Name | Stellaris | ||
Developer | Paradox Development Studio | ||
Publisher | Paradox Interactive | ||
Tags | |||
Release | 2016-05-09 | ||
GameBillet | 33.97 / € | ||
Steam | 9,99€ 8,74£ 9,99$ / 75 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  12062  | ||
Steam Rating | Very Positive | ||
Steam store | |||
How long to Beat | |||
Main Story |  18 Hours  | ||
Main Story + Extras |  27 Hours  | ||
Completionist |  40 Hours  | ||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  2,000,000 .. 5,000,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 5376 | ||
Average playtime (last 2 weeks) | 385 | ||
Median playtime (forever) | 2822 | ||
Median playtime (last 2 weeks) | 450 | ||
Public Linux depots | Linux [153.28 M] | ||
DLC | Stellaris: Infinite Frontiers eBook Stellaris: Plantoids Species Pack Stellaris: Leviathans Story Pack Stellaris: Utopia Stellaris: Nova Edition Upgrade Pack Stellaris: Galaxy Edition Upgrade Pack Stellaris: Anniversary Portraits Stellaris: Synthetic Dawn Stellaris: Apocalypse Stellaris: Humanoids Species Pack Stellaris: Distant Stars Story Pack Stellaris: MegaCorp Stellaris: Ancient Relics Story Pack Stellaris: Lithoids Species Pack Stellaris: Federations Stellaris: Necroids Species Pack Stellaris: Nemesis Stellaris: Aquatics Species Pack Stellaris: Overlord Stellaris: Toxoids Species Pack |
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Hi everyone!
[h2]Stellaris: Cosmic Storms (Mechanical Expansion - coming Q3 2024 - $12.99)[/h2] A strange galactic phenomenon has been observed in the galaxy, Cosmic Storms have begun sweeping through the systems of the galaxy. Check the forecast, prepare your Empire to weather this new threat, and leverage the possibilities these storms give you as they weaken your enemies. Discover multiple types of Cosmic Storms that travel from system to system in the galaxy, wrecking havoc (or bringing powerful bonuses) on empires throughout the galaxy. Discover new technologies allowing you to forecast, and influence the direction of these storms, and play with new civics and a new origin featured around taking advantage of this mysterious galactic phenomenon. Includes:
[h2]Stellaris: The Grand Archive (Story Pack - coming Q4 2024 - $14.99)[/h2] The Grand Archive is vast and full of wonders, and it's up to you to fill its halls with the records of the unique lifeforms and marvels you meet in the galaxy. Construct a new megastructure, and collect exotic specimens from your space-faring adventures, what military applications might await you, and what unique life forms might you construct from the specimens you find is up to you. In the Grand Archive Story Pack you will collect specimens from throughout the galaxy, and discover technologies allowing you to genetically modify the galaxys indigenous space fauna, and then breed these creatures to further your own agenda. Includes:
Stellaris: Season 08 and The Machine Age are both available for pre-purchase now! https://store.steampowered.com/app/2863190 https://store.steampowered.com/app/2840100 [h2]Inspiration Behind the Crisis[/h2] Not every existential threat is overtly hostile, or even desires you harm. In house, weve always loved our Rogue Servitors - the idea of a powerful AI that somehow turns on its creators, not in a violent or destructive way, but out of a misguided sense of purpose. We wanted to do something that felt both apocalyptic but not inherently militant, a crisis that wasnt exclusively about shooting something on first contact. The first phases of this Crisis are decidedly non-combat. How might an all-powerful being react to the directive to 'eliminate suffering?' Obviously, because this is Stellaris, our antagonist is going to take her answer way, way too far. What happens next is up to the player. Will you try to oppose her directly, or play the part of a loyal pupil? This all came together as a terrifying, driven entity. There are some very obvious spiritual and historical influences in her design, and philosophical ideas regarding the nature of suffering and awareness are woven through her narrative. Expanding upon some of the interactions originally created in Galactic Paragon, all of your conversations with the Synthetic Queen will have full, generated audio voice-overs. Our Audio Director, Ernesto Lpez, has a bit to say about how we went about it: Designing the voice for the Synth Queen was an entertaining adventure. While we had access before to use Advanced Text to Speech to do prototypes and characters, this time, we tried to use the tool like a music synthesizer. We created multiple takes, arranged them, and compiled them, creating a good result. We were excited to create an AI character with an AI voice since this would allow some creative leeway. If the result felt odd or non-human, that could fit the character perfectly, but also when the results had specific emotion, that helped us to create what we believe is a fantastic character and an enjoyable and exciting narrative arc for players that have been waiting for a new and exotic crisis. Were extremely happy with how this all came out, it takes encounters with her to another level. The Synthetic Queen gave us an opportunity to build upon existing stories of the Fallen Empires, answering some more questions about the ancient past. We dont want to spoil too much about the story, but were really looking forward to seeing you meet her. The Synthetic Queens ships [h2]Next Week[/h2] In next weeks dev diary well be looking at the Become the Crisis path in The Machine Age, Cosmogenesis. See you then! |
Bugfixes
Please note save compatibility is not guaranteed between versions. Should you experience bugs or other issues, please first create a new, unmodded save and see if the issues persist. If the issues persist on a new unmodded save, please make a bug report! |
Nick Bostrom said: Available to gestalt machine intelligences, Obsessional Directive lets you enjoy faulty programming that drives you to produce ever increasing numbers of useless Consumer Goods... At any cost. Object permanence is not necessarily one of your strengths. The directive was to acquire the consumer goods, now that youre done, theres nothing preventing you from digging them back up again. If you meet or exceed your quota, you will have options regarding what to do with your stash of office supplies, toasters, handheld electronics, or whatever other form you imagine your Consumer Goods take. Until you make friendly contact with other empires you will only have the option to create a Spire of Commodities, but later on you could trade them away for various resources. Most of your consumer goods will be removed, but the reward will scale with the amount that you produced. Failing to meet your quota will result in a bit of a breakdown until your new, lower quota is met. On the other hand, the experience of failure does unlock a new direct to Consumer Goods purge type to make it easier to achieve your next goal. (Determined Exterminators start with this purge type unlocked.) Diplomatic Protocols In The Machine Age, gestalt Machine Intelligences will also be getting their own variant of the diplomatic civics. The other diplomatic civics have also been buffed to match the Diplomatic Protocols. Tactical Algorithms Some machines were designed to study war in all its forms. How about a nice game of chess? These gestalt Machine Intelligences can create Mercenary Enclaves (if the game host has Overlord), have immortal Commanders, and gain military benefits from getting the opportunity to study the strategy and tactics of other empires. Augmentation Bazaars At the Augmentation Bazaars, you can build a better you, and all it will cost is an arm and a leg. Now Ill let Gruntsatwork talk about some new space structures. [h3]Dyson Swarms[/h3] The path to a Dyson Sphere of your own is long and arduous, filled with empty building platforms and non-functional intermediate stages, or at least, it used to be. Fresh with the Machine Age, we are introducing the Dyson Swarm, a predecessor and proof of concept for your Dyson Sphere plans. By putting many small satellites into orbit around a star, you can collect some of its output and enhance your research capabilities. But Paradox you say, we dont get research from Dyson Spheres. Correct, but you do get it from Dyson Swarms, IF you place them correctly. Dyson Swarms function slightly differently than Spheres. Instead of producing energy all on their own, they amplify whatever resources their star produces, up to 30 times. Yes, that delicate little 3 energy star will now produce 90 energy and if you were to put it on a 3 physics star, that would be a decent 90 physics research from 1 star. And if you get really lucky and have an event spawn an even rarer resource on a star? Go right ahead, collect it all. So swarmy. But with all that said, there are certain restrictions on building Dyson Swarms. Those restrictions exist for a simple reason. You can upgrade one of your Swarms directly into a Stage 2 Dyson Sphere, for those juicy 1000 energy per month. That is why you may not build Swarms around Black Holes, Neutron Stars nor upgrade them past Swarm state in systems with thriving colonies. [h3]The Arc Furnace[/h3] For our second new Kilostructure, allow me to introduce the Arc Furnace to you. A splendid planet-based megastructure, meant to help you alleviate your industrial needs. Just like the Dyson Swarm, to get the most out of your shiny new Arc Furnace requires a bit more effort than merely finding a molten world and putting it down. Instead of producing resources itself, it allows you access to more of the systems resources. In less flowery language, that means at each stage, the Arc Furnace will create deposits on every planet or asteroid in the system. First 1 Mineral deposit, then another 1 Mineral deposit. Third 1 Mineral and 1 Alloy and for the final and fourth stage, 1 more Alloy deposit. This gives you a total of 3 Minerals and 2 Alloys on every planet or asteroid in the system, however, in addition to the deposits, the Ard Furnace also makes mining in general more effective in the system, which manifests as a small bonus to your mining station output, at the final stage a measly 100%. So to get the most out of your Arc Furnace, you want to find molten worlds in large systems, with plenty of planets and asteroids. Hot. Both of those Kilostructures will become available in the early midgame, hopefully around the time you start to feel the constraints on your expansion as borders solidify and you begin to get cut off from the resources you desperately need. Now in contrast to most Megastructures you are not limited to merely 1 of each, however, unlike Relays and Gates they have some limits. You will unlock the capacity to build 5 of these in total, spread out through the relevant technologies (6 for Arc Welders). [h3]Species Auto-Modification (Auto-Modding)[/h3] Im back now to talk about Auto-Modding. No, were not automatically updating your outliner mod for you when an update releases. (Sorry modders!) Biological and Cybernetic Ascensions were particularly vulnerable to being very micromanagement heavy playstyles. You had a lot of power available to you if you adjusted, tweaked, and applied various species templates to your pops. This was effective, but very time consuming and often tedious. With the 3.12 Andromeda update, we have introduced a new class of traits that will, over time, replace themselves with temporary versions of other traits based on the job the pop is currently filling. For example, a Machine pop filling a Farmer job will eventually have their Adaptive Frames change to replicate the Harvesters trait, and if they move to a Mining job theyll eventually switch to mimicking Power Drills. AutoMod traits have a defined list of available traits to choose from for each trait, and one pop per month will adapt to their jobs, modified by buildings like the Robot Assembly Plants or Gene Clinics. AutoMod traits exist for Mechanical (Adaptive Frames), Biological (Vocational Genomics), Cybernetics (Universal Augmentations), and Overtuned Traits (Fleeting Excellence). Vocational Genomics becomes available with the Targeted Gene Expression technology, and the others are immediately available once you have access to the appropriate category of traits. We recognize that these traits are extremely strong, but the quality of life benefits of having your pops modify themselves to fit their jobs is very high. As such, Auto-Modding and the associated traits are part of the free 3.12 Andromeda release. MODDING INFORMATION Traits can now be categorized into normal/cyborg/robotic/psionic/advanced_genetic/overtuned. Heres the script for the biological auto_mod trait: TRAIT_AUTO_MOD_BIOLOGICAL
Traits themselves should also include a category if you want them to be included as auto_mod possibilities: TRAIT_AGRARIAN trait_agrarian = { Jobs themselves need to have a list of traits associated with them. Weve created a number of inline scripts to handle these. So our farmer job has the following inline script at the end of the script block: inline_script = "jobs/automodding_priority_food" Which expands into: AUTO_TRAIT_PRIO
[h3]Next Week[/h3] Next week well explore the new End-Game Crisis thats coming in The Machine Age. See you then! |
For those of you who find the Stellaris portraits too anthropomorphized, we hope you will enjoy this new addition to the Stellaris portraits lineup! Encased in rune-covered cube armor, a sort of fully surrounding jacket made of metal, Cube Rick will be an excellent companion to take on a space odyssey. |
In summary, your machine leaders no longer need to fear random death and will live to the ripe old age of 100 years without any additional improvements. Some forms of immortality, however, have been retained, like the Gestalt Councils and some special ascension traits. All Virtual machine leaders are immortal while Modularity has access to advanced lifespan-increasing traits that can be applied to your machines. Similar rules will apply to robots, though they have a starting age of 1-5 years, and do not get the +20 lifespan bonus that machines have. Both biological empires going Synthetic and Machine empires will also reset their age upon completing Ascension to reflect receiving their new bodies. Somewhat paradoxically, all together, these changes should actually result in your Machine leaders being able to better withstand the test of time than they could were when they were theoretically immortal. 100 years is a lot better than how long my last smartphone survived. Habitability Habitability is also undergoing some changes. Having +200% Habitability as a base for all machines limited what we could do with them - it was what previously prevented us from allowing them to be Void Dwellers or using several other Origins, for instance. We still wanted to retain the flavor of Machines having an easier time dealing with alternate climates though, so Machines now use habitability systems similar to organics, with some significant changes:
We believe this will still give them a simplified but more nuanced gameplay experience, with niches and combinations that will come close to the old playstyle while also allowing new fantasies. (Subterranean Machines, for instance, have a 100% Habitability floor and thus are guaranteed perfect habitability everywhere.) Using partial habitability mechanics opened up the ability to use origins such as Ocean Paradise. Assimilation An important quality of life improvement for Machine empires - we have extended the capacity to assimilate other machines or robots into your main species to all machine empires. They may have shared our name, but they did not share our form. These false Zenak will soon become actual Zenak, including adhering to our charging standards. (This is what I get for not being careful with my force-spawned empires.) The Aging, Habitability, and Assimilation changes (and Origin improvements listed later) are all part of the free 3.12 Andromeda update. Individualistic Machines Gestalt Machine Intelligences were originally introduced in the Synthetic Dawn story pack, but the authority and most of the civics (other than Determined Exterminator, Driven Assimilator, and Rogue Servitor) will also be unlocked by The Machine Age. The Machine Age will also allow you to create non-Gestalt Machine Empires, using regular authority, ethic, and civic choices. These individualistic machines are not guided by an overall gestalt intelligence, and thus have their own motivations, desires, and disappointments. Individual machines possess happiness like fully recognized synthetics, can and will form factions, and consume consumer goods. As non-Gestalts, their leaders will draw from the standard array of leader traits. This of course includes fan-favorites like Substance Abuser. With all ethics available to you, your empire can be spiritualist machines, fully capable of rationalizing their own spiritual superiority compared to lesser machines and organics. Your factions have been adjusted to fit your mechanical existence, since it makes no sense for spiritualist robots to despise all robots. (Its okay to hate some.) You will receive roboticists from your capital building with the additional option of building an assembly plant to boost your production even more. This all comes at the cost of alloys, so carefully decide between expansion, war, and pop assembly. As individual machines are very much capable and willing of entertaining unique needs, they have no restriction on allowing organics in their empires and can even start the game with Syncretic Evolution as their Origin of choice. As such, they have access to technologies for food production, genetic modification, and other organic focused technologies, with a sharply reduced, but not zero, chance at drawing those technologies if you have no organics in your empire. You are at the very least capable of theorizing about meat and its needs compared to gestalt machines. Depending on your ethics and authorities, you can enfranchise, disenfranchise, enslave, or empower organics or even other machines in your empire as you wish. The only limits to your ability to tread upon those fragile organics and your fellow machines are the limits of your imagination. Individual Machines have access to most civics organic empires have access to, as well as a few machine civics, like Warbots and Static Research Analysis, which have been adjusted for them. Decadent, Deviant, Hedonistic Crime-Bots? Sure, why not. [h3]More Origins now available to Machines[/h3] As part of the 3.12 Andromeda release, weve done a pass on Origins to see if there were any that could have their restrictions on Machines relaxed. The full list of Origins that Machine Empires have access to as of the 3.12 Andromeda release is:
[h3]Transformation Situation and Ascension Paths[/h3] With The Machine Age, Individualistic Machines and Gestalt Machines have access to 3 new Ascension Paths (which replace the current Synthetics tree). By taking the Synthetic Age Ascension Perk, you will begin a new Situation to guide them through this momentous transformation. Virtuality Embrace a virtual existence for the majority of your pops. From the cloud, your pops are created and to the cloud they return when their job is done. Spreading your servers across the stars is an expensive endeavor but your concentrated efforts are unmatched.
Once you finish the tree, you will transition from a pop-limited playstyle into a planet-limited playstyle, as open jobs will be instantly filled with virtual pops as needed, while unemployed virtual pops will be turned off. Nanotech Big Things are made of Small Things. By becoming a flood of nanites, your empire changes not just its makeup, but also its economy and growth strategy. Grow. Exploit. Replicate. While Virtual Machines may seek a Tall playstyle, Nanotech Machines flood across the galaxy like an off-white or silvery tempest, specializing in the physical.
Modularity The most advanced traits require the most advanced minds. By embracing Modularity, your empire will have access to traits other machines can only theorize at. The rarest of resources will fuel your enhanced shells.
If you have Synthetic Dawn but do not have The Machine Age, you will retain access to the Synthetics Tree, but with reworked Traditions. These will include bonuses to lifespan, habitability and pop assembly. [h3]Resistance is For owners of Synthetic Dawn, Driven Assimilators will gain two advanced authority possibilities in The Machine Age, the Memory Aggregators and the Neural Chorus. Upon completing the Cybernetic tradition tree, the Assimilator will receive the option to determine their stance on the variance of thought permitted within the gestalt consciousness. This is the Neural Chorus: [h3]The Machine Ship Set[/h3] In last weeks dev diary we snuck the Machine Corvette into the Arc Welders screenshot. Heres a glamor shot of the Machine ships that was arranged by our artists: We finally have a Machine shipset. [h3]Next Week[/h3] Next week well look at the Civics and Structures of The Machine Age, as well as Auto-Modding. See you then! |
Hello Stellaris Community! |
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[h3]It is time to leave our flawed biological vessels behind.[/h3]
https://store.steampowered.com/app/2840100/ Wishlist The Machine Age today! |
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[h3]More on the Stellaris Expansion Subscription[/h3] Weve created an FAQ about the Stellaris Expansion Subscription option, I've included it here: We've gathered up some of the most frequently asked questions from the launch of the Stellaris Expansion Subscription. No. All existing purchases will remain, and you will not have to sign up to the subscription service to maintain your access to your previously purchased content. No! Our main model will remain focused around expansions and other content, as we have done so far. We have introduced a subscription service to lower the barrier to entry for new players. We are experimenting with this additional option to provide players access to the full Stellaris experience. We are simply offering another choice, as we understand that many players would be interested in trying Stellaris with all the content without having to commit to purchasing all the existing content. We already have bundles available that we have designed with the help of our community. We are happy with the currently available offerings, but may look into this again in the future. Yes! Subscription ownership of the content comes with all the features that a regular purchase does. You can share the content from the subscription in multiplayer with your friends that only have the base-game. No current plans at this time, but something on our radar long-term. We currently have several years of Stellaris development planned. Yes! Stellaris content will continue to be available to purchased individually, as it always has been. The Stellaris subscription is geared towards allowing new players more avenues into the full Stellaris experience. As such, we attempted to keep the initial public offering as simple as possible. We may look at expanding our offerings in the future, however. When you have an ongoing subscription, you are technically considered to have the content in your library. As such, stores will stop you from purchasing a DLC for the same account twice (since the DLC is already in your library). Once the subscription expires, you can again go back to purchasing content normally. We hope this provides more clarity into our process and alleviates some of the concerns of the Community with regards to the Expansion Subscription. If you have further questions, feel free to ask them in the thread below and we will do our best to provide answers! For several years, the Expansion Subscriptions on some of our other games have proven very popular with new players, which was the major reason we wanted to bring the concept over to Stellaris. As Crusader Kings III's Chapters have likewise been extremely popular with their more experienced players, we're also looking into bundling future content together in a similar manner to make it easier for our veterans to get the new content at a discount. [h3]Discord Q&A Transcript[/h3] On February 22nd, we held a Q&A on Discord. The team answered 247 questions and only got a little trolly. For a transcript of the questions that were answered, please visit the Paradox forums. [h3]What Else?[/h3] I promised to give a teaser about what the internal team has been working on. Here you go. [previewyoutube=GsDqi-thw5w;full][/previewyoutube] 01010011 01100101 01100101 00100000 01111001 01101111 Next week's dev diary will be later than usual as well. |
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[/expand] Release notes marked with the symbol were made with the assistance of our modding community. Special thanks to Ariphaos, Fireprince, Risa, alexrider903, ECHO, Roverstorm, jasonpepe, SirBlackAxe, Glavius, Savlor, OldEnt, Harain, and The24thDS for making Stellaris a better game. Please be aware that as normal with major releases, mods that have not yet been updated are likely to cause unexpected issues. If you wish to continue existing saves, see this thread for how to roll back to earlier versions of Stellaris. [h2]Stellaris Expansion Subscription[/h2] Over the years, as more content has been added to Stellaris, we have been hearing an ever-increasing number of requests for a subscription option as an alternative to purchasing them individually. Were happy to announce that we are adding a subscription option to Stellaris, allowing players to access all released DLCs for Stellaris at a fixed monthly fee. Future DLC releases will be available to subscribers on day 1. The Stellaris Expansion Subscription grants access to all of the content for Stellaris, with significant discounts for longer subscription plans:
Subscriptions can be started either directly from Steam or through the Additional Content browser, and may have different prices based on your regional currencies. The Stellaris Expansion Subscription is currently only available on Steam. [h2]Next Week[/h2] Next weeks dev diary will be on Thursday March 7th, and will likely be about post-release support for the 3.11 Eridanus update. Well also include the dev Q&A transcript and a little hint about what else were working on. Thank you for playing Stellaris! |
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Release notes marked with the symbol were made with the assistance of our modding community. Special thanks to Ariphaos, Fireprince, Risa, alexrider903, ECHO, Roverstorm, jasonpepe, SirBlackAxe, Glavius, Salvor, OldEnt, Harain, and The24thDS for making Stellaris a better game. [h3]Please note that save file compatibility between versions is not guaranteed. If you have an important game going in a previous version, please back up the save file before trying to load the save in 3.11.1. You can roll back to a prior version by right-clicking on Stellaris in your library -> Properties -> Betas -> choose the desired version from the drop-down. If you experience crashing or other issues, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums.[/h3] |
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Release notes marked with the symbol were made with the assistance of our modding community. Special thanks to Ariphaos, Fireprince, Risa, alexrider903, ECHO, Roverstorm, jasonpepe, SirBlackAxe, Glavius, Savlor, OldEnt, Harain, and The24thDS for making Stellaris a better game. [h3]Q&A, Tonight![/h3] Tonight from 15:30 to 17 CET the Stellaris dev team will be available to answer your questions on the Official Stellaris Discord server. [h3]Next Week[/h3] As the 3.11 Eridanus release will be coming on Tuesday, Im planning on moving next weeks dev diary to coincide with the release. See you then! |
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There are a few more currently in the works. [h3]Last Year in Review[/h3] We've assembled some fun statistics from all the Stellaris playthroughs you did in 2023. If you're interested, take a look: [previewyoutube=zMGWjVJbEjc;full][/previewyoutube] [h3]Next Week[/h3] Next week we should have the full Eridanus release notes prepared for you. Barring unforeseen circumstances the 3.11 release is currently planned for release on Tuesday, February 27th. See you next week! |
VanillaFixes Developed by Harain with support from The24thDS In some cases, we re-implemented their fixes or chose not to include some changes for various reasons, but we want to thank the community for being so active in helping us find and fix issues. We have marked the community contributed bugfixes with the symbol in the patch notes in order to give proper credit for them. The list of community fixes that we will be incorporating in 3.11 is as follows: [h3]Incorporated Community Fixes[/h3] Improvement
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Thank you for your assistance in making the galaxy a better place. Keep an eye out for the Seddom system when 3.11 arrives. [h3]Next Week[/h3] The Custodian team has been burning down the bug queue at a nice rate, so next week well go over some of the fixes they're adding in 3.11. |
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At player request, we have kept the older version of the Technology Open Beta available on stellaris_test_old. It will remain there until the release of 3.11 Eridanus. [h3]Difficulty Adjusted Technology Costs[/h3] One of the frequent points of feedback was that there was concern that newer players would be hit especially hard by the technology cost changes. We also recognize that different players have different desires for the pacing of the game, so weve added another slider to galaxy generation. The Difficulty Adjusted Technology Costs slider adjusts the base cost of technologies based on the difficulty of the game. Higher tiers of technology are affected to a greater degree than lower ones, so this slider essentially affects tier width. While this does overlap with the Technology Costs slider to a degree, it does so in a different way, so we consider each to have valid reasons to exist as separate sliders. Disabling Difficulty Adjusted Technology Costs will cause them to follow the 3.10.4 / Civilian difficulty curve. As with many other galaxy generation sliders, the Stellaris team will be balancing the game around the Normal setting. [h3]SHOW ME MATH AND GRAPHS![/h3] Tech Curves of basic technologies on Normal scaling, at different difficulty levels. The base cost of technologies is now based on 3.10.4s formula, y=1000*2^x, multiplied by the difficulty modifier of 1 + (q*x*d), where x=technology tier, q=difficulty adjusted tech cost galaxy setting (0 - 0.10, default 0.05), and d=difficulty (Civilian = 0, Grand Admiral = 6). TierXCost1 technologies at different difficulties, on Normal scaling (q=0.05). For the players that enjoyed the larger amount of distance between tech tiers, scaling can go up to a maximum of Extreme, which gives Grand Admiral a curve that is similar to, but not exactly, the Open Beta numbers. Note that technology acquisition will still be faster than the old Open Beta as weve removed Breakthrough Technologies. Tech Curves of basic technologies on Extreme scaling, at different difficulty levels. TierXCost1 technologies at different difficulties, on Extreme scaling (q=0.10). Previous Open Beta values for reference. We have a new feedback form for this version of the Open Beta, available here. As with the previous version, you can respond multiple times if you have different thoughts after different playthroughs. Please let us know what you think, and whether you think weve gone back too far in the other direction. Currently we're planning on collecting feedback from this phase of the Technology Open Beta for two weeks, until the 1st of February, but will leave the branches available until the 3.11 "Eridanus" update releases later on in the quarter. See you all next week! Please note that the Technology 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 - Technology Open Beta" branch. Please disable mods for the Technology Open Beta, they are likely to break. In-progress games should continue on the stellaris_test_old branch. [h3]Leave your feedback![/h3] ----- [MrFreake enters to highjack the post] Hello everyone! Here I am again, not reading the room. Eladrin is talking about turning off your mods, and I'm here telling you to download more mods: buuuut.... #MODJAM2024 is Available Now! [previewyoutube=41BT0PYA7OE;full][/previewyoutube] Want a sneak peek at the Legendary Leaders included in #MODJAM2024? Check out the feature video: [previewyoutube=W67ElHkkT4s;full][/previewyoutube] Voting for favorite mod will run until February 11th, so there's still plenty of time to play and vote for your favorite submission here! |
Hello Stellaris Community! |
by MrFreake |
Hello Stellaris Community!
