• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #314 - Pi in the Sky Ideas

Hi everyone!

It’s been exactly 100 dev diaries since we introduced the Custodian initiative alongside the Lem update. With that milestone met, and 314 being funny math number, I thought it would be a good time to review what the Custodians have accomplished, some of the process they use, and where we could go from here.

To review, the original idea behind the Custodians Initiative was to do some of the following:
  • Tweaking game balance
  • Adding new content to old DLC
  • Polishing existing content
  • Bug fixes
  • Performance improvements
  • AI improvements
  • Multiplayer stability
  • UI and quality-of-life improvements

So what have they accomplished so far?​

In my view, the Custodians have been a pretty solid success.

We’ve done a few things:
image9.png

image6.png

image3.png

image2.png

image11.png

image5.png

image1.png

image4.png

image8.png

I promised bad math jokes last week: Why did the Blorg cross the Mobius Strip? To get to the same side.

So how do the Custodians work?​


Ideally, a third of their tasks are dictated by my directives, a third are taken from community requests, and the remaining third are individual developer passion projects. In reality, these segments overlap quite a bit, since we all share many of the same desires.

Before each release, we hold a “Custodian Pitch” meeting, where everybody on the team can write up proposals, give a two minute presentation on what they want to do and why they want to do it, and then a brief but spirited discussion is held debating the merits of the pitch as well as highlighting any concerns or suggestions.

image7.png

Photo from a recent Custodian Pitch Meeting

Accepted pitches go onto a team board, get prioritized, and eventually end up on the schedule. Unlike tasks slated for DLCs, Custodian tasks are intended to be able to slip to a later release if they’re deemed not ready to go live yet, and sometimes accepted pitches wait for a while before getting worked on. Rejected pitches sometimes resurface at a later date, revamped to resolve whatever problems the original pitch had.

image10.png

Part of the Custodian Team Board

As you can see, far more things get pitched and approved than we can actually do, so prioritization is extremely important. More things will move into 3.10 and 3.11 over time.

The Development Oubliette off to the side is for things that we started working on, but had to pause for various reasons.

Following Overlord, we instituted a rule that expansion work cannot absolutely depend on Custodian work, since we intentionally want Custodian work to be able to slip to a different release if necessary - the Situations system came in a little hot and that had negative effects on some of the systems we planned on using them with.

So what are some of those notes?​

From the “In Progress” section under 3.9 Caelum, we have the Diplomacy and Trust changes that we’ve mentioned a few times. We’ll have a dev diary dedicated to this next week, since these have been accelerated to be included in the 3.9.3 release.

Two weeks from now we’ll be providing more details on the Leader Consolidation that we’ve also talked about in the past. Currently these tasks are in the To Do and In Progress sections of 3.10 Pyxis, grouped by dark blue dashed lines that you can barely see in this image.

Other things on the board without planned release dates include a variety of possibilities. Some are larger scope tasks that involve a large number of Custodians, while others might be the type of thing that can be knocked out quickly.

A handful of them include:
  • Espionage enhancements
    • Make Espionage more impactful, but have systems in place to prevent “dog-piling”.
  • Continued work on concepts and nested tooltips
    • Provide information in a clearer way, avoiding walls of text.
  • Improve tutorials
    • They’re really not good at introducing the concepts new players need to learn the game.
  • Improve the outliner
    • Make the Outliner easier to use during different phases of the game.
  • Do somethingwith the Megastructures UI
    • As the number of large space constructions grows, it gets harder to find the ones you want to build.
    • It’s also very confusing to have things that require Mega-Engineering alongside constructions that don’t.
  • Continue after losing
    • Pop up the Select an Empire UI from Multiplayer if you lose a Single Player game, in case you want to continue your galaxy’s story, even if your first empire’s has ended.
  • Improve species modification
    • Address micromanagement and tedium in species modification.
  • Pop performance
    • Pops are one of the greatest sources of late game performance issues. Find ways to reduce their impact.
  • Ship performance
    • Ships (and fleets) are another performance issue to investigate.
  • Investigate number of habitable worlds (and rebalance if necessary)
    • As more scripted systems get added to the game, the habitable worlds slider becomes less accurate.
  • Make AI personalities matter more
    • Review the existing personalities, make them show up in AI weights more often, and differentiate them more.

