • Void Dweller Hive-Minds no longer start with unemployment.
  • Void Dwellers and Voidborne now gives +2 Max Districts on Habitats
  • You can now build Habitat Central Complex and Major Orbitals around stars.
  • Fruitful Partnership: lowered the cost of the "Open Seed Pods" special project from 5000 energy to 3000
  • Machine Intelligences now have access to the Harvesters trait
Bugfix
  • Fixed the end-game crisis not being able to destroy orbitals
  • Fixed "In Breach Of The Galactic Law" not working properly
  • Fixed an issue where Fruitful Partnership empires where unable to establish first contact with Amoebas
  • Fixed issue with tooltips flickering when ending up under mouse when having concepts
  • Fixed Mechromancers purging their cyber-zombies.
  • Gestalt empires spawned via the Common Ground and Hegemony origins no longer have their Growth Node acting as the governor of their homeworld.
  • Gestalt empires spawned via the Common Ground and Hegemony origins now have the correct traits.
  • Orbitals are now graphically smaller
  • Orbitals constructed in orbit of bodies that have both energy and mining deposits now provide both types of district. This include the Ether Drake's Hoard
  • Removed the "Seed Pod" placeholder sensor component
  • Restoring the Payback habitat correctly spawns a major orbital
  • Seeded planet modifier now show their modifiers in addition to custom tooltips.
  • The From Beyond science ship will no longer crash the game if you don't own First Contact.
  • The Star Mall and Federation's End habitats are now correctly size 6 and level 3 or 1 respectively.
  • Upgrading the seeded planet modifier now removes the previous modifier.
  • You can no longer construct an Orbital Assembly Complex on a Ringworld or Habitat
  • You can no longer have two habitats in the Payback starting system
Improvement
  • Added effects to Infected planets stage 1-3, infested planets by the scourge crisis and added entity with effect for hive worlds.
  • Small visual update on shroud entity
Modding
  • Swapped is_orbital_ring = no for is_normal_starbase = yes
  • Trigger graphical_culture now supports the megastructure scope.

Please note that the 3.9 "Caelum" Habitats Open Beta is an optional beta patch. You have to manually opt in to access it.
Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test - 3.9 Open Beta" branch.

Don't forget to turn off your mods, they will break.

Steam Strategy Fest​

This is a reminder that Stellaris is taking part in the Steam Strategy Fest.

This is an opportunity for you to pick up the Plantoids, Humanoids, Lithoids, and Necroids Species Packs at a discounted price before their base prices increase to $9.99 alongside the release of 3.9 ‘Caelum’.

We've also bundled all of the Species Packs together for you while the Strategy Fest is ongoing.

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Next Week - Ask us Anything​

Next week the dev diary will be a day early, since the team will be holding a Reddit AMA on /r/stellaris on Wednesday Sept 6th, from 15-17. Bring us your questions!

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The dev diary will be the 3.9 ‘Caelum’ Release Notes.

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The Sculptor’s Chisel produces only perfection.

I've attached an .stl for the Jeff bust, if you have access to a 3d printer.
 

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Gonna leave this here. It's about last weeks dev diary, but I feel It's important.


Not really a fan of automation using general empire stockpiles.
I see myself ran out of some resource because of this while I need them, hence turning off automation completely and getting back into the tiresome grind.
How about a setting to secure a minimum amount of stockpile? Above which automation uses resources, but not below it?
 
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Happy with the balance changes, thank you. I was wondering how the Surveyor relic interacts with habitats, asked it last week. Does it add new orbital slots or do the amount of districts increase/ change if a different deposit is added? Please let us know!
 
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Happy with the balance changes, thank you. I was wondering how the Surveyor relic interacts with habitats, asked it last week. Does it add new orbital slots or do the amount of districts increase/ change if a different deposit is added? Please let us know!

Good question,

Looking at it, the relic shouldn't add new deposits to planets that already have a deposit, so if an orbital provides research, energy or mining districts that won't change.