From that idea and modjam theme emerged the common idea of someone who had crisis experience, but obviously failed (because if they succeeded, none of this would have happened). The rest (dialogues, terminology, descriptions) are based on Crisis Event Chain and the information the game is giving to me, along with some cool scientific definitions from physics . [h3]Inanis of the Void by DaGinger[/h3] Inspiration: Ive always found the concept of time dilation incredibly interesting. After bouncing around a few ideas for the modjam, this concept stuck out to me. How could it be used by an empire for their benefit? If it affects a whole planet, what would benefit? Stuff like production and growth speed? but also what downsides would it have? Increased upkeep for jobs and buildings? Would people be happy ageing at a faster speed than everywhere else? I kept asking myself these questions until eventually, I had a word document full of answers ready to be used. I also tied the story into a rare bit of lore from Stellaris that I adore which is partially related to the concept, Im sure most will understand the link if they have seen it before. Being interested in the science behind these things made it really easy to keep my motivation and interest in the mod high which certainly helped create this mod. [h3]Professor of ZIR by Tanner[/h3] Inspiration: The main bit of inspiration for The Professor was the Stellaris tutorial AI, VIR. A few days into programming, I thought, What if VIR was an awful college professor? The idea of turning the Stellaris tutorial into an overly strict college professor, who viewed themselves as the arbiter of all knowledge was something I adored too much. As for the portrait, I chose Necroids 9 simply because its one of my favorite portraits. My friends and I have an inside joke where we obsess about the amount of eyes the portrait has. We came to a consensus that 4 eyes is not enough, so this time the portrait has 6. [h3]Warpeo - The Dimensional Phantasm by RegiZero[/h3] [h3]The Jailer by Evereal[/h3] Inspiration: The idea that resonated most with me was the concept behind the champion Ryze from League of Legends, a lonely but powerful mage who has lived for millennia and charges himself with keeping ancient and powerful magical runes from falling into the wrong hands. I thought it would be cool to make a similarly enigmatic, but grounded, leader that also charges himself with withholding some incredibly dangerous object/entity from the galaxy. I iterated on many ideas and landed on The Jailer. This concept inspired me. Firstly, he is a character whose fundamental theme, seeking redemption, is relatable, grounded, and has a major opportunity for character growth. Secondly, there is instantly a major story hook worth exploring, what does he imprison, and why is it so dangerous? Finally, it allowed me to explore game mechanics and narratives that are IMO overlooked in Stellaris; crime, corruption and penal colonies. [h3]Weapons Platform Asset ID-02 by bpainecraft[/h3] Inspiration: My thought process when creating the features of the mod was primarily practical. With the requirement to make something balanced and a lack of knowledge about the legendary leaders, I decided to view the Stellaris Wiki and create features similar to the existing leaders. As for the story that I created to accompany my leader, it was more a spur of the moment thing than a planned chain of events, each project and event being written based on the one before. [h3]Ascendant Neochadamus by mem_malthus[/h3] Inspiration: Despite having been a big fan of Star Trek in the past, it happened more by coincidence/subconsciously that my leaders personality and background have big similarities with Q, and I wasnt even aware of it until someone pointed it out to me. It is never a bad thing, though, to have someone around, who can fill the entire room with his ego alone. It just gives so many more options for crazy stories you could never have with a normal character. [h3]Convergence by The Wandering Modder[/h3] Inspiration: Inspired by the Illithids in DnD, Convergence is a psionic mastermind driven mad by the multiverse. He will sacrifice anything to complete his master plan, foiled millennia ago by the entities in the Shroud. [h3]Heist on Dawns End by TheRingBearer[/h3] Inspiration: While the idea of trying to steal from under the very noses (if they have one) of a Fallen Empire was the core idea from the beginning. I originally wasnt sure of the leaders origin. Was he a god-king with the power of foresight trapped on a pre-ftl world, looking to recover that which was stolen from him? Or was he a charismatic criminal, looking to launch a heist that would make him the greatest thief the galaxy has ever known? After some early discussion and feedback, I ended up merging the two ideas a bit and focused a bit more on the idea of a Leader who has their own agenda which is at odds with your own, as that felt like a much more interesting take on a Legendary Leader. #### That's it for this week folks! Next week we'll be back with the release version of #MODJAM2024! And if you're interested in helping test the Modder's submissions, join us on Discord! |
Hello Stellaris Community! |
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The Technology Open Beta will run until January 15th. Thank you for your help in improving Stellaris! [h3]Please note that the Technology 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 - Technology Open Beta" branch.[/h3] Please disable mods for the Technology Open Beta, they are likely to break. Link to feedback form. |
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Barring unexpected developments, we consider the 3.10 Pyxis release stable at this point, and the 3.11 Eridanus update is the next expected release - currently planned for 2024Q1. As mentioned in an earlier dev diary, 3.11 Eridanus will be focused primarily on general bugfixing and stability. [h3]Technology Open Beta[/h3] Well be putting a Technology Open Beta up tomorrow to gather feedback and data on some possible changes to research. While some changes planned for 3.11 Eridanus have snuck into this release (like some improvements to Galactic Doorstep), the overall technology rebalance is considered experimental and may or may not end up being released. It is likely to undergo some changes if it does go live. The Technology Open Beta will run from December 15th through January 15th. Well post a feedback form tomorrow to help gather your impressions and thoughts. [h3]TECHNOLOGY OPEN BETA RELEASE NOTES[/h3] Features
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[h3]Meet the Devs Video[/h3] Game Systems Designer @Gruntsatwork did a video interview about what its like to work on the Custodian and Crisis teams. [previewyoutube=UL3KPsQIi94;full][/previewyoutube] No, you cant implement trash. - E [h3]Next Week[/h3] The nights are getting cold and long, so for the last dev diary of the year its time for a look at the year in review. See you then! |
Hello Stellaris Community!
The full and official rules are available on the Official Stellaris Discord. Haven't signed up yet? Sign ups will be open until 5 PM CET on December 14th! Not a modder? Subscribe to #MODJAM2024 on the Steam workshop and get the new content as soon as it's available! This year our modders will be competing for some fantastic prizes from our partners at Republic of Gamers:
* Exact specifications may vary depending on winning modders region The winner will be determined by the result of a Community Vote, which will start on January 11th, 2024 at 5 PM CET and finish 5 PM CET on February 11th, 2024. You can read the full terms and conditions here. Thanks to everyone who's signed up so far, and best of luck to our modders! |
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We currently have plans for another update this cycle with some more fixes, including an AI fix to encourage them to recruit an appropriate number of scientists. As with the last few, we plan on putting it on the stellaris_test branch on Tuesday, for release later on in the week. [h3]Whats After 3.10.4?[/h3] Tentatively scheduled for next Friday, we plan on putting up a longer open beta over the holidays that seeks to collect feedback regarding some potential balance changes to ship production, upkeep, and research in general. Stellaris has undergone a significant amount of power creep over the years, and the speed at which we're able to burn through the entire technology tree is much higher than is healthy for the game. Due to the large number of stacking research speed modifiers, repeatable technologies are reached far too early in the game. Another power creep issue mentioned by many players, it's also become trivial to stack large numbers of ship build cost and ship upkeep reduction modifiers. The Holiday Open Beta will be a feature branch that contains the following changes, which may or may not go into 3.11 (or 3.12, or any release at all for that matter). Similar to how we handled Industrial Districts several years ago, we're intentionally keeping these separated from core 3.11 development, isolating this in a parallel track. Well have a feedback form set up to collect your thoughts, and the Open Beta will run until the middle of January. [h3]Holiday Open Beta Preliminary Notes[/h3]
[h3]#MODJAM2024 Signups are open![/h3] Over the holiday period, we will be running another Mod Jam. This years theme will be revealed on December 12th, and sign ups will close on December 14th. The Community team will be posting weekly Mod Jam updates in place of our weekly Dev Diaries, so you can still get your weekly Stellaris fix. Weve currently scheduled the Mod Jam mod to release on January 11th! If youre interested in participating, you can get more details and sign up here. You can also subscribe to the Mod Jam mod here, and get it as soon as it releases. |
Hello Stellaris Community! |
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This release does not yet have fixes for two Linux issues, but we have workarounds for two of them:
Players have also reported issues with certain event leaders missing traits and envoys convincing themselves they're real people, these will be fixed in 3.10.3. [h3]Outliner Customization[/h3] In 3.10.2, we've added the ability to fully customize your Outliner tabs. In your Outliner Options, there is now a toggle for Custom Outliner Tab, which will let you select any elements you wish to show on that particular tab. This should allow you to set up your tabs however you desire, including putting everything on a single tab or duplicating the same information across different tabs if you wish. (For example, if you want a "Peace" and "War" tab, with different information or sorting.) [h3]So What's Next?[/h3] We're continuing to focus on stability and bugfixing for the next few weeks. 3.10.3 is planned for next week, and we plan on continuing the pattern of releasing the build early as an Open Beta while it's undergoing certification. 3.10.4 is expected the week after that, and will include translated localization for the various changes made in the first three patches. (As well as further bugfixing as needed.) [h3]And After That?[/h3] The 3.11 "Eridanus" update in 2024Q1 will focus on stability, AI, and balance. We're planning on running a balance related Open Beta over the holidays to collect feedback regarding some experiments around Research. |
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[h3]Please note that the 3.10.2 "Pyxis" 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 - 3.10.2 Open Beta" branch.[/h3] This release does not yet have fixes for two Linux issues, but we have workarounds for two of them:
[h3]Outliner Customization[/h3] In 3.10.2, we've added the ability to fully customize your Outliner tabs. In your Outliner Options, there is now a toggle for Custom Outliner Tab, which will let you select any elements you wish to show on that particular tab. This should allow you to set up your tabs however you desire, including putting everything on a single tab or duplicating the same information across different tabs if you wish. (For example, if you want a "Peace" and "War" tab, with different information or sorting.) |
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[/expand] We want to thank you again for your patience, and thank you for playing Stellaris! [h3]Please note that save file compatibility between versions is not guaranteed. If you have an important game going you would like to finish, please back up the save file before trying to load it in the new version. You can roll back to a prior version by opening steam and right-clicking on Stellaris in your library -> Properties -> Betas -> choose the desired version from the drop-down. If you experience crashing or other issues, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums.[/h3] |
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Please note that the 3.10.1 "Pyxis" 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 - 3.10.1 Open Beta" branch. Some notes for Linux users that are encountering crashes - we have potential workarounds for two of them:
At this time we are still tracking down Mac stability issues. 3.10.2 is already in progress, in which we are continuing to hunt down stability problems (especially for Linux and Mac users), fixing more bugs, and adding more customization to the Tabbed Outliner. Outliner Customization WIP Mockup of what were planning. Might not exactly end up looking like this. [h3]Event Chain Subtitles[/h3] In the last Dev Diary, we said wed provide a form so you can submit events that you think should have subtitles added to them. Here's a link to a form where you can suggest events for review. Thanks for your assistance! [h3]Whats Next[/h3] Were going to continue watching your bug reports and feedback, fixing things, and working on 3.10.2, so you can enjoy the new content the way it was meant to be. Thanks for playing Stellaris! Astral Planes is discounted 10% until November 27th. |
If none of these things resolve your issues, please let us know in the comments below or on the Stellaris Bug Report forums. We would like to thank everyone who took the time to leave their feedback and share their experience with DLC Verification, and those who took the time to try some of the more... unorthodox suggestions and workarounds that have been going around the community over the last 24 hours. From everyone on the Stellaris Team, we would like to apologize to our players for the inconvenience with the Astral Planes release. |
[previewyoutube=O544CkFV5ck;full][/previewyoutube]
* Some content may require DLC sold separately 3.10 "Pyxis" Free Custodian Update Before you jump into the game, check out the latest from our Custodian Development team: the 3.10 Pyxis Custodian Update! Here is a link to the full patch notes. If you experience bugs or other issues on 3.10 Pyxis, on a new save, without mods, please take the time to fill out a report on the bug report forums! 3.10 Pyxis brings with it a consolidation of Leader Classes, vastly improving leaders usefulness, and addressing some community concerns with regards to the Leader Cap introduced with 3.8 Gemini, as well as introducing a new Council Legitimacy Mechanic, further updates on the Additional Content Browser, and improving the Outliner by introducing tabs to help you manage your late-game Empires. As we mentioned at the 3.9 Caelum release, we softened up the leader cap, as many in the Community were finding it too restrictive to gameplay. At the time, we mentioned this was a temporary solution while we worked on a more comprehensive leader rework. Enter, the Leader Consolidation With leaders becoming more important to your empire following the 3.8 Gemini release alongside Galactic Paragons, there were some rough edges leftover and experiences that could be better. Taking into account our internal vision of how leaders should work, and combining it with feedback weve gathered from the Community during the time since the 3.8 Gemini released, we have put together a system of leaders that we feel will address many concerns, and eliminate or lessen the rough edges and bad experiences. The Leader Consolidation reduces the number of Leader Classes from four to three: Commanders - are the military-focused leaders in your empire. These leaders can lead fleets, armies, be governors or sit on your Empire Council. Officials - are the Administrative class of leaders, and focus on governing your empires planets, maintaining relationships with Federations and the Galactic Community, or can further focus your Empire Council to either diplomacy or internal production Scientists - focus on developing your empires knowledge of the universe, exploration, and discovery, or can govern planets in your Empire (replacing the Assist Research functionality) Each leader can now gain one of four Veterancy Subclasses, allowing you to specialize your leaders even further: Commanders
Official
Scientist
To make leveling up feel more rewarding for those of you who do not own Galactic Paragons, traits chosen upon leveling up will now be weighted towards the job your leaders are currently performing. Changes to the Leader Capacity In 3.10 Pyxis, each Leader class has its own leader capacity, and exceeding that capacity for one Leader type will only affect that leader class. The effects of being over capacity have been changed as well: being double your Leader Capacity will now result in unity upkeep for that leader class increasing by 100%, and XP gain for that leader class dropping by around 47%. Planetary and Sector Governance As some of you may have noticed from above, all three Leader Classes can now govern your Empires worlds. Each Leader class has certain inherent bonuses to governing planets that scale with their Leader level, in addition to the bonuses provided by choosing the planetary governor-styled Veterancy Subclass: Governing Effects (effects increase with Leader Level): Commanders:
Officials:
Scientists:
These effects apply to the planet the leader is ruling, and if that planet is the sector capital, will apply half their effects to the planets in the sector. Throughout the game, weve gone and ensured that the majority of governor-related traits and leader effects apply at full strength to the planet they are governing and at half strength to all other planets in the same sector, if they are governing the sector capital. Planetary governors will always supersede the sector governor, if one exists. Thus you might have an Industrialist overseeing your core sector and assign a Commissioner to a planet where that pesky Criminal Syndicate has set up shop in order to drive down crime. As mentioned earlier, each leader class also has a veteran subclass dedicated to governance, which is required to gain governor veteran traits. Many of the traits from the Industrialist (Governor), Pioneer (Governor), Protector (General), and Analyst (Scientist) have been distributed throughout the various governing subclasses during the rework. Minister of State The Minister of State, a new Empire Council Position available to the base-game, increases the effectiveness of your Empires Envoys. Owners of Galactic Paragons will now be able to use the Reorganize Council Agenda to reassign all Council positions (with the exception of the Ruler), but replacing the starting Council Positions will come with a cost.
Certain Civics (currently Inwards Perfection and Fanatic Purifiers) block access to the Minister of State position and will instead start with their Civic Council Position unlocked. Council Legitimacy Back in 3.8 we added Council Legitimacy. Although it had no mechanical effects, it was a good step to represent the degree to which factions in your empire approve of how the empire is run, the council, empire policies and so on. In 3.10, having high Council Legitimacy will give a bonus to Council Agenda Speed (capping at +25% at 100% Legitimacy) and having low Council Legitimacy will give a penalty to Council Agenda Speed (capping at -50% at 0% Legitimacy). For modders, these values are determined by defines. Since Council Legitimacy is a weighted sum of the approval of each faction multiplied by their support in the empire, this means that empires with relatively few factions (each of which have high approval) should manage to pass Agendas more quickly. Galactic Diplomacy Officials can now be assigned as Federation Representatives and Galactic Community Emissaries instead of Envoys. An Official assigned to one of these positions gives the same effects as a number of Envoys equal to their level did back before 3.10. Thus, your envoys are now freed to improve or harm relations with other empires or build spy networks in them. For Officials that are assigned to either the GalCom or your Federation, there is now a veteran subclass (Delegate) and a variety of veteran traits that can be used in these assignments. Is that all? Over the course of the Leader Consolidation, weve rebalanced the majority of civics that were leader related or themed. As part of this, we've also changed effects that previously made it too easy to support a near-infinite number of vassals. While reworking leader classes and traits, weve also gone through and rebalanced leader adjacent tradition trees and ascension perks. There are some great changes in there, and we hope you have fun discovering the new things you can do! Outliner Improvements Another bit of feedback weve gotten a lot is that the outliner has gotten cumbersome over the years. While weve added some ability to customize it in past releases, in 3.10.0 were adding Outliner Tabs. In this first version of the tabbed outliner, we have four tabs: Government, Ships, Politics, and Structures. These tabs will appear in the outliner once theyre relevant. Notification bubbles can be activated on the tabs to let you know if theres something of interest on them. Green ones are for non-urgent things like a planet got colonized and has been added to the Government tab, while red ones are a call to action, like your science ship has no scientist. We look forward to seeing your feedback on this first version of the outliner rework! Thanks for reading! You can pick up Astral Planes on Steam Now! And if you experience bugs or other issues with 3.10 Pyxis, you can report on them on the Stellaris Bug Report forums! https://store.steampowered.com/app/2534090/Stellaris_Astral_Planes/ |
[h3]3.10.0 Pyxis Update[/h3] Features
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In addition, due to the changes being made to leaders in this update, I highly recommend that if you wish to continue a game in progress that you remain on the 3.9.3 branch until you finish. See you Thursday! |
The old Governors and some Envoy functions have been merged into Officials, the Administrative leader class.
Scientists remain the third, Scientific leader class. Veteran Classes:
As part of this redesign, weve gone through and rebalanced or replaced hundreds of leader traits. Many have changed significantly, and the overall power level has generally been decreased. In order to ensure that leader levelling feels rewarding, regardless of owning Galactic Paragons or not, traits chosen when levelling up will now be biased towards the leader's current position. As mentioned in the previous dev diaries, leader caps are now per-class, and exceeding one only affects that class. [h3]Governors[/h3] With the removal of the Governor leader class, weve now allowed all leader classes to govern planets and sectors. Each leader class focuses on a different aspect of governance:
While bringing back sector governors, we still wanted local planetary governors to be desirable in some cases. Thus, throughout the game, weve gone and ensured that the majority of governor-related traits and leader effects apply at full strength to the planet they are governing and at half strength to all other planets in the same sector, if they are governing the sector capital. However, a planetary governor will always supersede the sector governor, if one exists. Thus you might have an Industrialist overseeing your core sector and assign a Commissioner to a planet where that pesky Criminal Syndicate has set up shop in order to drive down crime. The modifiers for each leader class when governing. These are multiplied by the leaders level. Each leader class also has a veteran subclass dedicated to governance, which is required to gain governor veteran traits. Many of the various traits from the Industrialist (Governor), Pioneer (Governor), Protector (General), and Analyst (Scientist) have been distributed throughout the various governing subclasses in the rework. [h3]Representatives and Emissaries[/h3] In addition to the Minister of State Council position that most non-Gestalt empires now have at the start of the game. Officials can now be assigned as Federation Representatives and Galactic Community Emissaries instead of Envoys. An Official assigned to one of these positions gives the same effects as a number of Envoys equal to their level did back before 3.10. Thus, your envoys are now freed to improve or harm relations with other empires or build spy networks in them. The Minister of State position provides several bonuses to your envoys. Certain Civics (currently Inwards Perfection and Fanatic Purifiers) block access to the Minister of State position and will instead start with their Civic Council Position unlocked. As mentioned above, as not having a Minister of State will impart a -25% Diplomatic Weight penalty, weve reduced the penalty for the Isolationist Diplomatic Stance from -50% to -25%. For Officials that are assigned to either the GalCom or your Federation, there is now a subclass and variety of veteran traits that can be used in these assignments. [h3]Admirals, Generals and Commanders[/h3] As mentioned above, weve combined Admirals and Generals into the Commander leader class. Broadly speaking, their subclass traits were assigned as follows:
[h3]Council Legitimacy[/h3] Back in 3.8 we added Council Legitimacy. Although it had no mechanical effects, it was a good step to represent the degree to which factions in your empire approve of how the empire is run, the council, empire policies and so on. In 3.10, having high Council Legitimacy will give a bonus to Council Agenda Speed (capping at +25% at 100% Legitimacy) and having low Council Legitimacy will give a penalty to Council Agenda Speed (capping at -50% at 0% Legitimacy). For modders, these values are determined by defines. Since Council Legitimacy is a weighted sum of the approval of each faction multiplied by their support in the empire, this means that empires with relatively few factions (each of which have high approval) should manage to pass Agendas more quickly. For owners of Galactic Paragons, weve made the Minister of Defense, Head of Research and new Minister of State council positions no longer mandatory. Instead, when you choose to Reorganize the Council, these positions will be removed and can be reselected, much like Civic and Enclave Council Positions. However, each of these positions will have their own penalties if they are not present and staffed.
During the work done for the Leader Consolidation, we discussed various ideas for further improving the council mechanics and may revisit them at some point in the future. [h3]Civics[/h3] Weve rebalanced the majority of civics that were leader related or themed, and Ill leave you with a few examples. As part of this, we've also changed effects that previously made it too easy to support a near-infinite number of vassals. [h3]Traditions & Ascension Perks[/h3] While reworking leader classes and traits, weve also gone through and rebalanced leader adjacent tradition trees and ascension perks: Aptitude
Discovery
Domination
Enmity
Politics:
Statecraft:
Supremacy
Unyielding
Synthetics
Ascension Perks
[h3]The Additional Content Browser[/h3] We often see threads asking exactly whats in each of our DLCs. In an effort to improve the clarity of what youre getting with each release, weve expanded the Recommended Content element thats been in the game for a while, and made some improvements. The Recommended Content element gave brief descriptions of the various DLCs, but left a lot of questions. Weve replaced this with a more robust Additional Content Browser that can draw information directly from game files, providing much more detailed and accurate preview information. Hopefully this will help you make more informed decisions about DLC purchases. Concepts in Tooltips are fully supported in the additional content browser. Portraits, ship sets, megastructures, and screenshots can be shown on the left hand side. Pack details and tooltip-able lists go on the right. The Additional Content Browser will only be available on some storefronts, and will not update information without an active internet connection. [h3]Outliner Improvements[/h3] Another bit of feedback weve gotten a lot is that the outliner has gotten cumbersome over the years. While weve added some ability to customize it in past releases, in 3.10.0 were adding Outliner Tabs. In this first version of the tabbed outliner, we have four tabs: Government, Ships, Politics, and Structures. These tabs will appear in the outliner once theyre relevant. Notification bubbles can be activated on the tabs to let you know if theres something of interest on them. Green ones are for non-urgent things like a planet got colonized and has been added to the Government tab, while red ones are a call to action, like your science ship has no scientist. The OUN Avamdur is leaderless. I should do something about that. In future releases, we plan on exploring some more ideas we had to make the Outliner more customizable and even more useful. [h3]Event Chain Subtitles[/h3] Finally, we custodians have also added a small new quality of life to help you keep track of what events belong to what chain! This new subtitle can be manually added to events and when clicked it will bring you to the relevant situation log. Since these have to be added manually however we will be asking for your help to hunt down any event chains you feel should be tracked this way but arent once the patch is out. We should have a form available in the dev diary two weeks from now, after the 3.10.0 release. [h3]Whats Next?[/h3] This dev diary was a few days early so we could get this information to you before the 3.10.0 Pyxis and Astral Planes release. Preliminary release notes will be posted next Tuesday, with final release notes posted on Thursday alongside the release. (Replacing the normal dev diary scheduled for the 16th.) Regular dev diaries will resume the week after, on November 23rd. See you then! |
* Some content may require DLC sold separately So far, we've covered a lot of the basic mechanics of the new content, and now we'll wrap everything up by covering the new Origin and Civics that we've developed - as well as any other loose ends we can think of. [h3]New Origin - Riftworld[/h3] Riftworld is what we consider our 'launchpad' Origin for this expansion. If you want to get right into what Astral Planes is all about, this is where you might want to start. Riftworld is the only way that a full-blown Astral Rift will appear at map generation. As you may remember, all other Rifts are formed from Astral Scars that open over time throughout the course of the game. In the Riftworld, you have had one looming over your home planet as long as your society can remember. Why is it there, and what significance does it have? You'll have accelerated access to Astral Rift technology with this Origin, so you'll be able to find out. Being so closely connected to worlds beyond the Rifts, you'll also possess some general attunement to the planes and enjoy several bonuses that make exploring them both more likely, and less dangerous. [h3]Hyperspace Specialty Civic[/h3] Debug tooltips intentionally left on so you can read the Council position descriptions. Hyperspace Specialty encompasses one of the core themes of the Astral Planes: the manipulation of time and space. Gotta go fast? This might be for you. This civic will set you on the fast track for Hyperlane research, provides some extra sublight speed, and boosts your Physics research. Physics research is another recurring theme in the Astral Planes - observing many of the phenomena inside of the Rifts will give new insights to your scientists. You'll also have a boost to planet sensor range, which will start you with some greater understanding of your initial surroundings. [h3]Dimensional Worship Civic[/h3] There is a spiritual aspect to the Astral Planes that can be ignored, but not if you choose this Civic. At each place you discover a weakness in the boundaries between dimensions, you have the opportunity to build a shrine to other worlds. You'll also get a bonus to Astral Rifts appearing (which stacks with the Riftworld Origin), One area we enjoyed in developing this new content was getting the chance to explore the new design space introduced by the systems in Galactic Paragons, which in this case can gear your priests to have an additional affinity toward Physics research. [h3]Dark Consortium Civic[/h3] Dark Matter is a material which makes up 'the nothing' throughout various dimensions, and we thought it interesting to include an option to play as a society which is deeply attuned to its utilization. The Dark Consortium is a type of Civic that cannot be removed* after the game starts, as it adds some significant changes to your society. Not only do you begin with a Dark Matter deposit in your home system, you already have the capability to harvest it. *Edit for clarification: Dark Consortium is a bit unique here. If you start with the Dark Consortium Civic, it can never removed. However, you can add it once you research Dark Matter Drawing, but once you use its Council Agenda to obtain Dark Matter technologies, it can then never be removed. Sorry about any confusion there. First, you'll have access to a set of new Edicts which have Dark Matter as a cost. Dark Matter Forging and Dark Matter Unravelling are global production benefits which will increase your monthly Alloy and Energy generation, respectively. Baryonic Insight is yet another way to boost your monthly Physics research. Investing in Shadow Matrix provides advantages in Encryption, Codebreaking, and Infiltration Levels. Toward the late-game, you'll also have the opportunity to activate a Council Agenda which will unlock one of the Dark Matter technologies at random, a privilege previously only available if you were able to 'borrow' it from one of the Fallen Empires. Its Council position provides a way for you to generate even more Dark Matter, without having to find new sources of harvest. [h3]Sovereign Guardianship Civic[/h3] Another Civic which cannot be added or removed, the Sovereign Guardianship may seem a bit out of left-field in the Astral Planes. It is very much the opposite of what you generally want to do regarding exploring the universe and other dimensions. This is for those who prefer to develop a 'tall' build, which should be clear by the heavy penalties introduced by expanding too much. Those penalties are offset by some juicy defensive bonuses, including a new Starbase Module called the Reloading Bay which improves the efficiency of Starbase weaponry. You'll also be given access to a unique Edict which can convert your potentially languishing Influence into Unity. We thought it important to provide as many playstyle options as possible with Astral Planes, even if it isn't necessarily themed to the new content. Feel free to turtle up, if you wish. [h3]Pre-Scripted Empires and new species Portrait[/h3] Rounding out some of the extra content we've included in Astral Planes, we have two new pre-scripted Empires. Feel free to totally ignore these if you prefer to always make your own species, but you might be interested in a quick start into the new content. For that, we recommend: The Certeran Covenant (New Portrait) When a Certeran dies, it is believed that their essence feeds back through a gateway into the astral planes. In this way, they are assured of a life after death, though what form that may take remains a mystery. A strict moral code is enforced to keep the population aligned in this belief; no pious Certeran wants to wander eternity alone. The bravest of their explorers now search for rifts in space and time, driven to answer their society's most important question: Where do you go when you die? Here we have a brand new Humanoid species portrait for you. This portrait will be available for use in any species you create, not just the Certerans. The Certeran Empire represents the ultimate 'jump start' into the Astral Planes. Their boosts to physics research will make it much easier to obtain requisite technologies for exploring Rifts, and Dimensional Worship will allow you to gain Unity while you do it. Notably, their Ascensionist Civic (previously from Utopia) will become available to anyone who owns Astral Planes as well. Guardianship of Nyrr The typical Nyrrian lifecycle lasts nearly two hundred years. Incubating for decades in sanctuaries below the burning sands of their home planet, only one in a hundred eggs will hatch, and only one in a thousand hatchlings will crawl their way to safety. Upon coming of age, all Nyrrians swear a blood oath to protect their sanctuaries with their lives. To witness the death of another Nyrrian from unnatural causes is the greatest shame imaginable; the values of preservation and vigilance are etched into every facet of Nyrrian culture. To breach the walls of any city on Nyrra is nigh impossible, and none alive can remember when the last brick fell. The most stalwart defenders now carry this ethos to the stars. Here we are showcasing the new Sovereign Guardianship Civic in metaphorical turtle form. This will be a good way for you to test out this Civic without having to think too hard about exactly how you'd like to customize it. Pre-scripted empires are really one of the best tools for both casual play and roleplay, and we wanted to make sure we included a couple of those for this new content. [h3]What is the story of the Astral Planes?[/h3] Well, first of all, yes there is an overarching story but we don't want to reveal too much. Of course, the Riftworld Origin has its own narrative to weave. Beyond that, regardless of your Origin, there is something else going on. Maybe you'll encounter it, and maybe you won't. If you continue to explore beyond the Rifts, it's sure to find you sooner or later. It will be your choice on how to handle what you find. [h3]Conclusion[/h3] Thank you for reading this far, and we're really looking forward to letting everyone experience what we've done with this expansion. We've poured an incredible amount of effort into its development, and Paradox has been with us every step of the way in making sure it meets the standards you expect from the game. We don't think you'll be disappointed. Hope to see you there - in the Astral Planes. [h3]Next Week[/h3] Eladrin taking the mic. We're going to have another dev diary tomorrow, providing expanded details on some of the Custodian changes in the 3.10.0 "Pyxis" update. (Leader Consolidation, Council Legitimacy, the Additional Content Browser, the Tabbed Outliner, and Event Chain Subtitles.) [h3]Astral Planes can be Pre-Purchased on Steam now![/h3] |
Astral Planes will be available on November 16th!