Next week​

Having come full circle, next week will be about Diplomacy and Trust.

See you then!
 
  • 112Like
  • 40Love
  • 10
  • 1Haha
  • 1
Reactions:
Have you thought about doing a community vote on issues?

What I mean is, considering that a third of the issues is from the community and considering you have quite a few ideas of things to do, wouldn't that be an interesting community interaction, like
"Of the following 5 topics, which one would you like to see first?"

Kinda how CK3 did a vote on a DLC theme this year (iirc it was like "we have these 3 cool ideas, which one would do you want us to do").
 
  • 3Like
  • 1
Reactions:
Someone on the dev team pls sneak in the slider for the Galatic Comunity timers .

Do it for the ppl that can't play long dates and multiplayer .

Do it for the xenos .
 
  • 7
Reactions:
Have you thought about doing a community vote on issues?

What I mean is, considering that a third of the issues is from the community and considering you have quite a few ideas of things to do, wouldn't that be an interesting community interaction, like
"Of the following 5 topics, which one would you like to see first?"

Kinda how CK3 did a vote on a DLC theme this year (iirc it was like "we have these 3 cool ideas, which one would do you want us to do").
The suggestions forums basically acts like that. I would encourage everyone to hop over there and interact with any suggestion you really like.
 
  • 14Like
  • 12
Reactions:
Hi everyone!

Hi Eladrin. (And team.)

Always enjoy the peeks behind the curtain for your design process, as always. I truly do feel that showing how you go about the game design process in an iterative manner is one of the Stellaris team's strengths, as it helps manage expectations and- in this case literally- shows the winowing effect that demonstrates that some ideas/issues aren't being rejected, but rather in stasis as they compete with many, many other things that are also not getting prioritized. It helps people visualize that their special concerns aren't being uniquely ignored, which is good!

View attachment 1023809
Part of the Custodian Team Board

Part of me laughs at seeing this, as it strikes so close to home (so to speak), but part of me hears a graphic designer despairing and wanting to replace those comment boxes with symbols for better visual distinction of topics, be they civic symbols, econ symbols, or whatever the topic.



(Also- you totally missed a chance for a stealth joke with the 3.11 Censor Bar. You could have slipped one not just past the community, but maybe even the team. For shame. Shaaaame! Your level of punnery is reduced by one for the missed opportunity.)
 
  • 2
Reactions:
For pop performance: halve the amount of pops & double their output.

For species modification: stop AI spamming loads of pop variations & allow conquered robot pops to be merged into your primary species robot type- even if different races built them. I don’t need 20 different types of robots in my empire. This would help performance as well I’d imagine.
 
  • 8
  • 3
  • 1Like
  • 1
Reactions:
Great post! I liked seeing the internal workings of the team.

If there's one thing I want the Custodians to investigate, it's the pop growth system. Take another look at it see if what it does is really to the benefit of the game and balance. The last rework made population numbers matter somewhat in increasing pop growth, but in the end it is still dominated by the + 3 per colony. This vastly values many small colonies over bigger colonies, and means you almost always want to colonize low-habitability worlds. I don't really think those are desired effects, narratively or balance-wise.
 
  • 10
Reactions:
  • Improve species modification
    • Address micromanagement and tedium in species modification.
  • Pop performance
    • Pops are one of the greatest sources of late game performance issues. Find ways to reduce their impact.

I've been saying for some time now that species traits need to be empire specific instead of pop specific. This might be too much of a change to be possible within the scope of the current game, but it would, I think, help both of these issues.
 
  • 12
Reactions:
Espionage enhancements
  • Make Espionage more impactful, but have systems in place to prevent “dog-piling”.

If/When this is done, are there any plans to make Espionage less of a pain to manage? It's nested two menu layers deep pretty consistently, the 'tell me when this needs my attention' button sometimes automatically makes choices (mainly for the damage relations operation), you can't set up operations to repeat, or queue them up.

Less important but as a nice-to-have, some more events during operations would be nice. The array is a bit limited and your responses don't have any ethic-or-civic options, which hurts their replay-ability a bit more.
 