If the orbital provides building slots due to the planet lacking a research, energy or mining deposit when the orbital was first constructed and the relic adds a new deposit, you'll need to rebuild the orbital to get the district type unlocked.

I'll have a look at making this a bit smoother by swapping the orbital to collect resources if the relic spawns resources under it.
 
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Cheers for the update. Huge change being able to build around stars, it will certainly make energy habitats easier to get. Are there any plans to change it so that building an orbital collects a resource deposit as that's a bummer in the early game?

Also on the aesthetic front can I ask what the logic is for a habitat complex always spawning with a major orbital right next to it? IMO it looks bad and with some structures (the lithoid one) the tips of the stations overlap.
 
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I cant wait to see the full release of the 3.9.
Yet i hope they would fix the many bug concerning the ruler portrait. Both the frozen one (if you have non matching city) and the randomisation of the ruler if several empire use the same species.
Good work for this update :)
 
Thanks for listening to our feedback, I can't wait for new mathematical posts by the community on the balance numbers, those are my favorite posts after patch notes!
(even though the conclusion is always "clerk bad, do not the clerk")
 
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Thanks for listening to our feedback, I can't wait for new mathematical posts by the community on the balance numbers, those are my favorite posts after patch notes!
(even though the conclusion is always "clerk bad, do not the clerk")
well it definitely gives them a niche. they wont do all that much early game, but once you are able to set up really big trade worlds with say 1k base trade value and more the clerks suddenly become really good. This basically incentives you to focus as much trade value on one world as possible. If you break the ceiling, clerks will be the most useful job in your empire
 
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I am a Latin speaker, and confirm that "Caelum" means sky.

It's both.

Caelum is a faint constellation in the southern sky, introduced in the 1750s by Nicolas Louis de Lacaille and counted among the 88 modern constellations. Its name means "chisel" in Latin, and it was formerly known as Caelum Sculptorium ("Engraver's Chisel"); It is a rare word, unrelated to the far more common Latin caelum, meaning "sky", "heaven", or "atmosphere". It is the eighth-smallest constellation, and subtends a solid angle of around 0.038 steradians, just less than that of Corona Australis.

Thanks, I hate it.

Good, good! Let the hate flow through you!
 
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Balance
  • Clerks now also provide +1% trade value
  • Reduced Trader upkeep to 1 CG

This change makes Traders worth employing, if you build the building, but not worth building the building in the first place, because the Clerks aren't worth employing.

The Clerk 1% change doesn't change the fundamental problem that the current TV numbers are too low to be late-early/early-mid-game competitive with Technicians/Miners/Artisans they replace for producing energy/CG. For the new Base 5 clerk to reach the baseline of about 9TV that the 3.8 clerks had, they're going to need 80% in TV bonuses vis-a-vis the baseline 40% that 3.8 clerks, which is to say 40 Clerks.

Empires won't have 40 clerks in the early game. And by the time they could, the tech economy would already be well past the point where technicians/miners/artisans- and terraforming- would already make the 9-TV clerk benchmark obsolete.


The Clerks may nominally improve other TV sources, but this goes back to the point that % bonuses have to be applied to large-enough baselines to matter. Living Standard TV really isn't. Traders aren't common or large enough for them to meaningfully outweigh either. The 1 Trader/4 Clerk balance after thrifty averages to 6 TV a trade-pop, with a 4% bonus, for a bonus .24 TV. While every commercial zone+urban district will add this to every other set of Trader/Clerks, this is going to require mid or late-game scale.

Which misses the boat, because trade builds are strategically an early-game prioritization during the habitability era, which gives way by the mid-game to ascensions and terraforming.



Now, mind you, this is all on the assumption that the TV bonus is planet-specific. If the Clerks were empire-wide 1% bonuses, that would be relevant. It be a rational to employ clerks on non-trade worlds, or even have trade worlds without trade-governors when your governor-boosted TV world is built out.
 
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