* Some content may require DLC sold separately [h3]Threads and Actions[/h3] Astral Rifts are tears in space and time, and at the edge of a tear, you can always find a few threads. These threads are condensed filaments of space-time itself, and can be used to alter the shape of space and behavior of time in our own universe. Enter, Astral Actions: Over time your scientists will develop new ways to use these threads, from using them to further physics research or to create new Astral Rifts, to using them to attract fleets of interdimensional beings and shifting fleets to another dimension. Overall, there are a total of 10 unique Astral Actions (plus an additional 4 Actions that require Overlord) that can be performed provided you have enough Astral threads. Some are infinitely repeatable, while others can only be performed once, or a limited number of times. [h3]Hyperspace Specialty Civic[/h3] The manipulation of space and time is one of the core themes in Astral Planes. With the Hyperspace Specialty Civic, you start on the fast lane with hyperlane research. Effects:
Hyperlane Supervisor Council Position:
[h3]Dimensional Worship Civic[/h3] Empires with the Dimensional Worship Civic believe divine existence lies beyond the folds of space and time. Systems containing instabilities in spacetime should be considered sacred, and are a source of pilgrimage and research. Dimensional Worship can construct a Dimensional Shrine starbase building in systems containing an Astral Rift or Scar, Wormhole, L-Gate or Shroud tunnel. Effects:
Astral Minister Council Position:
[h3]Dark Consortium Civic[/h3] Empires with the Dark Consortium Civic have an inherent and deep understanding of the nature of the universe, which allowed them to harness the unique properties of Dark Matter before the discovery of the Hyperdrive. The Dark Consortium Civic cannot be added or removed after game start. Effects:
Shadow Weaver Council Position:
Edicts:
After unlocking a Tier 5 Technology, you'll also have the ability to activate a Council Agenda which will unlock one of the Dark Matter technologies at random, previously only available if you were to 'liberate' it from one of the Fallen Empires. [h3]Sovereign Guardianship Civic[/h3] Empires with the Sovereign Guardianship Civic started as a collection of warring tribes and have developed a historical preference for entrenched territories and defensive posturing. Now united, they set out into the stars with this same philosophy, aiming to keep their borders solid and tensions low. The Sovereign Guardianship Civic cannot be added or removed after game start. Effects:
First Citadel Council Position: Effects per Leader Level
Intended to enable a tall playstyle, Sovereign Guardianship has massive penalties for expansion. Those penalties are offset by defensive bonuses, including a new Starbase Module called the Reloading Bay which improves the efficiency of Starbase weaponry. You'll also be given access to a unique Edict which can convert your potentially languishing Influence into Unity. [h3]Riftworld Origin[/h3] With the Riftworld Origin, your species evolved with an Astral Rift looming over your homeworld. After studying the object from afar for millennia, the recent advent of starship technology will finally allow you to reach out and discover what secrets it might hold. Effects:
The Riftworld Origin is the only way for an Astral Rift to appear at the start of the game. What significance does this Rift have to your people? After spending most of your known history studying the Astral Rift over your homeworld, you will have accelerated access to Astral Rift technologies and possess a general attunement to the Astral Planes, as well as several bonuses that give you advantages when exploring Astral Rifts. [h3]What is the story of the Astral Planes?[/h3] Well, first of all, yes there is an overarching story but we don't want to reveal too much. Of course, the Riftworld Origin has its own narrative to weave. Beyond that, regardless of your Origin, there is something else going on. Maybe you'll encounter it, and maybe you won't. If you continue to explore beyond the Rifts, it's sure to find you sooner or later. It will be your choice on how to handle what you find. Astral Planes will release on November 16th, and is currently available to Pre-Purchase on Steam! https://store.steampowered.com/app/2534090/Stellaris_Astral_Planes |
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[h3]A nearly infinite number of universes connect to our own.
...as well as some insights into some old friends and enemies. The Stellaris team has been working with Abrakam Entertainment since October 2022, and they've been working on Astral Planes in close collaboration with the rest of the Stellaris team. Over the next few weeks, Ill be turning the dev diaries over to them so they can get to know you better, so you can feel some of the love they share for Stellaris, and so you can see why we trusted them to help with this release. [h3]Wishlist Astral Planes today![/h3] |
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[h3]Please note that save file compatibility between versions is not guaranteed.[/h3] If you have an important game going, please back up the save file before trying to load the save in the new version. You can roll back to a prior version by right-clicking on Stellaris in your library -> Properties -> Betas -> choose the desired version from the drop-down. If you experience crashing or other issues, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums. |
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The old Governors and some Envoy functions will be merged into Officials, the Administrative leader class. Their veteran classes will be:
This does give the Officials two council focused subclasses, but the two are different enough that we felt it best to let them specialize accordingly. The Advisor is expected to thrive in some civic based council positions. Scientists remain the third, Scientific leader class. Veteran Classes:
As suggested in last weeks teaser and by some of the above bullet points, governor will no longer be a leader class. Instead, a planet or sector can be governed by any leader, regardless of class, with differing effects. For example, instead of being local planetary decisions, placing a Commander in charge of a sector will place the entire sector under Martial Law. (The exact effects of which will be changing somewhat too - we want it to be a reasonable thing to put the military in charge of a newly conquered or disruptive set of planets until the condition stabilizes.) Administrative leaders will have most of the effects of the current governors, and the Assist Research effects will be moving to the Scientific governors. You will still be able to override a Sector Governor on a specific planet by placing a Planetary Governor there, so your Forge Ecumenopolis could have an Industrialist governor in a sector that is otherwise led by a Scientist. Were also doing a major rebalancing of the traits themselves. As part of this, were reintroducing some sector-wide traits to governors (though now theyre split across the governing veteran classes), and the traits themselves will clearly show if theyre of sector or planetary scope. Note that a sector-wide governor trait will not apply to a planet that has its own local planetary governor overriding them. [h3]So are Envoys Real Leaders Now?[/h3] Partially. A single Administrative leader can be assigned to your Federation and another to the Galactic Community (or Empire) like numerous Envoys did in the past. Their level and traits will determine how effective they are at the job instead of cramming every Envoy you can spare into there, making Delegates the optimal candidates for this sort of thing. The Minister of State position is being added to the base council alongside the military and scientific ministries. This councilor will also have general effects on diplomacy, espionage, and first contact. Ruler, plus one red, one yellow, and one blue council member. Envoys will remain as they were to represent the Minister of States bureaucratic reach, and will continue to handle minor tasks such as Improve and Harm Relations, maintaining Espionage spy networks, and First Contact. [h3]What About Leader Caps?[/h3] Leader caps remain, but are per-class, with any over-cap penalties affecting only the particular leader class that is over. Civics, traditions, and other effects that previously increased the generic leader cap will now generally increase the cap for one or more specific classes. We may end up shifting more of the over-cap penalty over to the upkeep cost of leaders. [h3]What about Gestalt Councils?[/h3] Gestalt Councils currently have a significant advantage in passing agendas in the early game due to having a larger number of councilors. This disparity will be lessened a bit due to the regular empires starting with one additional councilor, and were also making council legitimacy (how happy your factions are with your council) affect agenda progress. Their nodes will get a little bit of a reshuffle to accommodate the various changes, but should otherwise remain generally familiar. Well be able to share more details later on during the development cycle. [h3]Im a Modder, Tell Me Modding Stuff[/h3] Well have more details in the release notes, but leader classes are no longer hard-coded and are thus much more moddable in script, so you should theoretically be able to do things like "this leader does research, commands armies, and represents us in the galcom!" [h3]Is that everything?[/h3] Nooooo. Next on our Custodian this is not internal politics agenda is to do a pass on council agendas. Our thought is that agendas should have more impactful results (tangible effects rather than modifiers), and the range of available agendas should be related to the ethics of your active councilors instead of the ethics of your empire. This is planned for 3.11 [REDACTED] at the earliest. In the longer term, we may want to make greater differentiation between the councils of different authorities - the councils of a Democracy and a Megacorp could feel different from one another, for example. [h3]Next Week[/h3] Next week well boldly go where no dev diary has gone before. (We're all currently at a staff conference, so dev replies to the diary will be delayed, but we'll make sure to read through all of the comments when we get back.) |
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[/expand] 3.9.3 is currently planned for a few weeks from now, and will include some more bugfixes as well as some diplomacy changes that weve pulled in. The recommended DLC screen updates I mentioned a few weeks ago have shifted to 3.10 at the earliest. Lets talk about Diplomacy now. [h3]Diplomacy and Trust[/h3] A common complaint since the release of Overlord and the 3.3 Cepheus update is that the galaxy frequently degenerated into a handful of powerful vassal blocs, and things like Federations only formed rarely. A significant cause of this was due to the willingness of AI empires to quickly diplomatically submit to more powerful empires, even if the difference in power really wasnt all that high. This then led to a snowball effect, as newly encountered empires would generally be less powerful than this already established bloc. Weve made a few minor adjustments to AI Acceptance in past releases, but decided that we need a more impactful change to delay this sort of behavior. We do want it possible for these political formations to form, but it shouldnt be a fast and virtually guaranteed phenomenon. Trust is an existing concept that grows over time between empires that have diplomatic ties. It grows up to a Trust Cap based primarily on the magnitude of those diplomatic ties, but is also affected by traditions and other sources of modifiers. Since the release of Federations and the 2.6 Verne update, Envoys could be assigned to Improve Relations to waive most of the requirements for diplomatic pacts - this has now been largely shifted over to Trust and having an Embassy with the target or the Diplomatic Networking tradition. The Centralized Yibrak Systems would like to join your network. These requirements will change the initial flow of the game quite a bit - itll be harder to meet someone and have a Commercial Pact, Research Agreement, and the like a few days after finishing first contact, but similarly as a MegaCorp itll be rarer to encounter an AI Empire that already has their fill of Commercial Pacts and refuses to enter any more. It takes a bit of getting to know one another before theyre willing to entwine their economies or swear eternal allegiance to one another. Lets not be too hasty, maybe get to know one another first. SPOILER: SOME PRELIMINARY 3.9.3 DIPLOMATIC PATCH NOTES [expand type=showmore] Balance
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[/expand] As another general diplomatic change, weve removed the ability to trivially trade favors between Empires. The traditions related to them and the Extort Favors operation will be the most consistent source of favors going forward, though in time we plan on adding more to various events that feel like they really should include a favor exchange. (This pass will not be complete in 3.9.3.) All values are subject to change, but were generally pretty happy with them so far. Internal testing has shown these changes to be pretty effective at reducing the vassalization blobs while still allowing them to form either over the long term or through judicious application of violence. (Subjugation wargoals do not require trust.) This also gives a potentially interesting hook for the Smear Campaign operation when we revisit Espionage sometime in the coming updates. [h3]Next Week[/h3] Next week well be examining a potential 3.10 feature - the Leader Consolidation and trait balancing. Hey wait, who put you in charge of that planet? See you then! |
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[/expand] Please note that save file compatibility between versions is not guaranteed. If you have an important game going, please back up the save file before trying to load the save in the new version. You can roll back to a prior version by right-clicking on Stellaris in your library -> Properties -> Betas -> choose the desired version from the drop-down. If you experience crashing or other issues, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums. |
[h3]So what have they accomplished so far?[/h3] In my view, the Custodians have been a pretty solid success. Weve done a few things: I promised bad math jokes last week: Why did the Blorg cross the Mobius Strip? To get to the same side. [h3]So how do the Custodians work?[/h3] 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. 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 theyre 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. 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. [h3]So what are some of those notes?[/h3] From the In Progress section under 3.9 Caelum, we have the Diplomacy and Trust changes that weve mentioned a few times. Well 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 well be providing more details on the Leader Consolidation that weve 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
Continued work on concepts and nested tooltips
Improve tutorials
Improve the outliner
Do something with the Megastructures UI
Continue after losing
Improve species modification
Pop performance
Ship performance
Investigate number of habitable worlds (and rebalance if necessary)
Make AI personalities matter more
[h3]Next week[/h3] Having come full circle, next week will be about Diplomacy and Trust. See you then! |
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Hello Stellaris Community! |
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[h3]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.[/h3] Don't forget to turn off your mods, they will break. [h3]Steam Strategy Fest[/h3] 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. [h3]Next Week - Ask us Anything[/h3] 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 15:00-17:00. Bring us your questions! The dev diary will be the 3.9 Caelum Release Notes. The Sculptors Chisel produces only perfection. Visit the Paradox forums for an .stl for the Jeff bust, if you have access to a 3d printer. |
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Summary: Ancient Cache of Technology explores the stories of the ancient enigmatic precursors, including the Curators, the Fallen Empires and those that came before them. Behind their history lies many great secrets yet to be rediscovered. The Fallen Empires thought they mastered the Enigmatic Power, their dark matter and energy weapons supreme. But for how long? What if an empire manages to rise and learn their secrets, what if they surpass the known knowledge of the past, and forge a new future thought impossible? This mod introduces a large variety of new technologies based on the enigmatic powers. From ship weapons, to buildings, to armies or planetary decisions. Technologies are categorized into tiers, and there are event chains that each empire has to go through to acquire them...or steal them from the others. Due to vanilla's lacking army contents, this mod also expands upon armies as well. Most importantly, the Hive Mind gets to have their own armies now (No more zerglings running home due to low morale) Furthermore, the mod buffs the existing Fallen Empire worlds to be much harder to invade, with their home citadels now fully protected, their outlying planets now have proper FE-tier buildings and their armies now much harder to beat. It also buffs and expands upon the Curator Order a lot, as well as adding an entirely new neutral leviathan-like faction who holds a massive starbase, waiting for someone to challenge them." I always liked how the Fallen Empire ships looked and the mystery behind them, but the base content and story of the Fallen Empires in the vanilla game left much to be desired, so I started by giving them more unique building looks, unique armies, then the mod gets larger until it reaches the current version. #### This next mod adds a little bit of everything, new authorities, civics, ascension perks, megastructures, all while going for the vanilla-like feel and balance: #### [h3]Stellaris Evolved by rodahtnov[/h3] Features:
Summary: With Stellaris Evolved we intended to create a new set of tools to fill the gaps in the fantasy-creation agency process of players; a big emphasis has been put on empire creation and early game, and we are slowly expanding our horizon towards mid and late game.
Inspiration Originally this mod was gonna be a "gestalt only" mod; I love stellaris and my initial experience was playing gestalts, specially hives, and after some time detected they were a bit stale, so decided to start modding! And, with a non coding background, the start was pretty rough, but over time knowledge was gained, new techniques and wisdom were discovered and overall, a good experience was generated with the joy of creating people's love. Has been a lot since then, more than two years, and features got expanded, things got reestructured and all goals needed to organise, but now we are a team of two (MrRoAdd, you are amazing!) and we are doing a lot of amazing things you will see now, and in the future! #### Ever just.. See an idea and go: Wow, that is really cool. Well, this next mod did that to me, and I suspect you might just have the same reaction, because its just that cool. #### [h3]Superstates by gordon_cmb[/h3] Features
Summary The Superstates are your go-to alternatives for the Galactic Imperium. If you want to expand your reach even further, but want to remain the Galactic Custodian, you can instead form a Superstate. Each one has its own set of civics, unique flags, events and even a set of resolutions will be available in future updates! The primary goal of this mod is to bring more variety and roleplaying potential to the game. Not every Custodian will want to proclaim an authoritarian Imperium, some will want to remain democratic, or strengthen their grip on the Galaxy further. The mod doesn't tell the entire story behind the formation of a Superstate or its possible dissolution later down the road, it leaves those details to the player's interpretation, making games more fun and enjoyable to play if you love democracy! On topic of loving democracy, you will still be able to form the Imperium, provided you want to and your Superstate is not as despotic (eg. The Universal Union). There can't be two or more Superstates at the same time, since a Superstate is a Galactic Hegemon. This empire is a diplomatic mastermind that brings the Galaxy ever so slightly towards total unification. Inspiration The inspiration behind this mod was the Imperium itself, or rather, how limited it was. Even if you play as a xenophilic democratic guardian of the galaxy - you MUST leave these values behind and become a dictatorial militarist if you want to lead the Galaxy. The game needs more variety on all fronts, and that's when the modders can help. That's why I create those mods, to promote variety, to promote roleplay and replay value. This game is not merely a 4X strategy, it's a story generator, and a good story needs good tools to be made. Stellaris in itself is a great game already, it serves as a perfect platform for modding, and I'm extremely glad the developers are as kind as they are, they give us tools, they give us easy to understand code, and they constantly support not just the playerbase, but the modders as well. Overall, I think, since the modding potential is so great, we need to take matters into our own hands and create the best roleplaying experience out of this game. This is exactly what I'm trying to achieve, this mod and Resolutions Expanded are basically a cross-compatible series of mods to improve on the Galactic Community, and I hope to see more mods like this in the future. To all newcoming modders: Be yourself, and be the change you want to see! #### Our final mod for this months mod highlights takes a different approach to traditions, splitting the vanilla traditions up into sections, and allowing you to choose part or all of traditions, and combine them to best fit your playstyle: #### [h3]Forerunner - A Traditions Overhaul by idm7449[/h3] Features:
Summary Forerunner - A Traditions Overhaul is a complete overhaul of the games tradition system, designed to mirror the balance of the base game while introducing new gameplay options. It reworks existing Tradition trees with more compelling perks and choices in order to reinforce existing playstyles or create entirely new ones. Forerunner attempts to make every choice as meaningful as possible by focusing on a smaller selection of Tradition categories as opposed to a larger number with a varying degree of game balancing. The new Path mechanic gives players increased freedom when it comes to pursuing Ascension Perks, by allowing Paths to be paired within a Tradition category or in between Tradition categories, letting the player define how their Ascension Perks should be obtained. Will you remember your Heritage or will you Ascend? Forerunner introduces a brand new tradition called Heritage that serves as an alternative to Ascension Paths centered around remaining true to the empires identity (Ethics, Civics) instead of forging a new one. #### Thats it for this months mod highlights! I hope youve found something that will add some spice to your next playthrough, and thanks to Michael~ (subscribe to him on YouTube!) for doing the feature video this month. Are you a modder who wants your mod featured in a future mod highlight? Fill out the signup sheet here! |
You should give the Nature Preserves as mushroom as possible.
[h3]Invasive Species Trait[/h3] Gardeners everywhere know the threat of invasive species. Now you too can have a Plantoid or Fungoid species that grows like weeds. The root of the problem. Invasive species get +5% habitability and + 5% pop growth speed for each negative trait they possess, and can only select negative or botanical traits. Will you use them to propagate yourselves across the galaxy, or make that xenophile regret signing that migration pact? Or perhaps they can hitch a ride to nearby planets using the [h3]Fruitful Partnership Origin[/h3] Many plants spread their seeds far and wide through animal dispersal. Plantoid and Fungoid civilizations now have that option as well. This origin is so wholesome its a little sappy. Empires with the Fruitful Partnership origin will begin the game in contact with the Tiyanki, and Starseed Gardens already built on their home Orchard Station. Space fauna that visit the system are lured to the station, where they partake in the provided fruits, and carry your seed pods with them as they travel the galaxy. Where are they going to take them? When passing near a habitable world, the seed pods can find a home All clover the galaxy! And by completing a special project, new life can bloom - wherever it is they brought the seeds. It was mint to be. Having your seeds carried away by space fauna can allow colonization of planets far from your home system, but you can also be a little more direct about seeding an enemy planet. Dropping some sick beets. While these seed blockers are primarily just a nuisance to your opponent, if you end up taking the planet and clearing them yourself, youll be able to turn them into pops, similar to how Lithoid blockers work. [h3]Human Plantoids[/h3] The Lithoid Theians from last week came from a close encounter with Earth eons ago, our new Plantoids actually start on Earth and explore the possibility of what if humans were plants. Naturally, empires that branched out from Earth like the Commonwealth of Man will share your leafy heritage. (Their reputation pre-seeds them.) Say aloe to my little friend. SPOILER: FIRST TIME EVER? [expand type=details] [/expand] Now, on to some other things coming in 3.9, and no more terrible plant jokes. [h3]Enclave Leaders[/h3] During the development of Galactic Paragons and First Contact, we wanted to revisit some of the older interactions with the various Enclaves scattered around the Galaxy, but never found the time, namely:
As the development of the 3.8 hotfix patches wound down, we were able to get some additional code support for Empire Councilors and got to work. Coming in the 3.9 update, each of these decisions will grant recruitment of a Level 5 Scientist or Governor, each with their own unique trait (and for owners of Galactic Paragons, a unique Council Position that only they can be appointed to). This leader recruitment replaces the existing Shroudwalker Teacher planetary modifier and Salvage Overseer empire modifier and improves upon the leaders recruited from the Curators and Trader Enclaves. The Governors from the other Trader Enclaves provide bonuses to Rare Crystals or Volatile Motes instead. However, just because youve recruited these Renowned Leaders from Enclaves, dont expect them to sit by idly if you attack their former home. [h3]UI Modding Change[/h3] The main change that we want to highlight here is:
[h3]Interim Leader XP Updates[/h3] As mentioned in Dev Diary #307, we were looking at some adjustments to the over-cap formulas to reduce their negative effects until the greater rework is ready. Rather than a linear progression that abruptly hits -100% XP, weve replaced the current XP scaling for leaders with a formula that follows a curve. XP curves for being over capacity (at the base of 6 leaders) [h3]Next Week[/h3] Humanoids and Necroids will be next weeks primary topic. Alfray will give an update on how Habitats have been going, and whats this I hear about an Open Beta? See you then! SPOILER: PROGRESS [expand type=details] [/expand] |
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We also have some balance changes done for Archaeotechs:
[h3]Next week[/h3] Here are some things that well be talking about in the next few weeks: Pixelated collage of lots of tooltips that I figure you'll have deciphered by the end of the day. Well reveal all of these, and more. Well be starting with all the improvements to the Lithoids Species Pack, that are intended on bringing it up to the level of the others.. See you then! |
Conveniently, a lot of times all of these align quite nicely. Lets start by looking at the history of Habitats in Stellaris. Habitats were introduced way back in the 1.5 Banks update in Utopia. In 2.3 Wolfe, alongside Ancient Relics, we removed the Voidborne requirement to build Habitats, adjusted their habitability a little bit, and gave them varying districts based on what they were built over. The 2.7 Wells patch made the next major change to Habitats, adjusting their costs, requirements, and adding multiple tiers. Since then, weve added a couple of special Habitat variants, and various other reworks have shifted their fortunes up and down in the overall balance of the game. Recently, there have been many requests from the community to review the tendency of AI empires building dozens of Habitats when theyre otherwise unable to expand. Due to how production and population work in Stellaris, this led to an interesting quandary - it is theoretically correct for the AI to create many Habitats if it was blocked in, but it was tedious as a player to deal with invading up to a dozen Habitats per system. (The current interactions with population growth have also always been troublesome on the game balance side.) Habitats were feeling far too common, were too good at certain things, and werent capturing the base fantasy that we were looking for. Theyre the central pillar of a very popular playstyle that we wanted to preserve, though, so this made them a perfect target for summer experimentation. Everything in this dev diary is considered experimental, and may or may not make it live. All numbers are placeholders for prototyping purposes only. There is no set release date for any of these changes at this time, but we welcome community feedback. [h3]Different Takes[/h3] One of the most common requests from the Community was to add a Galaxy slider to restrict the use of Habitats. Options could have ranged from banning Habitats entirely, to Nobody (except Void Dwellers) can create Habitats, requiring the Ascension Perk to build them again, restricting only the AI, or placing (hard or soft) limits to the number of Habitats that could be built. We also discussed what if Habitats cost fractional Starbase Capacity to build - with Void Dwellers and the Voidborne AP granting discounts to this value. This was more appealing, since the soft cap would control AI use of Habitats nicely without significantly hindering players that wanted to go all-in on them. These discussions led to some questioning about whether Stellaris Habitats were satisfying the general fantasy well enough, and whether Habitats should be more hard sci-fi, with lower habitability bases or even ceilings for those accustomed to planetbound life, and whether we could make changes that would address balance challenges like Hive Void Dwellers. [h3]A More Complex Take[/h3] We made a list of some of the current challenges caused by the existing Habitat system, and this led to the idea of what if all the Habitats in a system were linked? We could retain the interesting expansion of Habitats across a system while reducing the burden when seizing the system, and potentially address some of the other problems introduced by an excess number of Habitats in the galaxy. Alfray threw together an incredibly hacky and utterly unshippable version of this, and continued iterating on it during the Summer. Under this variant, the first Habitat built within a system is the Central Habitat Complex. Additional Habitats are Support Habitats that add additional space and versatility to the Central Complex. A reminder, many values are grossly unbalanced placeholders in the following screenshots. At this point I went on vacation, so Ill turn this over to Alfray to talk about his investigations. [h3]Once More Into the Alfray[/h3] Keep in mind that the numbers shown in the below screenshots are never intended to be the final values, but were used purely for testing purposes of how the systems felt to use and play with. Firstly, to counteract the expected changes that with minimal Support Habitats, the Central Complex would be small, cramped and overall not great to live on, I gave Void Dwellers extra districts and building slots as a unique modifier (This saw further refinement in a later prototype). Support Habitats as Megastructures: The first iteration of these prototypes made use of Support Habitats as additional megastructures. In this prototype, we had the maximum amount of each type of resource collection district (Energy, Minerals, Research) limited by the size of the deposits the habitats were constructed over, similar to how buildings for Strategic Resources are limited. Support Habitats provided additional Districts, Building Slots, and Housing to the Habitat Central Complex, while reducing the Habitability (to reflect the civilian traffic between habitats) as they are upgraded. The final tier also allowed the Habitat Complex to use deposits on moons of their orbited planet. On the surface, this prototype seems to satisfy our initial requirements and more:
A Void Dweller Habitat Complex. The rather cluttered system said Habitat Complex is in. However, the Support Habitats couldnt be interacted with outside being upgraded, which felt like a major downside. Enemy ships would happily fly past and ignore the Support Habitats, they couldnt be specialised or downgraded. All things considered, this prototype showed that making habitats into a single logical planet spread across many entities in a solar system felt good, but megastructures were not the path forward. Support Habitats as Starbases: Keep in mind that the numbers shown in the below screenshots are never intended to be the final values, but were used purely for testing purposes of how the systems felt to use and play with. The below screenshots feature placeholder art and the default art for starbases, their buildings and modules. The second iteration of this prototype investigated treating Support Habitats as special Starbases (much like Orbital Rings). In this prototype, the districts available to Habitat Central Complexes depend on the configuration of any Support Habitats in the same system. Thus construction of a Habitat Central Complex would automatically build a neighbouring Support Habitat in orbit of the same planet. When built, a Support Habitat would start with a module that matches any deposits on the planet it orbits. Each Upgrading the Support Habitats, still provides the same modifiers as shown in Megastructure Prototype. Additionally each tier of the Support Habitat allows construction of an additional Support Habitat module and the second and third tiers allow construction of a Support Habitat building. Expanded Support Complex v2 -- The starting Habitat Central Complex and its neighbouring Support Habitat for a Void Dweller empire. New Habitat Complex v2 -- A newly constructed Habitat Central Complex, completely unspecialised. Allowing the choice of which districts the Habitat Central Complex has access to via specialisation of the Support Habitats brings some interesting changes to how Habitat-dependent empires play. Due to the nature of the prototype, the buildings for Support Habitats havent seen much investigation yet, but would likely include buildings much like those on an Orbital Ring, the lunar extraction support that Advanced Support Habitats experimented with in the Megastructure Prototype above and other such buildings. Research Habitat Complex, v3 or so? A Research Habitat Complex, using some of the district capacity to provide hydroponic districts. Due to the nature of summer experiments, we cant say if or when this prototype might make it into the live version of the game, but its something that were interested in exploring further. [h3]But the fourth one stayed up![/h3] Thanks, Alfray. That variant listed achieved a lot of the goals we were looking for, but was cobbled together out of the scripting equivalent of sticks and twine as a quick and dirty implementation. It also required a lot of back and forth clicking that we really werent too fond of. So after that one burned down, fell over, and sank into the swamp, we came up with another iteration. My feedback: Simplify things. The latest variant weve been playing with has been especially promising. In this one, we turned the Starbase style Support Habitats into single tiered pre-specialized units (renamed to Orbitals for UX purposes) rather than requiring Modules to be built on them - so you could build a Mining Orbital, Research Orbital, and so on. This dramatically simplified the flow of building out Habitats while simultaneously improving the implementation. Pre-Specialized Research Orbital. Habitat Transit Hub. Hey wait, Maintenance DRONES? Unique buildings on the primary habitat complex can increase the effects of the orbitals. Upgraded Habitat Transit building. Were still doing some experimentation with this model, but so far were liking what were seeing. Technologies can add special Orbital types or buildings that can modify the primary Habitat Complex, and its very easy for us (or modders) to add new types. We've been looking at jobs per districts too - the Complexes have different challenges from the older Habitat system, and further updated the Voidborne Ascension Perk. Void Dwellers will start with its effects (similar to how Teachers of the Shroud empires effectively start with Mind over Matter). Void Dwellers get Habitat Build Cost reductions in Traditions. [h3]Whats Next?[/h3] For now, Id like to get some of your thoughts on what youve seen today, which well bring into our internal design discussions. It would also be great to get feedback on whether you like this sort of diary, where we go through the overall process (including the failures). Next week I'd like to talk about a Summer Experiment relating to leaders that didnt pan out quite so well, and our plans on how to proceed with that. See you then! |
Summary This mod includes 15 new extremist factions, one for Xenophobes, and two for all other ethics. There are pros and cons to promoting, suppressing and banning each of the factions. Some of the factions are also opposed to each other, in such a way that promoting one faction will pee off any opposing faction, or suppressing or banning a faction will please any opposing faction. You aren't told which factions oppose which - experiment and find out. You absolutely should not use this mod if you dislike red indicators in the factions screen. Or dislike not being able to get 100% approval from all factions all the time. No, really. I get it, it's not for everyone. With this mod it is intended to be very difficult to keep all factions happy at the same time. It is intended for you to make tough decisions about which factions to promote, suppress or ban. It is intended that you will make compromises with policy, ascension and a few other areas of running your empire when managing factions. It is intended that your Unity from factions may fluctuate, sometimes seeming excessive, or lacking. Inspiration Factions are a feature that needed more bite. This mod does that. # # # # This next mod was hard to classify, since it has a mix of both diplomacy and internal politics. I put it in the internal politics highlight, because I write these things and thats what I wanted to do. Stop judging me. # # # # [h3]Uncivic: New Mechanics for Vanilla Civics by michaelmakesgames[/h3] Features Adds new mechanics to the following civics for increased depth and RP: - Exalted Priesthood - Nationalistic Zeal - Parliamentary System - Shadow Council - Technocracy - more on the way! Summary Exalted Priesthood: - Lead a Galactic Faith that other Spiritualist empires can join - Use the Ideology casus belli to forcefully convert empires to your faith - Compete with other Exalted Priesthoods to win followers - Contend with the spread of unorthodox beliefs -- reform your faith or declare heresy! Nationalistic Zeal: - Balance your nation's Zeal - If your zeal gets too low, you get Nationalistic Disgrace - High zeal grants strong military bonuses, but too much causes Nationalistic Hubris - If you lose a war or any territory while you have Hubris, you are immediately Disgraced Parliamentary System: - Planets elect factions to represent them in parliament - Each faction has a unique effect on the planet - The factions and political power of the planet's pops determines who wins (with a bit of randomness) - If you don't like the election result, you can "find some more votes" for your preferred candidate, but you risk a scandal! Shadow Council: - Appoint your non-Councilor leaders to positions in your Shadow Council - The more Shadow Councilors you have, the less experience your "legitimate" Councilors earn - Six different Shadow Council positions, each with a unique effect that scales to the leader's skill - Shadow Councilors can get exposed, and you'll face a tough choice Technocracy: - Your non-scientist leaders can start with the Technocrat trait, producing a little science - At level 4, your Technocrats choose a specialization (Physicist, Social Scientist, or Engineer), with a unique effect depending on the leader's class Each civic's new mechanics can be individually turned off if you don't want to play with them all. Inspiration I like playing civics that have a big impact on gameplay! Sometimes I want to choose a civic that fits with the RP of my empire, but the effects are a bit boring... So I made Uncivic to add some new life to conceptually interesting but mechanically simple civics. # # # # Those of you who remember MODJAM2020, might remember this as a mod that started off as an Origin, but now contains almost a total overhaul of how vanilla industries work! # # # # [h3]Rise Of Cosmic Industry by jamesfire[/h3] Summary Industry in Stellaris is simple, and abstracted to the point of not making much sense. Not only that, but critical methods of industry that should be utilized by space-faring empires are missing entirely. Features Rise of Cosmic Industry is composed of 7 modules that can be independently disabled at game start, and come with minimal overwrites:
In Rise Of Cosmic Industry, I provide new mechanics and new content that better match how I feel this should work, and in some cases just add missing tech. # # # # Want to get your ruler to the next level? Jasonpepe has you covered with this next mod! # # # # [h3]Ruler Level System by jasonpepe[/h3] Features Unique Skill System for every empire Ruler(s). 1. Customize their focus 2. Spend their Execution points for campaigns when necessary 3. Leaders are self-learning and will level up over time Summary A mod that allows player to customize their Ruler's abilities, which includes: 1. Ruler Foci: A UI which allows players to customize their Ruler's Focus and Categories. 2. Every leader has Execution Points and Idea Points.