  • 5
Reactions:
Great post! I liked seeing the internal workings of the team.

If there's one thing I want the Custodians to investigate, it's the pop growth system. Take another look at it see if what it does is really to the benefit of the game and balance. The last rework made population numbers matter somewhat in increasing pop growth, but in the end it is still dominated by the + 3 per colony. This vastly values many small colonies over bigger colonies, and means you almost always want to colonize low-habitability worlds. I don't really think those are desired effects, narratively or balance-wise.

Agreed, pops being king really limits the strategy of the game. It's never not a good idea to colonise a planet.
 
  • 3
Reactions:
If there's one thing I want the Custodians to investigate, it's the pop growth system. Take another look at it see if what it does is really to the benefit of the game and balance. The last rework made population numbers matter somewhat in increasing pop growth, but in the end it is still dominated by the + 3 per colony. This vastly values many small colonies over bigger colonies, and means you almost always want to colonize low-habitability worlds. I don't really think those are desired effects, narratively or balance-wise.

I'd say this is accurate. The logistic system would work far better if there's a much lower growth on newly colonized worlds, and they rely on immigration to handle the "rush". The minimum floor was intended to let those colonies grow by themselves on a reasonable timescale, but ended up incentivizing colonizing everything because it's "growth from nowhere".

I'd want to look over proper immigration before touching anything there though.
 
  • 33Like
  • 11
  • 4
Reactions:
The suggestions forums basically acts like that. I would encourage everyone to hop over there and interact with any suggestion you really like.

Any plans to implement some bigger improvements for the third most popular suggestion from 2020, namely some sort of expansion planner for the branch offices (and vassal holdings)?


Scrolling through each planet of each empire with commercial pact is not very fun or interesting even if the UI provides some minor help in the form of back/forward buttons in the planet screen.
 
  • 6
  • 1Like
  • 1Love
Reactions:
Frankly, one of the quickest wins UI-wise, if a small one - or at least what I suppose is one of the quickest wins - would be to make the blasted RESETTLEMENT list of planets use the order set for the OUTLINER.

The resettlement UI is a bit substandard as there is no sorting for the different values of interest (if looking for a planet with a specific property), or folding/unfolding for sectors, or searching, but addressing that would perhaps be more work than it is worth since this only becomes an issue for large empires, but the thing that truly makes it a pain to use for large empires is that it uses its own list order (the unsorted one based on time of insertion) rather than the order the player selected and uses elsewhere in the game.

Please tell me that this - or something like it - is on the "todo" list for the Custodian team. It seems such an obvious quick win to extend the usefulness of the ordered outliner to resettlement.

E.g. if my outliner after I've ordered everything to my satisfaction says:
Sector A
Planet A1
Planet A2
...
Planet An
Sector B
Planet B1
Planet B2
...
Planet Bm
Sector C
...

then I would expect the resettlement interface to show a planet order of
A1
A2
...
An
B1
B2
...
Bm
...
regardless of whichever internal ordering they might have
 
Last edited:
  • 2Like
  • 2
Reactions:
Frankly, one of the quickest wins UI-wise, if a small one - or at least what I suppose is one of the quickest wins - would be to make the blasted RESETTLEMENT list of planets use the order set for the OUTLINER.

If I remember correctly, the resettlement UI lists the destination planets in order of number of available jobs, as the typical use case is to move pops from overpopulated to underpopulated colonies.
 
  • 16
  • 3Like
Reactions:
Thank you for continuing the trend of high transparency; I really appreciate this!

I hope these 'larger scope tasks that involve a large number of Custodians' involve a major overhaul of a central system that has never really been touched up propperly since release and has had major issues since then ;).

Overall, I'm happy the work continues, and I hope to see another DLC soon to show support for the game in the purest form a customer can show, by buying your products!
 
  • 1
Reactions:
Oh my, oh my... diplo sweet stuff, espionage rework, outliner improvments, nested tooltips (these little things are awesome!!!), continue after losing (not my thing but sounds great too), species modifications less micro (yes daddy!), PERFORMANCE did you say PERFORMANCE? You know what, I am more excited for next release than most of past stuff honestly. You guys are so nice at custodianship that you should declare the imperium xD