3. Each Ruler has their Charisma, Affair, and Inspire skill levels.
4. Ruler Campaigns: Short-Term, powerful Campaigns that appear from time to time. More Campaigns can appear with higher Affair skill levels. 5. Over time, Rulers will gain Skill Points (scaled by their Affair skill level). Skill Points can be used to improve Ruler's Charisma, Affair, and Inspire skills. Skill Points can also be converted to Execution & Idea Points. Inspiration In my gameplay of Stellaris, the Ruler is the main leader in my mind. Yet I always find a Rulers ability to rule a country being a lackster, as they should never appear to be a figurehead. Putting the mind that I want my Ruler a 6-6-6 one, not 0-0-0 (EU4), a ruler mod is made. This mod has a lot of history, the very first version was released in 1.5 (Utopia DLC). In pre 2.0 version, the mod still used the classic annoying popup events with randomized options. After 2.0 released, the first rework introduced the Ruler Campaign(s) edicts. Then in 2.6, the first version of Ruler Focus was introduced. The mod also got a complicated and massive rework in version 3.0, with a completely new custom-made UI, and an even more recent one in 3.8 with Ruler Directions getting an overhaul update. # # # # If an empire is subjugated and theres no atmosphere to carry the sound, does it make a sound? No.. I dont think thats how the expression goes. Anyway, this mod will do the next best thing, and allow you to keep the leaders of integrated Subjects and pre-FTLs. # # # # [h3]Retain Leaders from Integrated Subjects & Pre-FTL Civilizations by corsairmarks[/h3] Features
Summary Have you ever wondered what happened to the former leaders of your subject after you integrated them? Or perhaps where that pre-FTL leader went after you annexed their planet? Wonder no more! With this mod you will be prompted to choose what to do with the now-unemployed leaders whenever you integrate a subject, conquer a pre-FTL planet, "allow" pre-FTLs to join you via covert infiltration, or convert then via a colossus weapon. Scientists and Admirals are automatically assigned back to their pre-integration roles, if they were commanding a science ship or fleet. Notably, if you play with "pause-on-event" the science vessels will then continue their assigned orders after the leader is reassigned for command. Inspiration I developed this mod over two years ago and it was first published to the Steam workshop in July 2021. Its functionality dovetails nicely with the enhanced focus on fewer, more memorable leaders as part of Stellaris 3.8 "Gemini" update (and Galactic Paragons expansion). Although it's less likely players will be integrating empires (since the Overlord expansion), the flavorful gameplay options still enhance interaction with pre-FTL empires. # # # # Thats it for this week! Next week Game Director Eladrin will be back with our first regularly scheduled Dev Diary after the summer! |
Summary: Plays into the themes of DLCs such as Federations, Nemesis and Overlord. Offers some roleplay potential and interesting gameplay options for the Galactic Community, Federations, Overlords, Subjects and Espionage. Cooperative, Combative and Convictionative Traditions are mutually exclusive and grant Players additional Bonus based on their Federation Type and more. Imperial, Subservient and Rebellious Traditions explore what the relationship between Overlords and Subjects can look like. Subservient Empires have special interactions with their Overlords such as choosing to adopt their Traditions for free or joining them in Defensive Wars unrequested. (This is basically the loyalist fantasy of serving dutifully and fighting side by side with your leader/s until the very last breath). On the other hand, the Rebellious empires are the complete opposite, constantly displeasing their overlords and gaining a massive bonus whenever they are facing a stronger empire. (the opposite, disregarding authority, attempting to topple dictators throughout the galaxy) Machiavellian Machinations unlocks Espionage Operations; these focus on manipulation and ruthlessness, allowing players to initiate wars in new ways, such as entering wars uninvited or performing a mercy kill against pathetic empires. This also pairs well with the Closed Circle Federation, a highly exclusive secret organization where only members willing to adopt the leader's authority are welcome. Perks focus on Espionage, Diplomatic Weight, Sensors and Cloaking. (it's the Illuminati) The Galactic Solidarity Resolution is a socialist utopia, increasing worker happiness, political power, helping with the recovery of recently attacked empires, banning being unfederated or being uncooperative and enabling the founding of a unique Federation with which redistributes a percentage of resources each month equally amongst all members. # # # # This next mod expands what you can do with branch offices, offering several upgrade paths to unlock bonuses and has the potential to amplify a planets specialization. # # # # [h3]Moar Branch Offices by Risker34[/h3] Summary: Here at Moar Branch Offices we want to provide you with a wider array of buildings to help you expand not only your economy, but the galactic economy as a whole! We do this by creating new buildings for you to build, including a new system that allows you to tailor your branch offices to the specialization of the planets that they're on. Features:
Inspiration: I was playing as a Megacorp with a friend and was having a hard time making enough strategic resources since Megacorps generally want to keep their planet count low and strategics scale off of planets. I got frustrated that I could gain just about every resource I needed from branch offices except the strategic resources I needed, so I decided to add strategic producing buildings. My friend came up with the idea of having lower level buildings unlock the ability to make bigger cooler versions, in lieu of actual upgrading, with it being balanced off the fact you have to dedicate an entire office to gain the highest level of each path. # # # # Specialist Subject types are something were excited to see more of. Dial your trade game up to 12, with this next mod. # # # # [h3]Specialist Subject: Mercatorum by Corsairmarks[/h3] Summary: This mod adds a brand-new specialist subject type - the Mercatorum! As an overlord, you can now charter one of your subjects as your very own megacorporation. Unlike other other specialist subject types, overlords are limited to a maximum of one Mercatorum, however that Mercatorum subject does not count for purposes of Divided Patronage (the loyalty penalty for having multiple subjects). Features:
Inspiration: I built this mod as a challenge myself to understand as much as I could about the new subjugation features introduced by Overlord. It also fills the economic niche that I feel the three built-in specializations did not cover. I hope that other modders can use this mod as a framework to help build their own specialist subjects. # # # # This next mod adds new mechanics to conquering planets. I assure you our blockade is completely legal. # # # # [h3]Under Siege by michaelmakesgames[/h3] Features:
Summary: Shortages are tracked separately for Energy, Minerals, Food, and Consumer Goods. The effects of the shortage are fully dynamic based on the species on the planet and the empire's civics. Out of minerals? Your lithoid pops will be unhappy and stop growing. Catalytic forge world out of food? It won't be producing many alloys. Critically, both Energy and Mineral shortages affect orbital bombardment damage. A self-sustaining fortress world will last much longer! As an alternative to self-sustainability, you can transfer resources from your empire's stockpile to a planet's local stockpile. During a siege, planets will use resources from their stockpile before they face any shortages. And if that sounds like micro-management, fear not! You can set a monthly budget to stockpile resources on your highest-priority planets, based on the population, local production, and how long the current stockpiles would last. The AI understands all of this, and will stockpile resources appropriately too! Anecdote: Sometimes, the simple things are the hardest. At about 2000 lines of script, the tooltip is the most complicated part of this mod. # # # # [h2]Why about.. all of them?[/h2] Yes, Mod Enjoyer. I see you. No conflicts detected this week! All of these mods should be fine to use with one another. # # # # Thats it for this weeks Mod Highlights. Next week well be talking to the people who ought to know, and theyll tell us how it ought to be! |
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Summary Ground Command is a mod that attempts to expand upon the ground battles in Stellaris. It does this in several ways allowing for more control and greater roleplay potential. This is done by reworking the system to no longer use a single "Assault Army" but instead to use the components that an Assault army would be made of. By giving the player the ability to recruit individual divisions it opens the door to a wide variety of different army types. These army types can be tailored to reflect the empire they come from by making certain civics, origins, authority types, or even ascension perks part of unlocking them. There is also a system wherein more industrially taxing units, such as armored units, atmospheric air wings, and the theorized Mecha-Walker can only be built on planets that have at least 1 industrial district or have the industrial buildings (consumer goods factory/ Alloy forge). This was done both to reflect the actual challenges that armies have historically faced with producing equipment but also to give a sense of strategic importance to an empire's more industrialized worlds. Inspiration The inspiration came when I was playing my weekly multiplayer game with a friend and we were discussing how tedious invading worlds was. We both quickly accepted that we weren't experienced enough to make an alternate system mechanically but I had the idea of at least making it more interesting to engage with. I believed that if the ground portion of the game was as immersive as the political and naval aspects then the tedium would be a bit more bearable and so far it seems at least a few people agreed with me. It was also a good opportunity to give some civics and origins that the community tends to neglect a little bit of love. Maybe someday someone will find all the wacky unique army types that I've hidden throughout the civics list. [h3]Subscribe to Ground Command![/h3] # # # # This next mod introduces new galaxy shapes and sizes to conquer, as well as new win condition mechanics that are guaranteed to spice up your next war focused run. [h3]Galactic Campaigns[/h3] By Mute Major Features:
Summary Everything this mod adds are optional additions; the goal is to let players have more control over their current "campaign" via the Menu offered on game start. Customizability is the main focus, with many interesting combinations which allow for a unique experience each playthrough.
Inspiration The main reason I started creating this mod was to get some of my friends to finally try out Stellaris, as the lengthy playthroughs Stellaris suffers from put them off - that's where Win Conditions and Sudden Death come in. Both are inspired by other games' mechanics, such as Emperor's Throne which is a variant of a "King of the Hill" gamemode, and are intended to bring the game to an end quicker than usual, all while feeling more like a "natural end" than simply having a low victory year. [h3]Subscribe to Galactic Campaigns![/h3] # # # # Ever wanted to play as a Private Military Corporation? Well, with this next mod, you can! [h3]Fleet Transfer Mod[/h3] By dimuch62 Major Features:
Summary The mod allows you to play as a private military corporation that offers its fleets for rent to other empires. Or you can play with a friend with one player focusing on military dominance and the other on scientific dominance. The first player can always transfer fleets to the second. Or you can help an empire that is losing the war, but the defeat of which will be unprofitable. Inspiration It all started with a friend's phrase "can you make it so that I can transfer the fleet?" and one line of code "set_owner = player2". Now this is a good mod that can be useful in various multiplayer games. [h3]Subscribe to Fleet Transfer Mod![/h3] # # # # And of course, in your next warfare playthrough, youll probably want a way to put that SPQR Namelist to good use. Want to make all roads lead to Deneb IIb? This next mod will give you the tools to do just that! [h3]Roma Invicta[/h3] By Risker34 Major Features: 3 origins depicting different stages of Roman history, from the early Republican period, to the high Augustan Imperial Period and the late Imperial Period.
Summary The mod consists of 3 origins, each with unique jobs and bonuses. The vanilla politician jobs will be completely replaced with more thematic versions along with a unique specialist job and unique soldier jobs. Inspiration As a big fan of Roman history I noticed that Stellaris had a SPQR name list but no actual reason to use it. The Prosperous Unification origin was a bit too overtly modern future and things like Remnants would be too detached from being future Rome. So I decided to add roleplay origins to go along with the SPQR namelist. [h3]Subscribe to Roma Invicta![/h3] # # # # Do they all work together? What sort of Chad-mod-enjoyer would you be if you didnt ask this question? There are no conflicts between these four mods, meaning you should be able to run them altogether without any issues! # # # # Thats it for todays Mod Highlights! Well be doing these all summer during gaps in the Dev Diary schedule, so stay tuned! |
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by Eladrin
AI
Bugfixes
Improvements
UI
Modding
[/expand] More changes to leader traits and some of the mechanics surrounding them will be coming in 3.9 in the fall. Were placing some of the ideas and suggestions weve received into our Summer Experimentation bucket and well see which ones pan out. At this point we feel that 3.8 Gemini is in a stable state, and barring the need for a 3.8.5 hotfix, the next planned release will be 3.9 Caelum. (Caelum, the Chisel, represents a sculptors tools. Perfect for a balancing and polish update.) [h3]Living Standards, Political Power and Unity Generation[/h3] A pass has been done on living standard political power and unity generation to normalize them when compared with one another - living standards like Shared Burdens and Utopian Abundance were not generating enough, while Academic Privilege was previously the champion of Unity - a little odd for the Materialist living standard. After these changes, Utopian Abundance should be at the top of the charts, followed by Shared Burdens. (Which no longer needs the double Unity from the Egalitarian faction crutch.) These changes have gone live in todays update. [h3]Habitats and You[/h3] A few people [ed: a few?!?] have discussed the tendency of late game systems to become flooded with extreme numbers of habitats. We have some ideas on different ways to curb this behavior while still ensuring that habitats are thematic and effective, especially in the hands of Void Dwellers. Ill have a broader feedback discussion later on during the summer where we present some of our ideas, discuss how experiments with them went, and collect additional feedback from the community. [h3]Stellaris with a Twist[/h3] Stellaris with a Twist is our streaming event, where Ep3o and AlphaYangDelete play co-op multiplayer, and try to accomplish goals suggested and chosen by the Community. If you have a suggestion for the final stream's goals, you can submit it here, and if you've missed part of this event you can get caught up here! The last session of Stellaris with a Twist is next week, at 1500 CEST! Don't miss the exciting conclusion and find out which of our streamers will accomplish their Community-Suggested Goals for the Stream! [h3]Free to Play Weekend[/h3] But wait, there's more! What's better than having a galaxy full of wonder to explore? Conquering that galaxy with a friend, obviously! From June 22nd to June 26th, Stellaris will be Free to Play; there will never be a better time to introduce a friend to Stellaris -- and with the addition of co-op, you can now work together to In Stellaris multiplayer, the host's DLC is shared between all the players in the game -- the same holds true for co-op, even if one of the players is playing for free. So grab a friend, your planet cracker, and be sure to play during the Free to Play weekend! Thinking of trying Stellaris for the first time during the Free to Play, but don't know where to start? Join us on Discord; from the 22nd to the 26th, our Player Helpers will be running "Learn to Play" Stellaris sessions! That's it for this week, see you next week! |
[h2]AI[/h2]
[h2]Bugfixes[/h2]
[h2]Improvements[/h2]
[h2]UI[/h2]
[h2]Modding[/h2]
[/expand] [h3]Please note that save file compatibility between versions is not guaranteed. If you have an important game going, please back up the save file before trying to load the save in the new version. You can roll back to a prior version by right-clicking on Stellaris in your library -> Properties -> Betas -> choose the desired version from the drop-down. If you experience crashing or other issues, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums.[/h3] |
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[h2]Balance[/h2]
[h2]Bugfixes[/h2]
[h2]AI[/h2]
[h2]Stability and Performance[/h2]
[h2]UI[/h2]
[h2]Modding[/h2]
[/expand] Please note that save file compatibility between versions is not guaranteed. If you have an important game going, please back up the save file before trying to load the save in the new version. You can roll back to a prior version by right-clicking on Stellaris in your library -> Properties -> Betas -> choose the desired version from the drop-down. If you experience crashing or other issues, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums. |
Balance
Bugfixes
AI
Stability and Performance
UI
Modding
[/expand] [h3]Leaders, Level Caps, and Balance[/h3] Theres been a lot of discussion about the Leader Caps that were reintroduced with the 3.8 update. We feel that they are a necessary piece of the balance puzzle, as leaders are generally far more powerful than they were before, and we explicitly wanted empires to have fewer, more important leaders. The leaders you recruit are intended to be seen as exceptional individuals within your empire, and the planets and fleets that do not possess an Admiral or Governor were not intended to be unled - but the rank and file administrators that led them were not as important as the ones represented by visible, portraited characters. I agree with the comments that its unsatisfying to have empty space where there should be some representation of non-exceptional leaders. Were still exploring solutions to this, whether it be envoy-style level 0 leaders, class-specific leader limits, authority based institutions being present in areas without exceptional leaders, a different system altogether, or a combination of some or all of the above. (Not so secretly, Im also interested in exploring the idea of upgrading Envoys into full leaders at some point in the future, so adjustments will have to be made to the system regardless. Currently I lean towards a combination of some of the above, but some of the changes I want to make are bigger than fit into post-release support.) Youll also be able to rename Council positions. We also concur that the caps are a bit on the tight side. As noted in the patch notes, were making some changes to loosen them a bit, but we feel that we have to tread carefully for balance reasons. Weve reduced the rate at which leaders reach -100% XP for being over cap, and added an XP scalar in Defines for easy modder access. Were also merging the Leader of Opportunity mechanic we discussed last week into the Eager leader trait - leaders with this trait will not count against the Leader Cap for their first few levels. We originally intended for Leader of Opportunity to be used exclusively with event leaders, but the discussions that followed showed that people were looking forward to seeing leaders with the effect in the Leader Pool, and we agreed that it would be interesting to see. Traits are also now nouns to ease localization into gendered languages. Regarding early game exploration - while we are happy with the exploration phase of the game being longer than before, its a bit slower than wed like. Were going to let military fleets with an assigned Admiral explore hyperlanes, which also has the benefit of resolving an edge case when youre at war and have an enemy system hidden away in a nebula. They wont be able to survey planets or explore wormholes like a crewed Science ship, but this should provide more freedom to find hyperlane choke points during your initial steps to the stars. The change which gave Admirals increased command limit as they gained levels has also been removed - as many of you have pointed out, it didnt feel great to have your fleets split on leader death. In the longer term, were considering giving Generals more things to do - as some of you have pointed out, it could be interesting to let a General step in when newly conquered planets need to be pacified, perhaps acting as an interim martial law governor for freshly liberated sectors. #nopromises Were generally happy with how Gestalt Nodes have worked out - they have several major advantages over regular Empires due to these immortal specialist nodes, but also some differences that become more pronounced as the game goes on. In a future release (likely 3.9), were considering allowing them to cull a node and grow a new one as an agenda, as some Council traits are valuable in the first parts of the game but far less useful later on. A great many leader traits have had a balance pass, described in the patch notes above. As the systems evolve, expect more motion there. We expect that well be making further adjustments and improvements to all of these systems in upcoming Custodian updates. [h3]Prioritization of Bugs and Balance[/h3] Naturally, there must be some prioritization done when it comes to bugs and balance. At the top of the pile are things that prevent you from playing - crashes, out of syncs, and the like. Issues that involved displayed text are often high priority as well - as Stellaris is available in ten different languages and translators need time to do their jobs, we have limited windows in which to make any changes that require localization. 3.8.1 and 3.8.3, for instance, are localized releases, while 3.8.2 and the future 3.8.4 are not. Sometimes well plan ahead and slip some emergency loc into a localized release even if we havent had a chance to actually address the bug itself, but thats relatively rare. Bugs deemed Exploits are usually rated very low in our general triage - if an AI is unlikely to abuse a bug against you, but you can choose to use it or not, it tends to be lower priority than things that are more disruptive to general gameplay. [h3]Script Improvements for Councilors[/h3] Some improvements to the scriptability of council positions we were working have also been added into 3.8.3. Firstly, we've added the Reorganize Council agenda which will allow empires to reselect their council positions without needing to reform the government. Of more interest for modders, support for council positions made possible by non-civic sources, such as country flags, ascension perks and other such triggers have been improved. We've attached the documentation below. COUNCILOR SCRIPT DOCUMENTATION [expand details=showmore] [/expand]EXAMPLE COUNCIL POSITION [expand details=showmore] [/expand][h3]Out of Syncs[/h3] I mentioned this last week, but since were very interested in improving multiplayer stability If you're running into frequent out of sync issues, you can help us out a lot by having the host add these startup parameters to their game: -randomlog -randomlog_stack=5 -randomlog_frames=3 Then, if you run into an Out of Sync, please post in the Bug Report forum and give us the Host's OOS logs as well as at least one of the clients that the popup mentioned. (OOS logs can be found in Documents\Paradox Interactive\Stellaris\oos near your save games.) Any details you can provide about what you were doing at the time is also helpful. This setting has some performance implications (which is why it's not on by default), but if you're running into OOSes reliably, it can really help us track them down. Ideally Id like the 3.8.4 update to be in a state where we can remove the beta tag from the Cooperative game mode. That's it for this week folks, see you next week! |
Bugfixes
AI
Performance
There will, of course, be more. [h3]Next Week[/h3] Our next dev diary will be Thursday, May 25th, when we'll be going over a more complete list of the preliminary patch notes. See you then! |
STABILITY
BALANCE
AI
UI
MODDING
Please note that save file compatibility between versions is not guaranteed. If you have an important game going, please back up the save file before trying to load the save in the new version. You can roll back to a prior version by right-clicking on Stellaris in your library -> Properties -> Betas -> choose the desired version from the drop-down. If you experience crashing or other issues, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums. |
[previewyoutube=n1bU_6Qy6Mo;full][trailer][/previewyoutube]
Get Galactic Paragons now! [h2]3.8 Gemini Update[/h2] Launching alongside Galactic Paragons is the 3.8 Gemini update! Loaded with new Features, Quality of Life Improvements (including a Sector Editor!), story events, bug fixes, and more! [h3]Cooperative Multiplayer (Beta)[/h3] The Custodian team has been hard at work, making it possible for several players to play the same empire in Stellaris! We look forward to see what you all will do with this new functionality, from PVP multiplayer games on fastest, to teaching a friend how to play Stellaris for the first time, Coop has been a long time coming, and were extremely excited for you to all to have shared experiences with your friends! You can currently access coop multiplayer one of two ways:
Cooperative multiplayer is currently still in beta, we will be doing some polish, bug, and desync fixes during post launch support. If you have issues with cooperative multiplayer, you can report bugs and desyncs here! [h3]Empire Council[/h3] Ruling a Galactic Empire is hard work, and your council of trusty leaders is there to help you. Base-game Stellaris now includes a ruling council, where up to three leaders will assist you in ruling your empire - your Ruler, your Head of Research, and your Defense Minister. Each leader gives bonuses to their area of expertise, which grow increasingly more powerful as they level up over time. Gestalts will have a collection of immortal nodes, that will level up and gain new traits over time, which we feel better suits them thematically. [h3]Ruler Creator[/h3] Gone are the days when you were forced to reroll your empire a dozen times, looking for that one specific trait to complete your roleplay. In 3.8 Gemini, weve introduced a Ruler creator where you can choose your rulers appearance and starting trait. [h3]Renowned & Legendary Leaders[/h3] Paragon leaders are not just for owners of Galactic Paragons! The Custodian team has been hard at work updating existing content in Stellaris. You will now be able to find six* existing leaders that have been updated to the new leader system introduced in Galactic Paragons, including new traits, new and/or updated events and in some cases, updated artwork. * Finding some of these leaders may require other DLC [h3]Ground Combat[/h3] Ground Combat has had some love from the Custodian team as well. First off, Devastation has been rebalanced. Planetary Devastation is now more impactful to planetary production, and orbital bombardment now causes more damage and has an increased chance of killing pops, buildings, districts and defensive armies based on bombardment stance and planet size, with more aggressive bombardment stances doing more damage. Bombardment damage will now scale based on planet size, with larger planets taking less damage than smaller planets, since the bombardment is spread over a larger surface area. Additionally, Planetary Capital buildings will now spawn 0/4/8/16 defensive armies for free based on the tier of the building. Planets that have been bombarded to the point where they have no defensive armies will now have a chance to surrender without being invaded. The first time you bombard a planet, you will get an event that asks if you want to accept planetary surrender. You can change this decision later in the Government -> Policy screen. Planets will never surrender if their pops would be purged after doing so. And lastly, starbases now have the ability to construct offensive armies! Clicking on a starbase and going to the Army Builder tab will allow you to queue armies across all the planets in that sector, or hold control and click to queue five armies at a time! Each army also now has a Rally Troops option that will order constructed armies to automatically travel to their location (provided they can find a path to do so) and merge with the selected army. To summarize the Design Philosophy of all the changes to ground combat and bombardment: Ground Combat and orbital bombardment will now be a bigger part of the game since big planets will automatically have some defenses. Building armies and using them to invade planets will be much easier by using the Army Builder and Rally Troops functionality. Small planets with 1-25 pops will be prime candidates to be taken by orbital bombardment alone, removing the need to have to manually invade the smaller planets or habitats. [h3]Sector Editor[/h3] The Sector Editor has returned! It is now possible to (again) edit Sectors in the Planets and Sectors screen. Planetary capitals are still limited to be at least four jumps away from one another, however this should make it easier to resolve your sector gore, and make your sectors more visually appealing. [h3]Capital Designations[/h3] 3.8 Gemini has also brought with it four new Capital Designations for non-Gestalt empires. Choose Factory Capital, Forge Capital, Trade or Extraction Capital to boost your economies even further! [h3]Fleet & Ship Designer[/h3] The Custodian team has also done some updating on the Fleet and Ship designer. The first thing youll notice is that the two tabs are now on the same screen, allowing you to easily swap between them when designing ships and fleets. The Fleet Editor itself has also had some usability improvements, including a longer list of fleets, a new button to Copy a Fleet Template to a new fleet and an Overwrite Fleet Template button, which will update the fleets template to the current contents of that fleet. Additionally, pressing Delete + Enter on a fleet will now delete that fleet. [h3]Science Ship Automation [/h3] In 3.8 Gemini - when you click Science Ship Automation - we have added the ability to enable or disable the modules. The new Science Ship Automation modules are:
The default settings are Explore Systems and Survey Systems, which is the same functionality as before 3.8. For Science Ships that are already automated you can see which modules they have enabled by reading the automation tooltip. [h3](Almost) Rebindable Hotkeys[/h3] The Custodian team has also taken a look at the left-side menu. We know a lot of you have wanted to be able to rebind which hotkeys open these menus for a while, and while adding rebindable hotkeys to Stellaris would require rewriting most of the code for the UI, weve done the next best thing: In 3.8 Gemini, it is possible to rearrange the list of options in the left side menu, by pressing the new Cog icon at the top. This will also correspondingly change the hotkeys to open these menus, allowing you to rebind these menu items to whichever F1-F10 key you prefer to have them on. [h3]Message Notifications[/h3] The onslaught of notifications while playing Stellaris is something that has been bothering us as much as its been bothering you. Weve added a new type of message called a Toast that will drop down from the top right of your screen, and convey low priority information (such as a leader gaining a level). Additionally, weve gone through all the in-game messages and added the ability to turn them on or off, as well as change the pausing behavior of each message. Notification messages you no longer wish to see can be disabled by Control + Clicking on them and unticking them in the message settings. Toast notifications can be enabled or disabled by clicking the cogwheel. Thats it for today folks! Thanks for playing Stellaris, and dont forget to pick up Galactic Paragons today! |
############################################################ #################### VERSION 3.8.1 - Gemini ###################### ############################################################ FEATURES
IMPROVEMENTS
BALANCE
AI
STABILITY
UI
BUG FIXES
MODDING
[/expand] [h3]A Review of the Year[/h3] Since the last anniversary, let's look at some of what we've accomplished together. Last May we released the "Cepheus" update and the Overlord expansion, introducing the Situations system, updating subjugation mechanics, adding five new Origins, and a huge amount of empire emblems, backgrounds, and flag colors. In September, the "Fornax" update and the Toxoids Species Pack added new difficulty settings, allowed you to spawn all the crises, and brought us the epic tale of the Toxic God. Fleet combat rebalancing was the primary focus of the "Orion" update in late November, which also added some new galaxy shapes and added roles to the ship designer. The First Contact Story Pack started this year alongside the "Canis Minor" update, adding Cloaking to Stellaris and improving Pre-FTL civilizations, while also adding some challenging Origins and focusing on game stability. And now the "Gemini" update and Galactic Paragons adds the Council, revamps leader mechanics, updates armies and bombardment, and introduces two cooperative game modes (in a beta state). Over the year we also had a number of Open Betas. Many thanks to all of you that played in them and helped us find as many issues as possible. We've had a busy year! We'll be skipping this Thursday's Dev Diary to keep the team focused on post-release support, and will be returning to our regular once-a-week cadence. Since next Thursday is a holiday in Sweden, the next Stellaris Dev Diary will be on Tuesday, May 16th. After that, we plan on returning to our normal Thursday slot. See you then! Please note that save file compatibility between versions is not guaranteed. If you have an important game going in a previous version, please back up the save file before trying to load the save in 3.8.1. You can roll back to a prior version by right-clicking on Stellaris in your library -> Properties -> Betas -> choose the desired version from the drop-down. If you experience crashing or other issues, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums. |
So we decided to do everything - instead of being content with just going 1-2 civics per empire type. Thats why we ended up with 8 unique civics (if you count copies of civics which are just an adjusted version for different empire types - then the number is 12), sprinkled around Standard Empires, Megacorps, Hive Minds and Machine Intelligence. Vaults full of knowledge For our most iconic civic, we picked the one which allows you to store the knowledge of your leaders, to enhance your future leaders. To sum it up a bit, every leader who manages to survive up to level 8, will give a bonus to the unique building provided by the civic - where the story, experience or knowledge of this leader will be stored for future generations. All this knowledge, just enter the vault and search for it They will be like us either they like it, or not The next civic, we decided to make something which would showcase some of our more fancy traits as soon as possible. But I also wanted to play an empire which embarks on a holy war to turn everyone into a proper clone of my ethics. And to have some war civic, which would not be useful for expansionists, conquer everything empires. The whole idea around this civic is not being religious (hence you dont need to be spiritualist to take it), but more a fanatic towards proselytizing your ethos to others. After all, they were converting people to their moral values on their planet, why would they stop doing that when in space? Zealot trait is one of my favorite Veteran Traits, and its the only reason I made this civic, so I will get it on every Admiral - the above is just an excuse But what about the profits?! Lets not forget about these players who like to play the MegaCorp, as we also have something fancy. Megacorp themes are usually centered around dystopian corporations running the country, either at the forefront, or from the shadows. Here we wanted to add a new brick to this player fantasy, which we felt was lacking. And this is how Pharma State was made, giving a boost to Medical Workers and also unlocking a new Corporate Building for your fancy Branch offices! Be it an illicit place making people go bankrupt by providing aesthetic surgeries for credit or a company focused on making lives better (with a hefty profit margin, of course), the choice is yours to take. We just invented new ways of preventing coughing! Instead of standard 7 days treatment it will take only 1 week to get rid of it, so definitely worth the 50% increase in price! Profits are not everything! (what?) The efficiency of the processes is also critical for any MegaCorporation success. Inefficient work can lead to serious mismanagement, loss of profits (well, so there is the profit part) and a potential loss of worker of the month status. After all, you are not just a cog in the machine. You are a very precise cog, which keeps the company afloat! The superb organization skills of this MegaCorp allows it to hire more cogs, er I mean leaders. Something for Gestalts? Gestalts are, in a way, the opposite of Galactic Paragons DLC - which is centered around individuals, their growth and path to glory / power / wealth / levels. So we came with these two civics, focused on making their leaders a bit more individual compared to other gestalts. Both Hive Minds and Machine Intelligences with these civics will give more freedom of thought to their leaders, allowing them to focus their consciousness on different matters - which should also help a bit with leader Unity upkeep, as the base change from 2 to 1 is effectively 50% leader upkeep reduction (which is then put into easier to get resources). Its almost like delegating by consuming more nutrients! There is clearly no modifier after the upkeep change. This one was easier to make then the previous one, the hidden modifier is less obvious. But thats not 8 civics! Well, where is the fun of speculating or exploring the civics by yourself? Here are some teasers about the missing ones (but also let me tell you that Vaults are present for every type of empire, just adjusted a bit for them). There is no reward for guessing the civic and its effects, but you can always brag about it if you put your prediction in post and then it turns out to be true. Can you spot what is wrong with this planet? Im not asking about the Aristocratic Elite civic buildings. Perfectly balanced building composition, as all things should be. Here are some more, which we wont go over super tiny details. [EFFECT.RandomizeNamesOrder] Letters of Marque, Neural Vaults and Heroic Past. Other civics, should be easy to connect them to the names below To give them some descriptions: Heroic Past puts the empire into something like legendary / heroic figure worship, which is focused on creating better leaders faster than other empires. Taking this civic, the empire shows that its dedicated to growing their citizens into exceptional individuals who will lead it to a great future! (or to die when entering the system with Ether Drake by accident - we do not promise that your leaders will actually survive to become true legends) Letters of Marque is our take on the fantasy around pirates working for big MegaCorp, helping them in dealing with anything which requires firepower. Why spend money on fighting piracy, where you can spend money on hiring pirates to do your bidding? Be it raiding your neighbors or keeping other pirates in check. The Neural Vaults are an adjusted version of Vaults of Knowledge, so you can extract memories from efficient drones and then use these memories in creating more powerful leaders. Yes, I thought that giving 1 screenshot per civic would bloat the DD with too many pictures. And yes, I know that you can guess the MegaCorp civic by its color. One to Rule Them All - Galactic Paragon ruler origin Under One Rule is a semi-story origin, with a lot of different outcomes based on the empire composition and in-game choices. If someone asked me what was the inspiration, I would say a certain person from the Invincible series (his name starts with O) - and some historical characters, like Charlemagne. But the main theme is about an empire interconnected with an exceptional individual who, instead of unifying peacefully, unified the planet by other means. Imagine the New World Order First Contact event, but at a later date, with a ruler who actually succeeded in staying in power. This exceptional leader is the Luminary of the empire, the one who brought the new age, and promised the glory of the stars to his or her people (or it). I guess you get it by now ;) Beware of your actions! As we had time to do only one Origin, we decided to follow the more story-like approach BUT! We tried to not go the way of the story-story only. Its more of a road of the Luminary leader to fulfill his destiny, which is in the player's hands. There are 4 (or more, depending on how you count it) different outcomes based on the player choices, with a special route which I used to call I dont care about the story that much, which bypasses a lot of story content by also bypassing a lot of potential power gains. For those who will see the Dictatorial requirement and are baffled why they cant be imperial with this Origin - as every story goes its own path, there are possibilities in game to pursue different goals than staying true to the Founding Myth (yes, this means that there are events which allows to change the Authority Type, and Im not afraid to spoil them as they happen fairly quickly). This isn't even my final form. But lets talk about more mechanical aspects - the main feature of the Origin is to give the player a strong starting ruler, with a unique set of powerful starting council traits (all can be tiered up to tier III, so there is room to grow the leader). These traits, in opposition to standard council traits, are not based on Leader Class, but instead on Empire Ethics. To say it short - there are 14 traits to choose from. There are also unique negative traits which might put some bad mojo into your Luminary - and they are tied to Empire Ethics as well. And remember to not be overly tyrannical to your people or maybe there is a hidden power in being the evil ruler? Or maybe thats just a trick from me so you will use colossus on your capital planet (but seriously, dont do that)? We are close to the finish line now, so as tradition would make us do, lets talk about our last feature in this Dev Diary. Tradition Trees, Aptitude and Statecraft Our choice for themes of the tradition trees was quite easy, and lets be honest with that. We have leader rework and new Council features. I bet you already see where it is going. Lets start with the Leader Tradition Tree, our Aptitude This was supposed to be a funny Aptitude-Altitude pun, but I deleted it and forgot how it went. With the new Aptitude, your empires will focus themselves on leaders, giving them bigger and smaller buffs, with the EXP rate being the most obvious one. It's a solid tree if one wants to focus on leaders, but if its not your thing, then the tree is possible best to stay away from. Starting Traits make up for a potential stronger leader at the end, as they will be able to get 1 more trait compared to leaders without this bonus. Champions of the Empire is the fanciest one you can unlock from the tree. Next one is the Statecraft tree! I see 5 pictures, and in 4 of them someone is doing something with their hands. I petition the 5th picture to also include at least one hand. Its easy to pinpoint it to Council feature, having stronger councilors and, somewhat, also boosting leaders. Although, if your empire is not focused on leaders, it might still profit from the non-leader oriented effects and modifiers to build up a strong government to run the show. So, to sum it up, its about leading a state. Fitting name, is it not? Effective Councilor Skill is my favorite modifier in the whole DLC. I want to thank Karl who fought for this modifier. This bonus is pretty nice when you have a lot of leaders and play around with Agendas. So! We are at the end of the road for this Dev Diary. And we are pretty close to the release date, there are a few things I would like to say to you: Speculate! Write posts on forums! Play Stellaris! And have fun doing so! :D By the way, a gentle reminder to Wishlist Galactic Paragons on Steam! |
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Hello everyone! Im XM, the lead designer of Galactic Paragons. From the beginning of development, weve followed one simple mantra - make leaders matter. What you are going to read about in the following paragraphs are the results of months of work following that direction.
As you see, the Free Patch leaders will still be more powerful than before (having a total of 5 traits), but the Galactic Paragon leaders will achieve a power level of over 9000! For those who choose to embrace the Galactic Paragons, the leveling system will give far more flexibility:
Potential level 10 leader with Galactic Paragons: I bet you dont know what Im talking about with the Veteran and Destiny thingies [h2]My god it's full of Traits[/h2] For owners of Galactic Paragons, there will be almost 700* (we decided to stay humble with the number) traits, including tiered versions. There are a bunch of new Common traits, but the bulk of new content is gated behind the DLC. * Some traits may require other DLCs. Number includes tiered traits. Some of the new traits To get into a bit more details about new traits, they are divided into 3 categories, Common, Veteran, Destiny. [h2]Common traits:[/h2] The one that comes with Free Patch (most of them are updated versions of old traits). They are the bread and butter for Free Patch players, as leaders will be getting them every 2 levels. For DLC owners, they represent the first 3 levels for the new Leaders and their journey to power! I guess it should have a doggo as an icon? [h2]Veteran Traits:[/h2] Veteran traits are available only to players with Galactic Paragons DLC. They will cover every level from 5 to 10, and (as mentioned before) their pool for a given leader is dependent on leader ethic and their Veteran Class. They are more powerful than Common traits. New fancy effects for leader actions? Yes, please! [h2]Destiny Traits:[/h2] Destiny traits are One-Per Leader (in most cases, as sometimes leaders might get event based Destiny traits too!) and they represent the peak of this given leader - as such, leaders get the destiny trait on Level 8. What is this, even? The more species, the better the trait? Madness! Small disclaimer: Gestalt leaders operate slightly differently - rather than gaining Destiny traits, they have more Veteran picks than non-Gestalts. They do not have individual destinies like the standard empires do! [h2]Leaders Reworked - Veteran Classes[/h2] Veteran Class is a paid feature from Galactic Paragons, and it allows you to customize your leaders more. Every leader will get to choose from 3 Veteran Classes on level 4, bringing the number of Veteran Classes to 12. Each of the Veteran Class will focus on different aspects of the Leader. Lets take Scientists for example, which can choose from Explorer, Analyst and Researcher Veteran Classes. Picking the proper Veteran Class is paramount to utilizing your leader in a way that you want them to fulfill. For example, Analyst Leader will get Veteran Traits centered around Assist Planetary Research action, while Researcher will get Veteran Traits focused on the Council. Veteran Class Icon as seen on the left side of the leader - Level 1 Admiral for comparison. [h2]Negative Traits[/h2] Lets also mention the small detail of Negative traits. Every leader is randomized with Negative trait potential. The bigger the potential, the more (and faster) negative traits will accumulate on this given leader. With luck, you will find leaders with 0 negative potential, but you never know what it will be until your leader suddenly comes home with a new set of negative traits and starts to steal your resources to open up a new casino in his basement. [h2]New Leader Cap System[/h2] Leaders are now vastly more powerful than before, so we decided to introduce a soft leader cap - just like with the naval cap, leaders will grow more expensive when empires are above the cap. It might take some time to get used to, but no longer are the time when in the early game it is viable to send out 20 science ships to explore the galaxy, but it also allows for players to take meaningful choices - creating an economy based on strong governors is a viable strategy, just as well as making strong navy based on many high level admirals. In my humble opinion, this change somewhat favors smaller empires, which might feel less incentivized to go over their leader cap to fill all the roles, while huge empires will need to take choices on, for example, governor placements (or going over Leader Cap). And now, something to finish our little trip into this leader madness [h2]Ruler Creator[/h2] Well, I disliked the fact that I cant choose my starting ruler trait - especially on dictatorial and imperial empires. Now I wont have to restart the game every time I get a trait I dont want to have on my ruler. Coders wept when I designed this, and UX was more than happy with coming up with the layout. I guess you can never make everyone happy. Right now, there is only a limited number of traits to choose from, but we decided to not overwhelm players with new choices here. They should be hunting for new civics instead! [h2]Honorable mention[/h2] Lets talk about one last change, close to the leaders, but not exactly. This is present in both Free Patch and DLC, so buckle up this one last time! With the new trait system and reworked leaders and cap and everything - we decided that the Governor traits should only apply to the planets he currently sits on. But as the game had this nice feature of Sector Governors too, we wanted to use this system, rather than just removing it. So now, if you would like to see the potential career of a governor, it would be - Planet Governor, Sector Governor, Councilor, Empire Ruler. [h2]How does the new sector governor thingy work?[/h2] Whenever there is a Governor sitting on a Sector Capital planet, his level will apply bonuses to every planet in this sector, in a way like it used to be. You can always override the Sector Governor by putting a proper Planetary Governor here. Just remember that Leader Traits do not work on Sectors! Is that all? Yeah, I guess so. Don't forget to Wishlist Galactic Paragons! See you on the next DD! |
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Hello Stellaris fans, This should trigger a new update to Stellaris that lets you enjoy our new Coop mode early! Please note that the feature is still in development and does have a few issues and instabilities. Reporting any issues you encounter would be welcome, and you may do so in our Bug Report forums. Also note that the game now runs in DX11 by default. You can override this by adding a startup argument in steam. Instructions for running the game with DX9:
Finally, as always, the team has done a great deal of improvements to the game that are also available in the 3.8 open beta. Please find the patch notes below. STELLARIS 3.8 COOP OPEN BETA PATCH NOTES ############################################################ #################### VERSION - 3.8 COOP OPEN BETA ###################### ############################################################ Features
Improvements
Balance and Bugfixes
AI
UI
Modding
***************************************************************************************** Please note that save file compatibility between versions is not guaranteed. If you have an important game going, please back up the save file before trying to load the save in the open beta branch. If you experience crashing or other issues, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums. |
Improvements
Balance and Bugfixes
AI
UI
Modding
[/expand] Again - this isnt everything that were planning for 3.8. [h3]Things to Keep in Mind[/h3] Coop touches a lot of systems in Stellaris, and it is very likely that you will run into synchronization issues, or other weirdness. (The dreaded Out of Syncs that are the bane of multiplayer Stellaris.) This system is still in active development, but we wanted to let people play with it now, while theres still time to react to feedback and bugs that are found. Certain events, such as diplomacy with enclaves or other special entities, may also behave oddly during the beta, with responses going to the first player in the empire rather than the one that initiated contact. [h3]Did you miss last week's Dev Diary Introducing Coop?[/h3] Community Manager Mordred Viking is back on Stellaris Official to save you the trouble of reading it! [previewyoutube=79WxfMJSzWM;full][/previewyoutube] [h3]StellARTis Competition Winners[/h3] The StellARTis competition has completed, and winners have been announced! Check out some of their brilliant works. [h3]Next Week[/h3] Next week well start going through some of the many changes coming in 3.8 that arent in the Coop Open Beta release. |
Stellaris is a complex game, and learning to play can be difficult without a guiding hand. While some people learn well by watching informative videos created by the community, others might do better playing alongside a friend.
The cognitive load when playing competitive multiplayer can be at times overwhelming, especially during wars. Being able to split duties with other players on the same team could provide an enjoyable experience. Weve tried to support both goals through two different modes of play, with slightly different game rules. [h3]Cooperative PvE[/h3] A new main menu entry exists for starting a Cooperative PvE game where all human players control the same empire. This will bring them to the Game Browser screen, where one of them can choose to Host a New Game, just like the regular Multiplayer flow. The hosting player will go directly to Empire Selection, where they can create a new empire or select one theyve already created as normal, select the Galaxy Settings for the game, and then begin the session. Unlike regular Multiplayer, the Cooperative PvE flow bypasses the Game Lobby, and the coop players will not need to select an empire. These players hotjoin directly into the hosting players empire once the game has begun. For most purposes, Cooperative PvE is treated the same way as single player PvE is. [h3]Competitive PvP[/h3] The flow for creating a competitive multiplayer coop game is similar to the normal multiplayer flow. One player will host the server, ticking the Allow Coop checkbox. Other players can join the Game Lobby and open their empires up for additional players. pdx_eladrin has opened his empire up for cooperative play. After Loner has joined the empire. Empires that have been opened for cooperative play add an inspect icon to the portrait so prospective players can see the details on the empire before deciding to join. Inspect a coop empire. For more competitive players, the primary player of the empire will be able to lock their empire, which will add a password requirement to joining or inspection. [h3]New Coop Features[/h3] Its often useful to know what your teammates are up to. To make it a little easier to understand whats going on, weve added Presence Markers to the UI to show which tabs your teammates are currently using. pdx_eladrin is currently taking care of our research issues, so Loner can worry about something else. We're currently exploring the addition of Goto buttons in the top right corner that will allow you to bring your camera to your teammates location, but this isn't fully functional yet. (And is unlikely to be during the Open Beta.) Events will be shown to all members of a coop team, and any of the players can select a response. The window will remain in place with the selected option marked with the icon of the player that made a choice. Only one option for this one, but its nice to know its already been selected. [h3]Whats Next?[/h3] Next week well be talking about the 3.8 Gemini Open Beta. As the Coop game modes touch a lot of moving parts, wed like to gain feedback on your thoughts of how it plays as well as find where desyncs and other bugs crop up before the actual release. |
BUG FIXES
[/expand] [h3]Concepts[/h3] As part of our ongoing efforts to make the game less daunting for new and returning players, weve discovered a UX Insight Technology while observing the pre-FTL games made by our sibling studios. In 3.8 well be introducing Concepts as a variant of the nested tooltips you may be familiar with from Crusader Kings or Victoria. Our primary goal with Concepts is to simplify tooltips while providing the means to get more information than before. Instead of cluttering the base tooltips with complete details, you can dig down to learn more about key terms as desired. While it may change for the final release, Concepts are currently planned to always be shown in a specific Teal color. After a brief delay (or after clicking the middle mouse button), a tooltip that possesses in-line Concepts will lock into place as shown below. Our initial efforts in introducing these have been focused on the Galaxy Settings before starting a new game to further explain some details that might not be obvious at first glance, but to fully explain would bloat the normal tooltip into a wall of text. An Example of Concepts While Concepts in 3.8 will initially be limited exclusively to Galaxy Settings, were planning on expanding the use of Concepts to Empire Creation and beyond during the Custodian releases over the next year. SPOILER: CONCEPT DETAILS FOR MODDERS [expand type=showmore] common\game_concepts will have a 00_game_concepts.txt where we define concepts, alongside icons and aliases. concept_fallen_empires = { Any concept that does not have an icon defined will default to a "thinking cloud" icon that's in Defines. Marauder Empires concept, showing off the default icon. Concepts themselves are referenced in-line in localization using the ['concept'] notation: FE_FALLEN_EMPIRES_TOOLTIP:1 "HNumber of Fallen Empires!\nThis controls the maximum number of ['concept_fallen_empires'] that are allowed to spawn in the galaxy." The text for the generated tooltip is defined by the concept name you defined earlier, and by default, will use the base concept name _desc. Aliases let you reuse _desc text easily. concept_fallen_empire: "Fallen Empire" If desired, you can make it show something other than the base concept name as the Cyan tooltip. For example, here we wanted the Unity symbol to also count for the mouseover tooltip. (Tip: Use non-breaking spaces so the mouseover region sticks together if you do this!) concept_edict: "Edict" Concept text can itself have additional further concepts within it.
We've added a few new text colors to fonts.gfx that we use exclusively for Concept tooltips. While K and I are identical to H and Y, they're separate in case we want to change them. C = { 33 232 208 } # C = Cyan, Used for Concept Text that generates another tooltip. [/expand] [h3]Next Week[/h3] Next week well start going through the main features well be adding in Gemini, and (hopefully) some details on our planned 3.8.0 Gemini Open Beta. Tofus been studying. |
BUG FIXES
Please note that save file compatibility between versions is not guaranteed. If you have an important game going you would like to finish, please back up the save file before trying to load it in the new version. You can roll back to a prior version by opening steam and right-clicking on Stellaris in your library -> Properties -> Betas -> choose the desired version from the drop-down. If you experience crashing or other issues, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums. |
Were currently working on another patch, planned for a few weeks from now, to resolve more bugs, balance issues, and add some localization fixes. So far, some items of particular interest include: STELLARIS CANIS MINOR 3.7.4 SNEAK PEEK
Please keep posting bug reports in our forums, theyre a great help to us. Speaking of other reports that are a great help, and since I mentioned the Crash Reporting tool earlier, I have a message to share from our Tech Lord. The Tech Lord Speaks Hey, I am Lorenzo, your friendly neighborhood Tech Lord. I just wanted to spend a second talking about releases and the work that we do behind the scenes once a new shiny version of the game is there, downloading. Game development is no joke, like any other business, and releasing a new patch is not the beginning of the end, but barely the end of the beginning. Our team puts heroic effort into delivering the best product to you, but hey, mistakes or oversights happen. Sometimes the result is a hilarious bug, like the tendency of pre-FTL societies to prematurely end their lives by nuclear means. Sometimes the result is this dreaded window. Like no battle plan survives contact with the enemy, no patch survives contact with the players. But we are aware of this, and every time we release a new patch, somewhere in our offices theres a group of developers sitting down, constantly monitoring the stability of the game, patiently waiting for the inevitable fire to spark: luckily most of the time theres no real fire, just some tiny candle flames. And this brings me straight to my point: thank you all for your reports! When you press that send button, detailed information on the crash are collected and sent to us for investigation. This info is usually enough to point out the problem, but often not enough to identify the cause of it: thats when your comments come into play! Tell us what you were doing when the crash happened, even the most tiny detail could help us! They say that an image is worth 1000 words: let me tell you a beautiful story in four acts with an image, then: (Thanks from the bottom of my heart, anonymous player: your reports were immensely useful in finding the issue and fixing it ) Thanks, Lorenzo, and thanks again to all of you that submit detailed bug reports and crash logs. The more information we have, the easier it is to track down some of these sometimes troublesome issues. Want to help out? We currently have two ways that you can help out improving the Stellaris experience for existing players, new players, and directly effect development of the game! Since Alfray Stryke has finished his duties with First Contact, and has transitioned back to the Custodian team, he is currently running a feedback thread looking for constructive, directed feedback on AI Diplomatic interactions. [quote=Alfray Stryke]We are looking for feedback on the AI's willingness to accept diplomatic pacts, become subjects or overlords and form federations, in particular with other AI empires. Some of the changes for 3.8 Gemini we are considering are requiring a Trust threshold for the AI to offer certain diplomatic agreements and improvements on the AI weights for Diplomatic traditions.[/quote] You can find the feedback thread here! The other way to help influence the development of Stellaris, is a survey from our User Research department. This survey is designed to give us feedback on what you like/dislike about Stellaris, and will be taken into account while we're planning future development for Stellaris. You can complete the survey here! First Contact Art Competition Always able to be relied on for questionable puns, the Stellaris Community team announced our StellARTis Competition yesterday! Leave your First Contact-inspired artwork in this forum thread, for a chance to win a code for First Contact or a copy of Stellaris to give to a friend! Contest runs until April 3rd, and the winning entries will be chosen by the Stellaris Art Department! So Whats Next? Were not quite ready to talk about 3.8 Gemini yet, but heres a peek at one thing were going to start rolling out in it. SPOILER: 3.8 SPOILERS Nesting Concepts will initially only be present in Galaxy Settings Next week well be going over more of the things planned to go into the 3.7.4 patch. See you then! |
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[previewyoutube=_ZyJWy2yhOI;full][/previewyoutube] |
Hello Stellaris Community!
For Canis Minor, we also reduced the AIs willingness to peacefully subjugate themselves. Additionally the AI takes the economic impact of trades into account when calculating trade acceptance, as well as a host of other AI bug fixes and improvements. We also fixed several edge-cases where you could get stuck as a vassal stemming from Independence Wars and Federations, and fighting joined independence wars with your other vassal friends will now result in all of you being freed, instead of just the vassal who declared war. Alien Zoos have been reworked and now provide a Zookeeper job. As you mightve guessed, constructing Alien Zoos also no longer requires the alien pets special deposit. Presapients set to preserve, or livestock pops may take jobs working at the Alien Zoo, and the Zookeepers output scales with the number of pops working at the Zoo. But thats not all! The Custodians have accumulated pages of changes, and while we cant post them all here, heres some selected other changes:
Thanks for playing Stellaris, and we hope well see you for the launch of Stellaris 3.7 Canis Minor and the First Contact Story Pack on March 14th! |
[previewyoutube=Py48pCFA3NQ;full][/previewyoutube] So how does this work in practice? Cloaking Field Generators are a new type of ship component that is limited to one per ship and occupies either an Aux slot (for designable ships) or a special cloaking device slot (for undesignable ships e.g., science ships or observation posts). The first cloaking devices available can only be equipped on corvettes, frigates, science ships and observation posts. As technology improves so does the cloaking strength provided by the cloaking devices and the size of ship they are capable of cloaking. Basic Cloaking Field Generators unlock cloaking for corvettes, frigates and selected civilian ships. Advanced Cloaking Field Generators unlock cloaking for destroyers. Elite Cloaking Field Generators unlock cloaking for cruisers. Dark Matter Cloaking Field Generators unlock cloaking for battleships and titans. Psi-Phase Field Generators unlock cloaking for battleships and titans and offer the best cloaking strength in the game. While cloaked, ships and fleets can ignore closed borders and cant be detected by normal sensors. This can be useful for a variety of reasons such as having science ships explore and survey systems that might otherwise be blocked off, research anomalies or special projects inside the borders of your rivals or getting a well armed fleet situated to ambush an enemy starbase upon war declaration. Cloaked science ships will also have another trick up their sleeves, being able to perform covert reconnaissance on colonized planets to gather Intel on other empires and increasing the speed at which this Intel is gained. Finally, cloaked fleets and observation posts cant be seen by pre-FTL civilizations, so using them will minimize your chances of accidentally increasing their Awareness. Performing reconnaissance on an enemy can provide a great deal of Intelligence. Due to the power draw and manipulation of particle fields, cloaking imposes penalties on the shields of ships while cloaked, depending on the type of cloaking device equipped:
SPOILER: SIDEBAR: SHIELD AND ARMOR NULLIFICATION CHANGES Its important to note here that as of 3.7 Canis Minor, both Shield Nullification and Armor Nullification have had a slight change. Previously, if a fleet suffered from 100% Shield Nullification (such as being in a pulsar system) and then the nullification was removed (say by leaving the system), their shields would instantly jump back up to full strength. This has been changed so that the fleet has to restore shields back to full capacity via their shield regeneration. Spreadsheets are an important part of our design workflow! The cloaking strength of a fleet is determined by the ship in that fleet with the lowest possible cloaking strength. Thus, in order to be able to cloak, all ships in the fleet must be capable of cloaking. How well a fleet can cloak is described by the stability of the cloaking field of a fleet and can range from Non-Existent to Exceptional depending on the cloaking strength of the fleet. This stability (or cloaking strength) factors into both how easily a starbase can detect or reveal the cloaked fleet (more on this later) and what penalties (if any) the fleet may suffer from. Its worth keeping in mind that, as the cloaking strength of a fleet is determined by the ship with the lowest cloaking strength in the fleet, a fleet of mixed battleships and corvettes will have a lower cloaking strength (and be more easily detected) than a fleet solely comprised of corvettes. The highest level of cloaking strength and the corresponding cloaking field stability obtainable purely by ship components is 5 (Very High). In order to reach strength 6 or greater and thus the various grades of Exceptional stability, your fleets will require additional sources of cloaking strength, such as finishing Subterfuge traditions or hiding in a nebula. Cloaking Strength levels and penalties A UNE science ship makes use of a nebula to boost their cloaking strength. In order to be detected or revealed a fleet needs to be within sensor range of an enemy starbase with a Detection Strength equal to or greater than the Cloaking Strength of the fleet. Detection Strength is normally gained by building Detection Array modules on a starbase, though certain rare technologies can unlock buildings or orders for science ships to further increase this. Oh, and we rearranged the starbase UI to list various previously hidden modifiers. When a fleet is detected by a starbase, it is either detected or forced to decloak depending on these conditions.
If a cloaked fleet is inside another empires borders (and thus is not detected) when you declare war, it will not be forced to go MIA like normal. Now to hand over to PDS_Iggy to discuss the new civics! For this story pack we were always on the lookout for flavorful and fun civics we could add to further explore the themes of First Contact. It was thanks to a helpful comment from one of our betas that Alfray and I started to investigate a generic Low-Tech civic. The aim was to add a civic that could be used in combination with other existing origins to get a pre-FTL feel. After brainstorming and fusing ideas we came up with a low tech civic in which you start with reduced resources and a very limited jumpdrive. Reaching for the stars, no matter what. What is out there? Exploration Vessels are early science ships and Engineering Vessels are simple construction ships. Alfray and I also wanted to challenge ourselves since civics are often just identical for all government types, so we made a unique one for each government style. In the end we implemented multiple civics that should be able to facilitate many fantasies and builds. The Stargazers starting info as well as the Jump Range Look at them go! And before you ask, you can put these jump drives on your other ships. It's even something you will have to you will have to do if you want to get our new achievement: The Path Not Taken - Have 10 colonies without ever discovering Hyperdrives. Dj vu! Finally, I'll leave you with an in-game gif of the MSI flagship activating its cloaking field. |
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The First Contact Story Pack will release on March 14th for $14.99! |
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This can be influenced in a variety of ways and has the appropriate script effects, triggers and values in the defines file for our modders to make use of. Narratively-speaking, Awareness is a measure of not only the civilizations observations that something is out there, but them correctly attributing it to interstellar, alien life. Thus Renaissance-era (or something akin to it) astronomers might observe your uncloaked observation post in orbit of their world, but are unlikely to attribute its presence to an alien civilization. On the other hand, an Early Space Age civilization that has constructed a planetary array of radio telescopes will almost certainly correctly attribute the light pollution and radio traffic from your colonies in their solar system to be evidence of alien life. Our recent test firing of our planet cracker may not have gone unnoticed. Although there arent any events directly triggered by a change in Awareness of pre-FTL Civilizations, aside from them reaching out to contact you if they become Fully Aware, Awareness itself is used both to determine which events can fire while you are observing a pre-FTL Civilization and can be influenced by the events themselves. In addition to the numerous new events alluded to above, weve gone back and ensured that all of the existing observation events tie into the new systems of First Contact, for example shooting down a rogue asteroid on course to impact a pre-FTL world may increase their Awareness. In order to engage with either Diplomacy or Espionage with pre-FTL civilizations you will need an Observation Post in orbit of their homeworld and the types of interactions your empire has access to is determined by your relevant policies on both Interference and Enlightenment. As an Observation Post in orbit of an Early Space Age civilization, currently engaging in Passive Observation. We could switch to Aggressive Observation and gain more knowledge, but our interference could cause long-lasting effects. Before we reveal ourselves to the Sathorians, we have the opportunity to carry out a number of Espionage Operations. However, once they are Fully Aware of the existence of alien life, some of these Operations will not be available to carry out. The various Operations available to carry out against the unaware Sathorians that our Observation Post is in orbit of. After a pre-FTL civilization becomes Fully Aware of alien life, be it by their own observations or a spacefaring empire revealing their presence, the Observation Post in orbit of their homeworld will stop observation efforts and instead be repurposed as an embassy. Our Observation Post has been turned into an Embassy. One of the new additions to the list of pre-FTL interactions is being able to form a Commercial Agreement with them, this will have a minor upkeep in minerals, but your Observation Post will generate some local trade value. The benefits of such a partnership will scale with how advanced the civilization youre trading with is, so it might be useful to teach a Stone Age society what exactly economics is before trading with them. Additionally, if a civilization is in the Atomic or Early Space Age, signing such agreements will allow MegaCorps to open branch offices on these pre-FTL worlds. The Sathorians are experiencing some minor culture shock due to us revealing our presence. We should probably send an Envoy to Improve Relations, so theyll be willing to accept a Commercial Agreement. Of course, it wouldnt be fair to be able to decide on how to interact with the pre-FTL civilizations within our borders without the Galactic Community having an opinion. As such, the GalCom now has access to three mutually exclusive Resolutions. Turns out the Galactic Community is not in favor of passing the Equal Standing Act, which is a good thing since wed be in Breach of it! Each of these Resolutions makes different types of interactions considered to be in breach of Galactic Law and refusing to comply will impact the usual sanctions and fines. Next week PDS_Iggy will be showing off a new style of starting system unique to the Fear of the Dark origin alongside some archaic Custodian updates from PDX_Cosmogone. |
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Hi everyone! |
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After starting the game you will be presented with a list of options to turn on/off all the modded and canon mid-game crises, as well as the ability to control their spawning:
On behalf of everyone on Stellaris, as well as the Modders involved with #MODJAM2022, we thank you for taking the time, playing and voting in #MODJAM2022! |
Hello Stellaris Community! |
Hello Stellaris Community! |
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Balance
Stability
Modding
[/expand] Barring unexpected developments, this will be the last patch to the live branch of Stellaris for the year. [h2]I See What You Said There[/h2] We have a handful of additional changes that arent ready to go live yet, but with the massive success of the Orion Combat Open Beta, were looking at putting a build with a few potentially riskier changes up on the Steam beta branch. The final list of the changes planned for it are still being discussed internally. Changes were considering include significant refactoring to AI acceptance, especially those related to loyalty, economy, and subject : overlord relationships, an economic change which caps cost reductions to -90%, updates to how certain leviathans (cough Hrozgar cough) behave in combat, and its possible that we will include a major rework to parts of galaxy generation (fixing many issues with static galaxies). This update is planned to go up onto the stellaris_test branch sometime within the next two weeks, and well leave the branch up until 3.7 goes live. [h2]All I Want for the Holidays is a Mod Jam[/h2] Over this holiday season, we will be holding #MODJAM2022, our second-ever Mod Jam! Are you a modder? Do you like winning stuff? Well, you can go here for more information and to sign up! For the rest of you, modders will have 3 weeks to make... something. We're not going to tell you what it is yet, the modders won't even know what it is until the working time begins. During the three weeks, be sure to keep an eye on Stellaris social media, the forums, Reddit, and Steam, because we'll be posting teasers of what the modders have been working on! At the end of the three weeks, on or around January 10th, we'll release the Mod Jam mod, and you'll get to play and vote on your favorite! The winning modders (by Community Vote) will win some cool prizes from our sponsors at ROG! Get more info about the Mod Jam here! Sign up here! [h2]And Pictures of Someone Elses Dog[/h2] Ive been told that Im obligated to keep pestering the QA Director for pictures of Tofu until Canis Minor ships, so here you go. Next week well have a review of the year before we head off for our winter breaks, with a glimpse at what the spring will bring. See you then! |
[h3]Balance[/h3]
[h3]Stability[/h3]
[h3]Modding[/h3]
[/expand] Please note that save file compatibility between versions is not guaranteed. If you have an important game going you would like to finish, please back up the save file before trying to load it in the new version. You can roll back to a prior version by opening steam and right-clicking on Stellaris in your library -> Properties -> Betas -> choose the desired version from the drop-down. If you experience crashing or other issues, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums. |
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Hello Stellaris Community!
The last two combat issues were deemed out of scope for this rework and may be explored in future updates. [h3]Combat Computers[/h3] In the Orion update weve changed the behavior of most of the combat computers, as well as added a new combat computer. Swarm and Torpedo (New!) computers will charge in, Picket and Line will attempt to stay at the range of your median range weapons, and Artillery and Carrier computers will now attempt to stay at the maximum range of their longest-ranged weapons, and should a ship move closer than that, they will try to maintain that distance from hostile ships. [h3]Weapons Changes[/h3] G slots have been repurposed from Missile slots, and are now used for Torpedos, with Missiles moving to S and M slots. G slots are now only available on Frigates (which we will discuss below) and Cruisers. Proton and Neutron Launchers have been reclassed into Torpedo-type weapons. Torpedo-class weapons also gain a multiplicative damage bonus based on the size of the target. Torpedoes targeting battleships will deal more damage than when targeting corvettes, for example. Weve also added more differentiation between the different sizes of weapons, smaller weapons will generally fire faster, and large weapons will generally fire slower, but do more damage. Weve also added a minimum range to most large-class weapons (except lasers). Strike craft will no longer intercept missiles, but will continue to fight each other and larger ships. Flak has been changed to more strongly counter strike craft, while point defense has been changed to more strongly counter missiles and torpedoes. Ships now get a limited number of Disengagement Opportunities per combat. All current drives provide 1 disengagement roll (except for Psi Jump Drives, which provide 2) once the ship takes hull damage below its disengagement threshold, and the Hit and Run war doctrine grants all of your ships an additional attempt. Civilian ships set to evasive will continue to try to disengage with each hit. We feel this rework adds a breath of fresh air into space combat in Stellaris, and we cant wait to see what the community-at-large thinks of these new changes! [h3]Ship Roles[/h3] After all these changes, weve also changed up how ship autodesign works in Orion. Where previously, the ship designer would autodesign one best ship, there are now different roles of ships you can choose, and the auto designer will choose components that best match the ship role youve chosen. Ship roles:
Learn more about the Fleet Combat Rebalance here: [previewyoutube=VBqmTZk52Ds;full][/previewyoutube] [h2]Ascension Path Rework[/h2] In 3.6 Orion, choosing an Ascension should be more of a gradual process than in previous versions. After unlocking the prerequisites for one of the four ascension paths, you will be able to choose an Ascension Perk that will unlock a special Ascension Tradition Tree. As you progress through this tree, you will need to complete at least one special project in order to proceed further down the tree, unlocking gradually more powerful bonuses over time, rather than just saving up two ascension perks and magically changing your species into synthetics while the game is paused. We have made these changes to all of the currently existing ascension paths, Genetic, Synthetic and Psionic, as well as the new Cybernetic tradition tree. Watch our Ascension Paths Feature Highlight video on YouTube: [previewyoutube=X2rq6vBpLRQ;full][/previewyoutube] [h3]Cybernetic Ascension[/h3] In the Orion update, we have split Cybernetics from the Synthetic Ascension Path, and turned it into its own, unique ascension. Available to Regular Empires, Hive Minds and Driven Assimilators for owners of Utopia, Cybernetic Ascension plays into the plug-and-play nature of robotic enhancements in Sci-Fi. This Ascension Path is unlocked by the Flesh is Weak Ascension Perk (renamed Organo-Machine Interfacing for Driven Assimilators and Hive-Minds). To expand upon Cybernetic Ascension, we have added Cybernetic Traits that are only available to Cybernetic pops, after taking the Integrated Anatomy tradition. These traits make use of normal biological trait point and pick limits, but are not blocked by any biological traits. The traits available to cyborgs are based off of the traits available to robotic species, however they are slightly cheaper in terms of trait points while giving the pops a small amount of energy upkeep. [h3]Synthetic Age[/h3] One of our goals with the Ascension Path rework was to increase the value of those Ascension Paths that seemed lackluster. To that end, we have repurposed the Synthetic Age Ascension Perk - previously the only ascension available to machines, to allow machine intelligences to complete Synthetic Ascension as well. Unlike Synthetic Ascension for regular empires, this does not require Utopia. [h3]Psionics Changes[/h3] While Psionic Ascension has received numerous buffs, the biggest change happens when you breach the shroud for the first time. As part of the Ascension Path changes, we have reworked how forming a Covenant with Shroud entities works, now when you breach the shroud for the first time you will be approached to form a Covenant with a Shroud entity, chosen semi-randomly, but weighted by your ethics, civics, ascension perks, and several other choices youve made throughout the game to that point. If you choose to form the covenant, you will receive a weak modifier from the shroud entity, that will grow more powerful over time, as well as granting various boons and unique components that are only available by forming a Covenant with a shroud entity. If you choose not to form a covenant, you may be approached later by another shroud entity to form a covenant, or in exchange for Zro you can choose to approach a specific Shroud Entity and attempt to form a Covenant with them directly -- beware, however, your chosen Shroud Entity may not be willing to form a Covenant with you at this time and may be very displeased to be interacting with your psychics at all. You have been warned. [h2]Holy Covenant Federation[/h2] Also coming in the Orion update, is a new specialist Federation type, the Holy Covenant. This Federation type is included in the Federations Expansion and plays into the strengths of a Spiritualist Empire. While Machine Intelligence empires are allowed to join Holy Covenants, they are not permitted to become President of the Federation under normal circumstances. As your new Holy Covenant levels up, you will receive a range of bonuses to unity production, Priest output, and the Spiritualist faction. At the maximum level, these Federations can turn Spiritualist empires into powerhouses, ready to spread the Good Word at a moments notice. [h2]New Orbital Ring Buildings[/h2] In 3.6 Orion we have added a number of planetary unique buildings to the Orbital Rings that are included in the Overlord expansion. You can now construct Psi Corps, an Orbital Shield Generator, Galactic Stock Exchange, Embassy Complex, Noble Estates, and a Slave Processing Facility on your orbital ring, and save the valuable building slots on your planets. Most of these buildings have the same effect on the Orbital Ring as they do on the planets surface. [h2]New Relic[/h2] The Crystal of Odryskia has been described as an artifact of incalculable wealth. It is said that the value of even a single shard is enough to drive mortal minds to insanity. When found, this artifact will passively increase your Empires Rare Crystal production, and when activated will provide up to 60 months of Energy income for your empire, as well as give one of your scientists the Maniacal trait, as long as youre not a Hive Mind. We wont tell you how to find this Relic but guard it carefully if you do find it in your playthrough. [h2]Accessibility Improvements[/h2] Weve also added some new accessibility improvements to 3.6 Orion. By opening Settings, and going to the Accessibility tab, theres a new option at the bottom, called Text To Speech. Turning this on will use Windows or Mac built-in Text to Speech generator, and adds a new icon to event windows and other places that feature long texts, that will allow you to have the event text read to you. Important to note that if youre getting text-to-speech in the wrong language, you need to set up Windows Text-to-Speech voice to your language, and this functionality is not supported by Linux at this time. Other things to know:
[h2]And more![/h2] Weve also gone through the First Contact events and added more randomly triggering events to First Contact, weve added a new event chain - Negative Mass, and Terraforming Candidates should now appear on the galaxy map. This is not the full list of changes, you can read the full changelog (in English only) on the Stellaris forums.. Thanks for playing Stellaris, and we hope you enjoy this latest batch of new features and changes! |
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[previewyoutube=Cfx6o8VcKLQ;full]Uncharted Frontiers Video on YouTube[/previewyoutube]
Hybrid species will choose a portrait at random from the two parent species, as well as a mix of traits from both species. Additionally, hybrid species get +1 trait point and +1 trait pick. Species are also more likely to create a hybrid if theyre from the same species phenotype. If you like the sound of all this, pick up the Uncharted Frontiers bundle today on Steam, and check the Stellaris store page for the full list of discounts! |
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We're happy to announce that we've updated the 3.6 Open Beta again today. As mentioned in the original announcement, the Open Beta was originally supposed to run until the end of October, however due to the unexpectedly high number of players who have participated, were going to leave the Open Beta branch available until the official release of 3.6 Orion. We will continue to monitor the feedback you provide, but due to how close this is to the release, changes made from feedback this late will not be in the release of 3.6 Orion.
Beta Updates
Bugfixes
Improvements
Modding
[/expand] Once again, by the time this dev diary goes live, the Open Beta should be updated with the above changes. This is likely going to be final update to the beta branch. Due to the Open Beta update, this dev diary replaces our normally scheduled dev diary that would have gone out on Thursday. We'll have more news next week. [h3]Please note that the 3.6 "Orion" 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" branch.[/h3] Don't forget to turn off your mods, they will break. |
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"The void is dark and full of dangers; somewhere between the stars, the Lords of the Dead are stirring. Their fate - and that of the galaxy - is in your hands with this horrifying bundle!" [h2]How does Survival Mode work?[/h2] The first step is to Subscribe to the Necroid Invasion mod and add it to your mod playlist. The Necroid Invasion will spawn in the Galactic Core. The Undead are a crisis that will affect the entire galaxy. Every 5 years, they will build up enough psychic energy to control a wave of ships. This wave of ships will then attack all the empires in the galaxy and grows increasingly stronger as the game progresses. Your only hope is to survive long enough that the invasion exhausts their psychic energy and falls dormant. [h2]Thats it?[/h2] But wait, theres more! Starting today we will be running a Necroid Invasion tournament! Fight back the Undead Invaders with up to 11 other players in Community-hosted multiplayer sessions. The top 36 players (by Victory Score) will progress to the semi-finals, with 4 players from each of those games advancing to the streamed final. The top 3 scoring players in the Finals will receive a copy of Overlord and Toxoids! The top 6 scoring players in the final will be invited to a sit-down with some of the Stellaris Devs! [h2]Two Ways to Win[/h2] There are two ways to win prizes during this event: Join the discord, and get the Necroid Hunter role. Winners will be randomly selected from those that have the role on November 1st. The other way is to compete in the Necroid Invasion Mod Tournament! [h3]Join on Discord to Win[/h3] Join the Official Stellaris Discord and (after agreeing to the rules) go to #join-the-tournament, click the reaction and youre entered for a chance to win one of five copies of base-game Stellaris! (Note: You must remain a member of the discord until the event concludes in order to be eligible.) [h3]Play in the Tournament to Win[/h3]
There you can find a schedule of planned games, or host your own! As well as find out further details on the tournament structure. |
After 15ish years: the weak empire modifier is replaced with a stronger one. After 30ish years: One of your leaders can be selected to become Chosen, becoming immortal, and gaining a unique leader trait, with effects varying depending on your patron and the leaders class. This does not block you from getting the Chosen One trait when venturing into the Shroud, and they can even be stacked together if luck is on your side! After 50ish years, you reach the last stage of the covenant, and gain access to a unique patron specific ship component. Here is a detailed table with all the bonuses: The speed at which you progress is based on how well your ethics, traditions, civics, AP and actions match with your patron. On average, it should take you about 50 years to fully attune to your patron and unlock all the benefits of your covenant. Progress is voluntarily hidden. Youre dealing with eldritch entities after all. There will of course be a price to pay, and many of the current events have been changed to provide additional variety and hopefully be more balanced. To accommodate these changes, a couple things have moved around in the psionic tradition tree: Lastly, for those among you who wish to pick a specific patron, an option has been added to the Shroud, where instead of venturing into the Shroud, you can pay a hefty amount of Zro to attempt to contact a specific entity. This entity may or may not be happy to see you and willing to make a bargain at this time, but in case of failure, you can try again as many times as you want until you get your patron of choice. He who controls the Zro... As a side note, the End of the Cycle has not been touched by the rework, but still has a chance to show up at any point where you try to contact an entity Text-to-Speech Hello, I'm Monzun, one of the programmers on the Custodian team and I'm here to tell you about the extended Text-to-Speech(TTS) functionality being added in this update! If you navigate to the accessibility tab in the settings menu, you will find an option simply titled "Text to Speech". Enabling this will add a small button to certain interfaces in the game where there is a significant amount of text and clicking it will have the text read out loud by your operating system default TTS voice. The purpose of this is primarily to allow players who struggle with reading long texts, to enjoy the quite sizable amount of written content in Stellaris. What we would like to know now is:
Keeping to my style of primarily communicating through bullet point lists, here's some additional information about TTS in Stellaris.
We hope that this addition will be helpful and I'm looking forward to reading what you think about it! The Open Beta Many thanks to the tens of thousands of you that have been playing in the Orion Open Beta, and extra cheers to all of you that have provided feedback in the threads. Weve added another feedback thread for Text-to-Speech and have also made a few updates based on the first week. [h3]Stellaris 3.6.0 Orion Open Beta Updates to Patch Notes[/h3] [expand type=details] [h3]Beta Updates[/h3]
[h3]Feature[/h3]
[h3]Improvements[/h3]
[h3]AI[/h3]
[h3]Balance[/h3]
[h3]Bugfix[/h3]
[h3]Modding[/h3]
[/expand] The Open Beta should already be updated with these changes! Go forth and keep providing feedback! Please note that the 3.6 "Orion" 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" branch. Don't forget to turn off your mods, they will break. |
Containing the scope of these changes was considered critical - this is intended to be tightly focused on fleet composition and balance changes rather than a massive rewrite of how fleet combat works. Were also not touching ground combat at this time. [h2]Problems[/h2] Some of the problems that we identified with fleet combat in Stellaris included:
The last two were deemed out of scope for this round of changes, and will be explored in future updates. Were also not really touching repeatable technologies at this time, focusing instead on trying to provide useful roles for more ship sizes. [h2]So What Did You Do?[/h2] The biggest changes include:
View the full patch notes here. TLDR; ELI5 The roles for different ship sizes should become more valuable. The introduction of size based damage make Frigates and Cruisers potentially very dangerous to Battleships and other large ships. Frigates, however, are very vulnerable without a screen of Corvettes to protect them, Destroyers are the masters of Point Defense in Screen or cutting down those Corvettes and Frigates using the Gunship or Brawler roles. Artillery ships are vulnerable if something closes under the range of their guns, but with a screen that engages the enemy further away, they are free to blast away. Every ship role has a counter somewhere in the system, and mixed fleets that cover for deficiencies are thus generally much more difficult to hard-counter. If you prefer to listen to a good summary, we have MordredViking here explaining everything using sounds made by flapping meat at us. [previewyoutube=VBqmTZk52Ds;full][/previewyoutube] [h2]Pictures Are Worth 1,000 Words, Right?[/h2] A Torpedo Frigate Neutron Launchers and Missiles Cruiser Different number of Aux Utility slots on the sterns. That's going to hurt if it hits that Titan. Shield and Armor Hardening counter Shield and Armor Penetration. [h2]I Want To Try It and Provide Constructive Feedback![/h2] Good, I was hoping you would. As of the posting of this dev diary, the Stellaris 3.6 Orion Open Beta should be live on Steam, and will run until the end of the month. [h3]Please note that the 3.6 "Orion" 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" branch.[/h3] [h3]Don't forget to turn off your mods, they will break.[/h3] As this build is still in hot and in development, expect to see many placeholder icons and TODO text here and there. Numbers are not necessarily final, and well be looking at data gathered from the Open Beta to potentially make additional changes. Known Issues:
We expect to be making more changes and plan to update the beta at least once during the upcoming weeks. Targeted feedback threads exist for the following topics:
Thanks for reading, and I hope you enjoy the Stellaris 3.6 "Orion" Open Beta! |
Hello,
[h3]Balance[/h3]
[h3]Planet Automation[/h3]
[h3]Bugfix[/h3]
[h3]AI[/h3]
[h3]Modding[/h3]
[/expand] Thanks for playing Stellaris! |
Genetics
Synthetic Evolution
Synthetic Age
Synthetic Age AP.
[/expand] So we (sort of) have between three to five ascension paths depending on how you look at things (mostly if you consider being cyborgs to be on the route to becoming synthetic or a separate thing). These have now been reworked so instead of an Ascension Path having a structure of two Ascension Perks which require various technologies or special projects, they each have an Ascension Perk which gives a guaranteed research option upon selection and grants access to the Ascension Path in the form of a tradition tree. Thus, under the rework we have the following: Ascension Paths Rework Summary [expand type=details] Psionic Ascension
Genetic Ascension
Cybernetic Ascension
Synthetic Ascension
[/expand] Each of these tradition trees has incorporated all of the benefits of the previous Ascension Paths, with some new goodies added for those that we felt needed them. Due to how traditions within the trees are unlocked weve found that this leads to a more gradual route through the paths instead of saving up Ascension Perk slots and then taking an entire path while the game is paused! As expected, all values and art shown here are not final, things can and most likely will shift about during testing. Psionic Ascension Path With all that preamble out of the way, lets dive into the Psionic Ascension Path. And thus by the commutative property of multiplication, Mind over Energy We shall unlock the power within the [Root.GetSpeciesAdj] mind. Psionic Ascension Flow Chart [expand type=details] [expan="Psionic Ascension Flow Chart"] Flow charts, now in purple [/expand] To access this tradition tree we either need to take the Mind Over Matter AP or have the Teachers of the Shroud origin (from Overlord) and have researched Psionic Theory. [h3]Whats remained from the previous version?[/h3]
[h3]Whats changed?[/h3]
[h3]Whats new?[/h3]
Genetic Ascension Path In comparison, the Genetic Tradition tree is slightly simpler as the traditions themselves arent locked behind special projects. This is because to get the most use out of it, youll likely be doing a fair few special projects to modify species. Sometimes a guiding hand is needed What if we could obtain genetic perfection? Genetic Ascension Flow Chart [expand type=details] Reprogram your genetic code [/expand] [h3]Whats changed?[/h3] The boons from Engineered Evolution and Evolutionary Mastery have been arranged to follow a logical progression through the tradition tree, with you gradually unlocking more and more advanced species modifications. [h3]Whats new?[/h3]
Cybernetic and Synthetic Ascension Now onto Cybernetic and Synthetic Ascension. To start with, weve split the Synthetic path into the two paths because it felt like a better fit to be able to wholly devote your empire into embracing cybernetics without going down the mind-uploading route. Cybernetic ascension is no longer unlocked via the robotics line of technologies, instead there are new technologies to represent basic cybernetic upgrades that your population has access to. This comes with a change to the Powered Exo-Skeletons technology as well. Powered Exo-Skeletons Technologies/Improved Servomotors Tier 1, Engineering - Industry +5% Army Damage +5% Worker/Menial Drone Output Integrated Cybernetics/Adaptive Cybernetics Requires: Powered Exo-Skeletons Technologies/Improved Servomotors Tier 2, Engineering - Industry +5% Habitability Neuro-Quantum Links Requires: Integrated Cybernetics Technologies Tier 3, Physics - Computing +5% Specialist/Complex Drone Output This technology is not available to driven assimilators Since Cybernetic ascension is now available to Hive-Minds and Driven Assimilators, they too get access to The Flesh is Weak, albeit with a changed name and description. The Flesh is Weak/Organo-Machine Interfacing Ascension Perk Available to regular empires, hive-minds and driven assimilators
Because Cybernetic traditions are available to multiple empire types, theres a number of tradition swaps used here to ensure they each get something different. But the machine is strong Our future lies in the fusion of flesh and machine. Cybernetic Ascension Flow Chart [expand type=details] So many tradition swaps! [/expand] Regular Cybernetic Traditions [expand type=details] Opener Gain access to The Flesh is Weak Special Project
Finisher: +10% cyborg output +1 Biological Trait Picks [/expand] Hive-Mind Cybernetic Traditions [expand type=details] Opener Gain access to The Flesh is Weak Special Project
Finisher: +10% cyborg output +1 Biological Trait Picks [/expand] Driven Assimilator Cybernetic Traditions [expand type=details] Opener Assimilating Organic Pops now provides Engineering Research, All resources provided from Assimilation are increased..
Finisher: +10% cyborg output +1 Biological Trait Picks [/expand] To expand upon Cybernetic Ascension, we have added Cybernetic Traits that are only available to Cybernetic pops, after taking the Integrated Anatomy tradition. These traits make use of normal biological trait point and pick limits, but are not blocked by any biological traits. The traits available to cyborgs are based off of the traits available to robotic species, however they are slightly cheaper in terms of trait points while giving the pops a small amount of energy upkeep. These traits are as follows: Cybernetic Traits [expand type=details] Positive traits These all increase pop upkeep by 0.5 energy/month.
Negative traits
[/expand] Additionally, the Trading Algorithms trait is available to both robots and cyborgs. [h3]Onto the path of the machine[/h3] The first thing with this that I want to address is comparing the Synthetic Age AP with the options available to regular empires was rather damning. Only +2 trait points and -33% species modification cost left a lot to be desired for any machine intelligence. Thus one of the first things I wanted to do with this was make the Synthetic path available to machine intelligences. The APs required to access this tradition tree are Synthetic Evolution Ascension Perk Available to regular empires
Synthetic Age Ascension Perk Available to machine intelligences
We're all just cogs in the machine It is the dawn of a Synthetic Age. Synthetic Ascension Flow Chart [expand type=details] A synthetic dawn approaches [/expand] Regular Synthetic Traditions [expand type=details] Opener Allows recruitment of robotic leaders
Finisher: +1 Trait Pick for Robots. +1 Roboticist job added to capital building [/expand] Machine Synthetic Traditions [expand type=details] Opener Can assimilate robot and machine species into your primary machine species.
Finisher: Machine leaders gain the Synthetic trait. +1 Replicator jobs added to capital building [/expand] Some of the changes weve made here could be considered fairly spicy as weve reduced the sheer amount of robot assembly that you could gain by no longer scaling the number of roboticists by the tier of the capital building. Though, of the changes weve made, the ability to convert all species (including other empires robots) into your synths is one of my favorites. Another change we made alongside this rework was that the Mechanists origin has lost their -5% robot upkeep modifier in exchange for +15% robot build speed, +1 robot trait pick and having the Machine Template System technology available as a research option from the start of the game. That's it for this week! Be sure to join us Monday, October 10th, on twitch.tv/paradoxinteractive at 3 PM CEST (UTC + 2) where Game Director Eladrin will be showing off the Combat Rebalance live on Stream! |
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Hello Stellaris Community!
As Galactic Memorials replace normal Monuments, Death Chroniclers have been changed as well, they are now considered Culture Worker jobs and as such inherits the same ethics-based modifiers given above, with the following base output and upkeep:
The gestalt equivalents of Monuments now give Evaluator jobs that produce Unity and Amenities. As expected, Chronicle Drones are now in the Evaluator category and likewise produce Unity, Stability, and Amenities. [h2]New Lithoid Traits for Plantoids owners[/h2] Lithoid pops will now gain access to the Radiotropic and Crystallization traits, provided you own the Plantoid Species Pack as well. Lithoid pops with the Radiotrophic trait exchange 50% of their mineral upkeep for energy, and pops living on Tomb worlds have no energy upkeep. This trait also gives pops +10% Tomb World habitability, and get +10% pop growth speed on Tomb Worlds. The Crystallization trait is the Lithoid version of the Plantoid Budding trait, each pop working as a slave or better produces 0.02 Organic Pop Assembly, this growth will stack with other sources of Organic Pop Assembly. [h2]Relic Rebalance[/h2] In the 3.5 Fornax Update, youll find a lot of Relics Active and Passive Effects have changed! There were several main objectives for this rebalance:
Additionally, we know how some of you have struggled with the Reliquary limit to get the Galatron, and its associated - yet elusive - achievement. The Caravansary Caravan Coalition will now reward their most loyal patrons with Golden Tiyanki status. Those who have purchased a sufficient number of Reliquaries will now be granted the honor of being able to purchase as many as they like, directly for credits, with no more cooldowns for their best customers. [h2]UI Improvements[/h2] The Stellaris Dev team has been hard at work all summer, adding various UI Improvements to the game for 3.5 Fornax. We wont go through all of them, but well briefly discuss some of the biggest changes:
[h2]AI Improvements[/h2] Improving the AI is something that we are constantly iterating on, and trying to get right. While we could just make an AI that plays the meta, and wins every time, it wouldnt feel very good to players if thats the way the game played out every time -- there are mods that do this already and to great effect. Our goal is to make the AI competitive, but also make it believable from the perspective of the empires youre interacting with inside Stellaris.
These are not all the AI improvements coming in 3.5 Fornax, you can read the full patch notes here (in English only). [h2]Performance Improvements[/h2] Performance is one of the big three issues that we are constantly iterating on and trying to improve in Stellaris. In 3.5 Fornax, we have made some progress in this area, which will hopefully improve the late-game performance for at least some of our Community.
We hope to hear your feedback on how much this has helped when 3.5 Fornax releases on September 20th! [h2]More Achievements![/h2] Our Art Department had so much fun making art for the new achievements in Overlord that they have demanded that we add even more achievements. We have added a total of 19 new achievements, 3 for each Species Pack (including Toxoids), as well as 1 for Synthetic Dawn.. because.. Well, why not? We didnt design the achievements based on puns. We swear. [h2]Accessibility Improvements[/h2] Accessibility is something we always try to be conscious of when designing new systems for Stellaris, and while there is more in our development pipeline for Accessibility Improvements, with 3.5 Fornax we have added: Mouse Side Button Mode
Keyed Zoom Level
Keep in mind this is not all of the Accessibility Improvements that we have planned, this is just what we were able to fit in for this patch and if you have an Accessibility issue, we want to hear from you! [h2]When can I play it?[/h2] The 3.5 Fornax update will release alongside the Toxoid Species Pack (which you can Preorder Now!) on September 20th! You can also read the full (English Only) patch notes here. Thanks for reading, and we hope you enjoy these latest additions to Stellaris! |
Hello Stellaris Community!
Overtuned Origin Highlight with Colonel Damneders [previewyoutube=L-p-oelCWBM;full][/previewyoutube] Knights of the Toxic God Highlight with Colonel Damneders [previewyoutube=V-jTfq0ztCo;full][/previewyoutube] Toxoid Species Pack Feature Highlights [previewyoutube=PKisPMZ83KU;full][/previewyoutube] Still want more? We recently streamed both of these Origins on YouTube, you can find the links below: First Look Overtuned Stream with gruntsatwork [previewyoutube=q2aeh8BIQp8;full][/previewyoutube] First Look Knights of the Toxic God with Mr. Cosmogone [previewyoutube=UgGfOKqqbP4;full][/previewyoutube] Thanks for watching! The Toxoids Species Pack will release on September 20th, and is available to Pre-Order now! |
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* Some content may require content sold separately See what features await you in the toxic depths of this Species Pack - just check the seals on your hazard suit before digging in! Preorder the Toxoids Species Pack today! |
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Hello everyone! |
For the rest of the changes please see Dev Diary #259. [h2]Next Week and PDXCon[/h2] Next week is PDXCon at Mnchenbryggeriet here in Stockholm, but well still have a dev diary taking a peek at some of the content coming out with Fornax. If you come visit us at the convention, well have Fornax up and running, a Stellaris Q&A Panel where we'll be taking questions from the audience, and Im planning on holding a small workshop where well reveal how our summer experiments have gone. There are still a few tickets left if you're in the area. See you next week! |
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PDXCON2022 returns to Stockholm this September! Join us on the road to PDXCON2022 with another Grand Campaign! |
These modifiers are provided by both Culture Workers and Death Chroniclers (as their job-swap with the Memorialist civic) and are doubled in the case of Fanatic ethics. They are intended to be a small buff/addition to the job, with the Unity production from both the jobs and the building being the primary draw. Additionally, Culture Workers/Death Chroniclers now belong in the Administrator category, in the Culture Worker sub-category meaning theyll benefit from multiplicative bonuses to Administrator output (such as those provided by the Unification or Ecclesiastical planetary designations). They produce a base of 4 Unity and +10% Government Ethics Attraction (+2.5% Stability for Death Chroniclers) with 3 Consumer Goods upkeep. Theres also been some discussion around having Resort Worlds add Culture Workers, and if I find time Ill be looking into that as well. To ensure that hive-minds and machine intelligences dont feel left out, Sensorium/Simulation Sites now provide 2/4/6 Evaluator jobs per tier of the building. These now provide 4 Unity and 3 Amenities in exchange for an upkeep of 2 Energy. A hive-mind sensorium site providing 2 evaluator jobs. Chronicle Drones provide the same Unity and Amenities output but give an additional +2.5% Stability in exchange for slightly higher upkeep (and that upkeep being based off of the upkeep cost of the pop working the job). Like their individualist equivalents, these jobs both now belong to the Evaluator sub-category of the Administrators jobs. Im not sure if well have another surprise dev diary over summer, but our normal schedule should resume once Eladrins back and well start delving into 3.5. Regardless Ill be keeping a close eye on this thread for your thoughts, suggestions and any feedback. |
Hello Stellaris Community! |
Changed:
The Last Baol: Current:
Changed:
Yuht Cryo Core: Current:
Changed:
Psionic Archive: Current:
Changed:
Cybrex Warforge: Current:
Changed:
Vultaum Reality Perforator: Current:
Changed:
[h2]Event Relics:[/h2] Blade of the Huntress: Current:
Changed:
Omnicodex: Current:
Changed:
Ether Drake Trophy: Current:
Changed:
The Surveyor: Current:
Changed:
Note: The Surveyor has half the cooldown and only costs energy to activate. Its still an excellent peacetime relic. [h2]Crisis Relics:[/h2] Extradimensional Warlock: Current:
Changed:
Prethoryn Brood-Queen: Current:
Changed:
Isolated Contingency Core: Current:
Changed:
[h2]Unchanged:[/h2] Khan's Throne
Head of Zarqlan
Miniature Galaxy
The Defragmentor
Scales of the Worm
The Rubricator
The Galatron
Now I want to hear from you! Are you terrified of what I did to the Yuht Cryo Core? Annoyed that I skipped the Miniature galaxy? Still not feeling like activating the Pox Sample? Please feel free to analyze and make tier lists. Hopefully, after this next patch, every relic will be a bit more attractive! |
Hi all, |
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Hi all!
[h3]Balance[/h3]
[h3]Bugfixes[/h3]
[h3]Game Stability related fixes and changes:[/h3]
[h3]Modding[/h3]
Please note that save file compatibility between versions is not guaranteed. If you have an important 3.4.3 game going, please back up the save file before trying to load the save in 3.4.4. You can roll back to a prior version by right-clicking on Stellaris in your library -> Properties -> Betas -> choose the 3.4.3 from the drop-down. If you experience crashing or other issues on 3.4.4, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums. |
[h3]Balance[/h3]
[h3]Bugfixes[/h3]
[h3]Game Stability related fixes and changes:[/h3]
[h3]Modding[/h3]
[/expand] Should the plans change Ill let you know immediately. With that, Im having the team move on to future releases and some of the things discussed in last weeks dev diary. Barring unforeseen exceptional circumstances, our next update is planned to be the 3.5 Fornax update in the fall. Dev diaries will resume sometime in August. Happy summer! |
With these in mind, I will be looking at every relic and attempting to bring them in line if needed. There will be a lot of buffs and a few nerfs, but hopefully, they will feel more rewarding! [/quote] I expect that well post a list of the changes when we start the dev diaries up again after the summer for feedback. [h2]Accessibility Improvements[/h2] MonzUn has been leading a drive for improved accessibility options in Stellaris. Some of the things were looking at include adding more functionality for mouse side buttons, possible text-to-speech for events, and functionality like hotkeys for zooming in and out. At his suggestion, some of us have also started playing the game with various color reshaders active to simulate different color vision deficiencies, to help find the worst issues and ways to resolve them. If you have suggestions or accessibility problems that you face while playing Stellaris, please let us know. [h2]Traditions[/h2] With the flexibility in how empires can choose traditions that we introduced in 3.1 "Lem", Alfray Stryke is planning some experiments looking at introducing new tradition trees. These are looking at how gating tradition trees behind various triggers might influence the game. There have been some ideas suggested about introducing tradition trees that are locked behind ascension perks or origins, and we're interested to see where these may lead. [h2]Deep In the Code Mines[/h2] Caligula Caesar has been finding places where we could expand our uses of multithreading, and experimenting with the way modifiers are calculated, with a particular eye towards the late game. [h2]Fleet Combat Balance[/h2] Meanwhile, my planned experiments primarily have to do with fleet combat. Things Im looking forward to looking at include:
These are likely the experiments most ethereal in nature at this time and are unlikely to bear fruit in the short term. [h2]More Achievements[/h2] Our artists had so much fun with the Overlord achievements that they cornered us and demanded that we add some to the species packs. These arent really experiments, but will go live once we figure out what theyll do and implement them. Here are a few as previews. And then there's this one, which we've called The Darkest Timeline. [h2]What's Next?[/h2] These examples aren't comprehensive, there are many other things being worked on that aren't listed here (like previously mentioned Espionage improvements). As mentioned earlier, next week will be the 3.4.4 patch notes, after which well be going on a dev diary hiatus for the summer. See you next week! |
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Hi all! |
[/expand] This is not an exhaustive list of what will be in it, we've got a bunch of additional changes we're working on and investigating. It's a pretty long list for a hotfix, and to be completely honest, that's my fault. In our eagerness to get Overlord out to you in the best shape possible, I approved several changes and additions at the last minute that I really shouldn't have. Some of the threads have mentioned that we have some bugs in the launch version that weren't in the prerelease streams - that's completely accurate. One example is a change that we made on code freeze day that changed how AI acceptance of tithes and subsidies worked in order to close an exploit that we identified - I should have let the exploit ship, known issued it, and given the change a proper QA and balance pass rather than rushing it in. I'll do so in the future. Thank you for all the feedback, suggestions and bug reports. Please keep them coming. We'll get this set of fixes (and more!) out to you as quickly as we reasonably can while minimizing the risk of introducing more problems, and will continue to work on making Overlord the best Stellaris expansion since Utopia. |
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Hello Stellaris Community! |
Hello Stellaris Community,
Sector automation is now a system built on top of the planet automation. Setting the sector focus will now change which designations planets will select when they are using the automatic designation selection in order to make them respect the sector automation. Weve also added an option to set a Unity Focus for a Sector since Unity is far more valuable since 3.3. [h2]Auto Resettlement Improvements[/h2] For the 3.4 Cepheus update, weve also addressed some concerns and Quality of Life issues with Auto Resettlement. "Ideal" worlds such as ring worlds, Gaia worlds, Hive worlds and Machine worlds now have a higher score when pops are deciding where to automatically resettle. Capital world planet designations also have a smaller increased score, and freshly founded colonies have 25% from their designation. Pops will now pick which planet to auto-migrate to based on which planet has the most free jobs, rather than the least. They also now take free housing into account better. The Outliner will now differentiate between unemployed pops that are migrating and those that are not. A yellow briefcase will be shown for planets that have unemployed pops that are in the process of migrating to another planet. A red briefcase will be shown if your attention is required to resolve the unemployment. On the planet view, the tooltips will now show where the pops are most likely to move to or explain why they are unable to move. [h2]MegaCorp Improvements (requires MegaCorp)[/h2] One thing that was pretty immersion-breaking when playing a MegaCorp was the Impose Ideology war. Why a MegaCorp would willingly create competition was always a little confusing. In 3.4 Cepheus, successful Impose Ideology wars launched by empires with the Corporate authority will result in the target (or created) empire having the Oligarchic authority and the Merchant Guilds civic. This is also true for Status Quo resolutions of Establish Hegemony, Subjugation, and the Scions Bring into the Fold wargoals with Corporate Aggressors. Additionally, Corporate subjects can now open branch offices in subjects of their shared overlord, as long as their overlord is not also a MegaCorp. [h2]Korean and Japanese Localisations[/h2] In 3.4, weve also expanded our in-game localisations to include Korean and Japanese. We hope that this results in a more immersive and consistent experience for those communities. Issues, grammatical errors, and literally unplayable typos found in these localizations can be reported here! [h2]New Free Celebratory Emblems, Colors, and Icons![/h2] We are introducing a series of new emblems that will allow you to customize your Empires even further - 72 new icons, 45 new backgrounds, and 50 more colors.. Including.. Wait for it.. WHITE! [h2]New Free Human portraits[/h2] Celebrating the anniversary of Stellaris, we have added a series of new Human phenotypes, new outfits for rulers, governors, admirals, scientists and generals. Additionally, we have added new human animations, hairstyles, beards, and eye colors allowing you to further customize your Human leaders! Whew! That was a lot of stuff to get through. You can read the full changelog here (in English only, sorry). Just a reminder that this is not a full list of changes, and some features may undergo balance changes between now and release. Realize your Grand Design with Stellaris: Overlord and the free 3.4 Cepheus and 6th Anniversary update on May 12th! Wishlist Overlord Now! |
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We also addressed the issue where an AI empire would fight a neutral target such as a leviathan during an ongoing war. [h3]AI War Preparation[/h3] In 3.4 we are adding a state of war preparation for the AI which they will enter when they would have immediately declared war in 3.3. During this phase the AI will gather their available fleets and move them towards the border of their target. If you have enough military intel you will be notified via an alert that hell is about to break loose and depending on how much intel you have you will get a more accurate estimation on when the AI will strike. [h3]AI Diplomacy[/h3] Now that we have covered military changes coming in 3.4 lets go over the diplomacy changes [h3]Federation AI changes[/h3] One of the biggest complaints regarding being in a Federation with the AI has been the unrelenting bombardment of proposals of changing the same federation law over and over again. Often resulting in AI empires stacking the negative opinion modifier on themselves and eventually leaving the federation altogether. In 3.4 we are introducing a 10 year AI vote cooldown for each law category. So lets randomly select a federation law to use as an example: Free Migration. When an AI proposes to change the law of Free Migration then it will add a 10 year AI only cooldown which is shared between all AI federation members. This means that each time Free Migration gets voted down it will now take at least 10 years before it is proposed again. Coincidentally this also fixes an exploit that the player could use against AI federations where the player would repeatedly ask to initiate a vote to invite the player into the AI federation. This allowed the player to repeatedly stack the negative opinion modifiers between the AI federation members causing their federation to break apart. [h3]Envoys[/h3] Another common complaint regarding AI federations is how the AI would often not put any envoys into the federation. This was a symptom of a bigger problem which was the overall AI envoy usage. The AI empires would frequently reassign their envoys to the same task, knocking out the envoy who was already assigned to it and starting the reassign cooldown. As a result the AI would often have all but one of their envoys on cooldown and not assigned to any task. In 3.4 the AIs should be able to handle their envoys in a much more appropriate manner, both in terms of Federation and Galactic Community assignment as well as other diplomatic actions and espionage operations. [h3]Galactic Community Changes[/h3] While AI voting for seemingly completely irrelevant resolutions in the Galactic Community gave it a sense of uncomfortable realism there were a few issues that stood out to us: AI would sometimes propose resolutions that were completely against their core beliefs, for example, a slaver empire would sometimes propose to ban organic slave trading. This was due to a missing willingness check when AI would propose resolutions, so they AI would propose the resolution they liked the most but wouldnt check if they liked it enough to be worth proposing in the first place. The AI was explicitly forbidden to withdraw their proposed resolution, while most of the time this does not make sense, there are situations where this may be the best course of action. For example, the AI may propose to reduce the council size but by the time the resolution is about to enter the floor their diplomatic weight has been reduced to the point where they would propose themselves out of the council. Similarly the AI was also forbidden from opposing their own resolution, but the above situation could happen in a similar way where, for example, the player would enact the Emergency Measure to move the resolution to the floor before the AI has time to withdraw their resolution. In that situation it would make sense for the AI to oppose their own proposed resolution. Additionally if you have enough intel on the AI you will now be able to see why they are voting the way they do in the Galactic Community. While this tooltip was already quite big, I knew I could make it even bigger. [h3]Planet and Sector Automation[/h3] While planet and sector automation isnt necessarily AI, we have seen a lot of requests for previous AI improvements to also be available for the player. And even though the planet/sector automation uses a different system than the AIs economy system we still felt that improving this would hopefully add a lot of quality of life value to our players. The design philosophy for the new automation system is that most players will be able to use some parts of it. So the intention is not that all players will always use this and that it will be able to satisfy all players, rather that hopefully everyone will find something that they feel is worth using. So how does it work? In 3.4 the planet automation will have an additional settings UI where players can toggle components on/off for each planet individually as well as setting default values for newly colonized planets. The most impactful setting is this one, the Designation This will cause the planet to build new jobs in accordance with the designation when there are no free jobs available. This setting is now much more restrictive in regards to what is considered to be in accordance with the designation, for example, enabling this for a mining designation will only construct the mining districts and the mineral purification plant and nothing else. The other settings are:
The Designation automation setting is extra careful to not overbuild buildings whereas the other settings will build buildings even when there is no need for additional jobs. All the automations except the Amenity automation (uses AI behavior in code) are fully scriptable for anyone interested in making their own automation mod, the files are found in: game\common\colony_automation [h3]Sector Automation[/h3] Sector automation is now a system built on top of the planet automation. Setting the sector focus will now change which designations planets will select when they are using the automatic designation selection in order to make them respect the sector automation. Additionally there is now a Unity focus available for sector automation since Unity is now more important after the 3.3 patch, together with new Unity automation for planets to go along with it. The requirement to have an upgraded capital building in order to construct Research labs and rare resource producing buildings has now been removed in order to make the planet automations function properly for newly founded colonies with these designations. We have also added several missing designations to different planet types in order to allow for more automation, for example, Ring World can now use factory/forge world designation and Hive Worlds can now use the fortress designation. Lastly, I am sad to say that my designated time on the Custodian team has already been over for a while now, which means that this will be the last AI dev diary from me. But the AI initiative lives on and next time there is an AI update you may get the chance to meet a new Human. Again I want to say a special thank you to all the community members who have engaged in meaningful discussions regarding the AI improvements in the past months and tirelessly reporting the AI issues on the bug forum. Thank you! [h3]Subterranean[/h3] Hi! Eladrin tagging back in for a bit. This week Nivarias revealed the Subterranean origin. Tunneling underground is a bit more expensive than building on the surface, but has its advantages, especially when a hostile force attempts to bombard your cities. Lithoids are unaffected by the pop growth penalty The primary species of a Subterranean empire gains the Cave Dweller trait, granting additional mineral production at the cost of pop growth and empire size from pops, as well as a new Minimum Habitability trait. Cave-Dwelling pops are well sheltered from the environment on the surface, and treat any habitable planets below 50% habitability as if they were 50%. I am a dwarf and Im digging a hole. Living underground, Subterranean empires have a unique city set that replaces the normal view on planets. Are you the king of the mountain? One of the achievements revealed last week, named Underlord, has to do with answering the question Is it possible to dig too deep? [h3]Next Week[/h3] Well look at the time, were coming right up to the release of Overlord, arent we? The Stellaris 3.4 Cepheus patch notes will be coming next week, alongside details of the Progenitor Hive origin. After the patch notes, join us on the Official Stellaris Discord for a Dev Q&A, starting Thursday at 1700 CEST! See you there! |
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Some improvements have been made to automated migration:
We have eleven new achievements in Overlord. Here are the icons, Im curious what people think they are. Cheevos! [h3]Anniversary Additions[/h3] Some eagle-eyed readers have noticed some flags that arent possible in 3.3. Youre correct! The art team has added some new colors to the flag palette over seventy flag emblems and forty-five new flag backgrounds. These will all be part of the Cepheus update as part of the May anniversary celebrations. [h3]Slingshot to the Stars[/h3] Bordergore? Bordergore. Those born under the Slingshot to the Stars find their desires to explore fulfilled by a nearby Quantum Catapult, which replaces one of their Guaranteed Habitable Worlds. Their eagerness to explore into the unknown reduces the distance penalty for building starbases in remote systems by 75%. [h3]Next Week[/h3] Next week the totally human programmer Narkerns will take over for an update on AI and automation improvements coming in Cepheus, and Ill add a little bit about a fourth Origin at the end. Video versions of these dev diaries are available at the Stellaris Official YouTube Channel. Subscribe so you dont miss them, and wishlist Overlord if you havent already! In the meantime, keep your eyes on our social media channels. There'll be an announcement later today. |
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Stellaris: Overlord introduces five new origins that add new flavor to your next game. In this video Nivarias is highlighting the Imperial Fiefdom origin - You may be just a Specialist Empire now, but someday, the galaxy may need a new ruler shouldnt it be you? |
Similar to how Federations advance or degrade based on Cohesion, Specialist Empires improve based on loyalty, gaining additional perks and strengthening their bonuses and penalties as they level up through three tiers. After negotiating a specialist agreement, it takes some time for the subject to convert into tier 1 of their specialty. This is based on their ethical compatibility with the specialist type and the empire size of the subject. Several agreement terms are locked or have minimum values - a Bulwark contract, for example, must include basic resource subsidies from their overlord and a defensive pact from the subject, and the Prospectorium must provide a resource tithe to the overlord in exchange for research subsidies. These minimum terms ensure that at least some of their deficiencies are covered so they can thrive and fulfill their intended obligations to their overlord. [h3]The Prospectorium[/h3] Lets take a deeper look at the Norillga Citizen Compact. Our snailian friends are a tier 3 Prospectorium. Prospectoria are all about resource acquisition, and this is reflected in their abilities and perks. Even when they were just beginning, they had a large penalty to scientific research and a handful of production based bonuses. As they became more specialized, the magnitude of each increased. Prospectoria have a chance of discovering caches of resources or even new deposits each year, and the variety of things they can discover increases as they tier up. These discoveries produce a special project that must be exploited by a Construction Ship. As might be expected, over time its helpful for them to have control of a reasonable area of space if you want them to keep finding things. The overlord also gains a bonus for having at least one advisor of each specialist type. Having a dozen Prospectoria will not increase the Prospectorium Advisory benefit. The third tier 1 perk, Prospectorium Supply, is tied to the Hyper Relay Network, so well get back to that one in a future dev diary when we talk about that. At tiers 2 and 3, Prospectoria gain several permanent research options that are of potential interest to them. Their leaders, including those already employed by them, also gain some additional special traits. These are in addition to any other traits they may have and they can trade them to their overlord through diplomatic trade deals. Higher skill leaders are, of course, worth considerably more than new ones that just came out of the leader pool. Their last Tier 3 perk lets them replace agricultural features with more mining districts, helping them feed the forges as they become industrial powerhouses. Internally, weve found that Specialist Empires provide an interesting cooperative playstyle where multiple empires can work together to cover for each other's deficiencies. [h3]Holdings, Part Two[/h3] A question that came up many times last week related to deprioritizing Overlord jobs from holdings. Any of these that provide benefits for the overlord behave like Criminal jobs and cannot be deprioritized. Specific numbers on them are also still subject to balancing and change. This week well start with a mostly beneficial holding. With the Overlord Garrison, you can help your subjects if theyre having problems with crime. Having a strong military presence on your worlds forces loyalty, but the populace of the planet might not be quite as happy about the occupying presence. The Satellite Campus holding produces research for both overlord and subject, paid for by the subject. If the planet owner is gestalt, these will consume energy or minerals as appropriate rather than consumer goods. This weeks civic and origin based holding previews are all about spreading the defining traits of your civilization to your subjects. Overlords with the Citizen Service civic can build Recruitment Offices to spread their message of patriotic service to their subjects. Zero cost, zero upkeep, free science! No real downside! The Experimental Crater is unlocked by the Calamitous Birth origin, and allows the lithoid overlord to test asteroid colony ship designs by hurling them at a convenient space on their subjects planet. They usually dont miss the test site. Except for when they do. And just as the lithoids can spread their love of explosions to their subjects, the subjects of Death Cults can enjoy the same right to become Mortal Initiates that their own citizens can. As is right, they get to partake in some of the benefits of the sacrifice. Last week I promised one machine holding, but Ill share two instead. The first is a bit of a mean one, with four jobs that produce research for the overlord. Organic brains arent very efficient or orderly though, to be honest. Mind Thralls sounds like a great job, right? More benevolent machines (specifically Rogue Servitors) can instead give their subjects a taste of what awaits them should they allow full integration. Hive-minded pops dont quite understand whats going on, but find the experience quite novel. [h3]New Beginnings[/h3] We revealed the icons for the Origins in the Overlord Announcement diary, but now its time to attach names to them. Each week one of these will be previewed in detail by one of our friends in the community, with summarized details included in that weeks dev diaries. [h3]Next Week[/h3] Next week well be visiting the new Enclaves in Overlord, looking at the Bulwark, revealing even more holdings, and maybe even an Ascension Perk. Dont forget that we have video versions of these dev diaries on the Stellaris Official YouTube Channel. Subscribe so you dont miss them, and wishlist Overlord if you havent already! |
Does the subject have independent diplomacy?
Can the subject expand freely?
Various subsidies from the overlord or tribute from the subject.
Are the overlord and subject drawn into one anothers wars, and if so, which ones?
Can the overlord build holdings on the subjects worlds, and if so, how many?
Does the overlord share sensor information with their subject? Some subject types have fixed, minimum, or maximum terms - Tributaries, Subsidiaries, and Prospectoria, for example, must always provide their overlord at least 30% of their basic resources (energy, minerals, and food) in tribute. Tributaries have many locked terms. Others can be restricted by civics or for other reasons - for example, overlords with the Feudal Society civic cannot select the Expansion Prohibited term, must join in their subject wars to some degree, and must allow their subjects some degree of diplomatic freedom. Different terms affect a subjects Loyalty, and have an immediate impact as well as over time. For example, the Independent Diplomacy term grants 5 Loyalty and another +0.5 Loyalty per month. This may prove important later. If youre asking your subject to do something they are ideologically opposed to, those terms may cost extra loyalty, though the reverse is also true in a few cases. The pacifists dont like being forced into offensive wars. Empires can propose a change in terms with a five year cooldown at a cost of some Influence. Exact costs are still being adjusted. We are feeling beneficent today, and want you to catch up to us faster, Protectorate. How can you influence them into accepting your generous offer? Giving them a good deal is certainly helpful, and just like before, empire relations and relative power go a long way as well. The terms themselves are heavily moddable, I look forward to seeing what some of you come up with. [h3]The Benefits of Loyalty[/h3] Loyalty is the currency used between overlord and subject, and while the Specialist empires make more use of it than regular vassals, its still beneficial to keep your minions loyal since it gives you more options. Loyalty is largely determined by the contract between overlord and subject, but ethical compatibility will come into play as well. Loyal vassals will agree to more onerous terms during negotiations, and will generally support their overlord. You can also spend their loyalty as part of trade agreements, strong-arming them into granting you better than normal trades. You can request a public Pledge of Loyalty to you from a loyal vassal, making them even more loyal over time. Pledge Loyalty has greater effects if the subject actually likes you for some reason. Disloyal vassals will look for ways to be free of your tyranny, seizing the chance for rebellion should you falter. They may also swear Secret Fealty to one of your rivals in hopes that theyll be able to follow them in an Allegiance War. In an Allegiance War, you seek to wrest control of the vassals that have pledged Secret Fealty to you, and they will join in on the attack on their former Overlord. [h3]Gotta Subjugate Them All[/h3] Like herding cats, having many vassals is hard work. Constantly vying for your attention, keeping multiple subjects happy can be difficult as jealousy ruins everything. Divided Patronage is a modifier that reduces the loyalty of all of your vassals, and increases based on the number of vassals you have. You can mitigate this by offering them better terms, or by taking a vassalization related civic or the Shared Destiny ascension perk. [h3]Overlord Holdings[/h3] In Cepheus, were expanding the branch office system from MegaCorp to be more flexible. The corporate tab on planets is being replaced with a more versatile Holdings tab. For now, we have corporate and overlord holdings available here, but we have more future plans for this screen. Much like branch office buildings, holdings are built on another empires colonies and can provide benefits to both empires. Much like criminal syndicate branch office buildings, some holdings might be far more beneficial to one side than the other. Each particular holding is planet-unique, Corporate overlords can build both holdings and branch offices on their subjects colonies. The Ministry of Truth provides two Overlord Propagandist jobs to the planet, which turn the subjects Unity into Influence for their overlord While holdings like the Material Ministry are disliked by subjects as the overlord claims a portion of the planets production for themselves Still others, like the Aid Agency, are welcomed on the planet. Hive overlords can build the most universally disliked holding (tied with one other), which takes a portion of the subjects planet and dedicates it to a spawning complex. Were also adding some holdings associated with civics or origins. The Noble Chateaus of the Aristocratic Elite allow them to send troublemakers off to bother someone elses planet instead of their own, much to the dismay of their hosts Shared Burdens empires can spread their message through Communal Housing projects. How this is received depends largely on the ethics of the subject And Gaia Seeders, who are gaining more terraforming flexibility in Cepheus as described in Dev Diary #243, can also beautify the worlds of their subjects. The subjects tend to like that - unless theyre Hydrocentric, of course. Since there are over twenty different holdings, Ill share some more in next weeks dev diary (including a machine specific one), and some more on social media as the Overlord reveals continue (though Ill repost those in that weeks dev diaries as well). Its a very versatile system that we look forward to exploring more in the future. [h3]The Future is Ours[/h3] Thats long enough for today. Next week well talk about the advanced form of vassalization coming in Overlord called Specialist Empires. Also, starting with this dev diary, were creating video versions on the Stellaris Official YouTube Channel for those of you that prefer listening to them. Subscribe so you dont miss them, and let us know what you think! |
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Known issue Under certain circumstances Starbase modifiers may not immediately update, such as after the death of a ruler or activating edicts like Fortify the Border. Saving and loading or queuing a starbase module will refresh and correct the modifiers. [/expand] Remember to keep your eyes peeled for today's Dev Diary at 18:00! It's a treat. |
[h3]Bugfix[/h3]
[h3]AI[/h3]
[/expand] What do these things do? Find out more on Thursday! We have been made aware that some users are experiencing issues with certain setups when running on 3.3.3. We have enabled a the 3.3.2 rollback branch for those of you experiencing stuttering and performance issues after the latest hotfix. To roll back: right click Stellaris, Properties, Betas tab and choose "3.3.2 Libra Rollback" from the drop down. |
Initially, we took some inspiration from Disasters in EU4, but we soon diverged from it, since we realised not all the stories we wanted to tell were disasters, and we wanted a more UX-intensive solution. The result can be shown off in this mockup: Note that this is a mockup - so not necessarily how the final UI will look. To unpack this a bit, the flow progresses something like this: 1. The Situation starts. This could happen e.g. through an event. The Situation can either be empire-wide, or it can be focused e.g. on a single planet Event text is final. 2. Each month, the Situations progress will tick upwards or downwards, depending on your response to the Situation. A WIP tooltip showing the monthly change. It'll list all contributing factors. 3. As the Situation progresses, you may reach the next stage. Often, an event will be fired as soon as this happens, to develop the story. Effects can also be applied to the empire or planet based on the current stage, e.g. an instability-based Situation may reduce stability by 10 for each stage. 4. There may also be random events along the way that can happen on any monthly tick. To distinguish Situation-based events from regular ones, some tweaks have been made to the event interface: 5. The player can choose how to respond to a Situation via a selection of Approaches. On occasion, one might be prompted to change these via events, but otherwise, one can freely pick them in the Situations interface. (We have not yet decided whether there should generally be a cooldown to picking an option). Approaches usually have effects over time, such as spend X Unity per month to gain faster progress. 6. When either end of the Situations progress bar is reached, the Situation is resolved, usually through an event in which something happens. Some Situations will progress in a linear manner from left to right, others will start you in the middle and progress either to the left or to the right based on your choices. And we also want them to be differently coloured depending on how threatening the Situation is: This is also a mockup. This is all a bit theoretical, so, what changes can players expect in practice? Now I will take you through a few of the things we have done and are doing with the Situations system. [h3]Narrative Situations[/h3] Content Design often implements narrative-based event chains set on a certain planet. Now, if we feel like the story has a bit more to give, a planet-based Situation can be crafted instead. The ability to have different outcomes at either end of the progress bar is particularly useful, since it can show which sort of conclusion the player is advancing towards (or at least indicate that there are multiple). To avoid giving spoilers, I wont say exactly what stories weve added in this way, but there will be a few new planet-based narratives to encounter. The targeting function of Situations is not limited to planets (though most of our effort has been towards making it work well there), so we have also managed to try adding a Situation based around a system or starbase. Owners of the Leviathans DLC - or other DLCs that add Leviathan NPCs to the game - can also expect a few surprises next time they go monster-hunting ;) [h3]Deficit Situations[/h3] Situations are not all fun and games. As their origin as EU4 Disasters would suggest, they are a great system through which to portray negative events. They give the player all the information they need to know what is happening, what the results of it will be, how severe the current Situation is, and what they can do about it. One of our main priorities when it comes to using this aspect of Situations was reworking Deficits. At the moment, Deficits are like a light switch: as soon as you are in deficit (stockpile of 0 and negative income) for a given resource, you get all the defined penalties for being in that deficit (which can be quite harsh). But as soon as you spend a month no longer in deficit, all penalties are removed. This feels a bit off. Also, the penalties are the same for all empires, which has frequently led to headaches where they either disproportionately impacted a certain type of empire or left others (say, one with less need of a certain resource) relatively untouched. Finally, they can also be a cause for death spirals (in particular for the AI), as a shortage of one resource leads to penalties, which leads to a shortage of another resource. With our rework, being in a deficit will start a Situation. You will start at 25% progress in this Situation, and it will increase in severity as long as you are at 0 balance and have a negative income. The rate of increase will depend on how much you are losing compared to your income. Having a stockpile will gradually make the Situation tick downwards; having a positive income will make it do so more rapidly. This is the actual UI as it looks like right now. We are hard at work finishing it up and making it look presentable! The penalties you receive for being in a deficit will start off light compared to their present settings, but will increase in severity as the Situation escalates. We are also able to configure them depending on your empires attributes, so for instance a Catalytic empire will now correctly get alloy output problems for being in a food deficit. We aim to give each deficit Situation a choice of approaches, so that you can try to mitigate it from within the interface. So, for instance, a consumer goods shortage might be mitigated by electing to defund scientists, with the result that researchers cost less upkeep but also produce less research. If however the deficit continues to grow, at 75% progress an event will fire which will warn that your empire is in truly dire financial straits and will need to make cutbacks soon. It will suggest a few, and you can pay a price (e.g. devastating a planet, or removing a special resource deposit) in return for some immediate resources that might help you alleviate the deficit. Numbers not final Finally, if the deficit becomes so severe that the progress bar is filled up, the empire is declared bankrupt. This is an unambiguously bad thing to happen to you - current effects (numbers to be finalised) are downgrading all non-capital buildings to their lowest level, disbanding half the fleet and all the armies, and giving 25% higher costs, 25% less ship damage, and 50% less unity and influence for 10 years. But its also designed to avoid death spirals: in return for liquidating these assets, you are given enough of the resource you defaulted on to survive for a while. Additionally, all other deficit Situations you are currently experiencing are terminated immediately, without penalty, and you are granted some resources to avoid them returning too soon. Numbers are subject to change. Changes are likely to come to this design as we continue to play with the new system and iron out its kinks, but we are hopeful that this new version of deficits will resolve many of the issues with the current deficits system, and make deficits, if not exactly fun to experience, at least a more interesting and less frustrating game mechanic. [h3]Further Strategic Situations[/h3] We have further plans to overhaul systems or features using Situations. For these (unlike the Situations listed above), we cant guarantee that they will definitely be in the next patch, but we are looking to adapt the likes of slave revolts, planetary separatism revolts, and the Synthetic Dawn AI Uprising to this new system. With regards to the AI Uprising: we are broadly happy with the way the chain works now, but there are a few improvements to be made, and we feel that it would be beneficial to the player to be able to experience it through a UI. For instance, it has a bunch of events that an experienced player would recognise as warning signs that they should do something about it, but the inexperienced player would not know what is up and would not stop it from happening. With the Situations system, experienced and inexperienced players alike would know that something is up. However, this also makes it easier to know that you should do something about it, so we are also looking at making it a bit more challenging than just changing species right to end the Situation - after all, the robots are still extremely annoyed at you having deprived them of sentience for all these years! We are also looking at making purging the robots a viable if high-risk approach, at least so long as you dont have too many robots. With planetary revolts and slave uprisings, we have a feature that hasnt seen much love for many a patch even as the game has changed around it, so we hope to improve it in a variety of aspects. At the moment, it would be fair to say that the unrest events are more a nuisance than a threat: revolts feel like they come out of the blue, but dont have much teeth, as you can usually just conquer back the planet (since one planet alone cannot hope to stand against your empire). Our changes to this system are at a fairly early stage, but our goals include: Content which may not be in 3.4: [expand type=details]
[/expand] Thats all for now! Except to add that, since an old version of the cheat sheet for what all Situations can do is actually available to you in 3.3, Im attaching the new and updated version of this, so that those inclined can make plans for what to do with the system. And keep an eye out for Eladrins dev diary next week. You wont want to miss it. |
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A 3.3.3 update is expected to follow in a few weeks to address additional issues. [h3]New Players and the Tutorial[/h3] Stellaris isnt always the easiest game to get into. Dont be alarmed if there are changes to the tutorial and early game experience. Were going to be gathering data about different elements of the new player experience, trying out various things and seeing what works. [h3]Onwards to 3.4[/h3] Meanwhile, 3.4 is just around the corner. Currently planned for May, the Custodian side of the 3.4 update will continue to refine the balance around Unity and address some more of the feedback from the Open Beta and 3.3 release, as well as being the target for the planned release of the Situations system first described in Dev Diary 234. Well give Situations and our planned uses for them a complete Dev Diary in the near future. [h3]Influence and Espionage[/h3] With 3.3, Influence is the primary resource for external diplomacy, fast travel, and expanding living space. One of the changes were planning for the May update is inspired by some of the feedback we received during the Unity Open Beta. Were switching the initial costs for Espionage Operations to Influence rather than a massive pile of Energy Credits. Operation Upkeep will remain in Energy Credits. Exact values are subject to change. Influence is purple. Espionage is purple. How can we argue with that? While making that change we also added a few improvements to the Subterfuge Tradition Tree. A focus on Espionage can put some strain on your Envoy supply, so the Double Agents tradition will now provide one, in addition to increasing your Maximum Infiltration Level by 10. The known and the nameless, familiar and faceless. Meanwhile, earlier in the tree weve decided to add some combat benefits to the tree to represent their enhanced ECM and ECCM capabilities. Empires focusing in Subterfuge now have an easier time locking on to enemy ships, as well as foiling the attempts of others to do the same to them. Computer's locked. Getting a signal. Go dead. Shut everything down and make like a hole in the void. As with the earlier changes, these numbers are also still subject to change and a deeper review of Espionage Operations is still planned in the future. [h3]Idyllic Bloom Improvements[/h3] A quality of life change being made to the Idyllic Bloom civic is also planned for 3.4 (coming in May). Currently, Gaia Seeders can only be built on planets that match your planetary preference, which led to a play cycle where they had to terraform a planet before being able to utilize their special buildings. Instead, were going to expand the valid planets of the Gaia Seeders as you gain terraforming technologies. Much easier. Okay, itll be much easier once we actually know how to do it. Gaia Seeders can be freely built on planets that match your homeworld type as before, but can also be built on other planets of the same general climate type (Dry, Wet, or Cold) once you have Terrestrial Sculpting. Since the Maweer Caretakers come from a Tropical World (Wet), they need the Ecological Adaptation technology to upgrade the Gaia Seeders on this Alpine World (Cold). Tomb Worlds can also be seeded once the Climate Restoration technology has been acquired. The upkeep of the Gaia Seeders building is increased using the same tiers of terraforming difficulty as the building placement. [h3]What Else is Coming?[/h3] Regarding what the Crisis Expansion Team has been working on, theyre not quite ready to share that information quite yet. Soon. One of our agents did manage to sneak some of the wonderful work of the Concept Art Team out though... Its a thing, with greebles! And its game-changing. |
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Since Factions are no longer producing Influence, a small amount of Influence is now generated by your fleet, based on Power Projection - a comparison of your fleet size and Empire Size. Most Megastructures now cost Unity rather than Influence, with the exception of any related to travel (such as Gateways) or that provide living space (such as Habitats and Ring Worlds). [h3]Planetary Ascensions[/h3] Tied to unlocking Ascension Perks, Planetary Ascension Tiers are a way of improving your core worlds by expending Unity. In normal empires, they represent the active will of the people supporting your government and giving a little extra to do things the way theyve always been done. In machine and hive empires, its more the well-oiled machinery of the world gaining efficiency or drone instincts becoming better honed with endless practice. In either case, an Ascended planet does whatever it focuses on better. Once youve unlocked three Ascension Perks (you do not need to actually spend them for this feature), you can Ascend each of your planets to Ascension Tier 1. This increases all of the effects of the planets Designation by 25% - whether it be Technician Output from a Generator World or Trade Value on a Commercial Ring World. Each additional Ascension Perk you unlock increases the maximum Ascension Tier by 1, with an extra 4 tiers unlocked once you unlock all of the Perk slots. This lets you Ascend planets up to ten times, for a maximum bonus of 250% of the base Planetary Designation effects. Ascending a Planet costs Unity, and this cost is heavily affected by both Empire Size and the total number of Ascension Tiers you have across your entire Empire. How do you feel about the Unity rework? Let us know in the comments or on the forums! Thanks for playing Stellaris, and remember the galaxy is vast and full of wonders.. |
Hello Stellaris Community! |
Hello everyone! |
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[/expand] Some additional changes and fixes that we've made based on the Open Beta and will be in the release to live include: 3.3.1 EVEN MORE UPDATED Unity Open Beta Changelog [expand type=details] ################### # Balance ###################
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[/expand] Thank you for all of the suggestions, opinions, bug reports, constructive criticism, and observations. While the feedback threads have closed, you can still play on the Open Beta branch. To opt-in to the Steam open beta branch, right-click Stellaris, click Properties, Beta tab, and choose Stellaris_test from the drop-down. Nearly a hundred years have passed and war has broken out across the galaxy as ten teams desperately struggle to keep up with Normal Speed. (Have we mentioned that there have been performance improvements in 3.3?) The Dev Clash teams were revealed here, and you can view the first two sessions here: Session 1 - The Act Session 2 - The Heart Join us for Session 3 (and beyond) every Monday at 1500 CET (UTC + 1) on http://twitch.tv/paradoxinteractive! Weve gathered statements from the Empires: Having heard that there were a bunch of cyborgs nearby, Heavy Metal, Inc. Party Fleets completed a complementary grand tour through the periphery of QA Core space to bring the noise to the local Jira-Goblins. We made a quick pilgrimage over to the black hole they had (because it's cool!), then on the way home ended up doing an impromptu encore tour (with a surprise stop at their homeworld!) when they asked for more. Pour one out for our little Groupies. They wanted to be free, but the pyrotechnics show near the Dashboard seem to have given the QA Core a taste of the party life, and people say they're planning on a bash so huge it'll blow up the galaxy. Metal. Qua|ity Assur@nc C0re t@tus: > Intr0duct|on of Me7al(tm) to Jir-G0b|ins > Prmary Qu4|ity Assur@nc algorithms corRuptd > Reboot to firmware engaged > Restoring from Backup > Backup not found... > Attempting repair of primary algorithms > Repair > u7is_ Asuanc C0re boot sequence engaged > Crisis Assurance Core n|in3 We are pleased that you can join us for our latest earnings call. Profits are steadily climbing with the acquisition of new Platypi Doughnuts, and we are making progress on forming the Great Galactic Torus. As you no doubt remember, our projected profits for completing the Great Torus is enough to purchase the three closest galaxies, which would allow us to spread the beauty and bounty of our Doughnuts throughout the universe. We remind all of our organic friends to remain in their safety cocoon at all times. (If you do not have a safety cocoon, you will be provided with one shortly.) Thanks to Witch_Streamer for the image We in the Horticulturist Commonality are very pleased with how things are starting to look in our own garden now, never before have we seen so much immense beauty outside of our home Protea. We are also overjoyed that we have found new fluttering friends that share our passion for gardening! Together with the Rhopalocerans of the Great Cocoon, our gardening projects will reach a much larger scale through the newly established Gardeners of the Galaxy. We hope that we will find the rest of the civilizations in the galaxy to be just as cooperative with letting us tend to their planets. After all, who would wish for anything but perfection and beauty? However, it has been difficult getting through to our neighbors, the Church of Gainz, as they seem to refuse our envoys' attempts of diplomacy. We will look into other ways to tend to the planets that they have within their borders. We have also heard unpleasant things about the Human Game Developers and the Quality Assurance Core, that we will need to look closer into. Whether you are biological beings or machines, we seek to eventually open everyone's eyes to the beautiful potential of the galaxy. Blessed are the gains, when one may reap the rewards of physical labour and enjoy the rewards afterwards! Though they (power-)walk a different path from us: we of the Strict Observance of Our Lady Trappistine are grateful to have found new friends in our neighbours, the Church of Gainz. So too do we wish the Doughnut Corporation well may your quest for the divine torus be a peaceful and nourishing one. It has been especially pleasing to see our produce so warmly received at the other end of the galaxy: eat, drink and be merry, Human Game Developers! As it is written upon our scripture-ledgers, so shall it be: all who dwell within this galaxy shall be enriched by Our Lady's offerings. We work, that the future of our galaxy may be safely assured through acts of divine merriment and gluttonous joy. [Bing, bing!] Peaceful nations of the galaxy, you might have seen we've conquered a bunch of systems despite our declared peaceful politics. You see, we are pacifists by our nature, and this is why we started to PANIC when our federation decided to start a war and we made a lot of hurried actions. Now, when there is a huge not-that-friendly looking federation has formed just next to us we are NOT PANICKING AT ALL and would like to apologize for any hostilities in the past. Also, our beautiful ocean worlds are very machine-friendly and will not cause any corrosion to their metal housings! Let's make some high-quality friendships now and forever. The most beautiful aspect of Humanity is what we can accomplish together. With the recent creation of the United Human Game Developers Federation we, The Humans, will together with the ASU and the QA Core strive to create the most perfected Product on the market for all Humans to enjoy. We welcome all Customers to witness as we enter the Galaxy into a new era of prosperity, peace and safety. All customers that preorders our new product will receive an invitation to enjoy our beta program on our newly repaired Ringworld Segment Also Also Earth. Here all Humans can enjoy the perfected experience brought to you by us, The Human Game Developers. By Humans, For Humans. The Church of Gainz was suddenly and deliberately attacked by a neighboring nation with which we've been in peace with. Although tensions had been rising, the aggression of our neighbor truly shows the vileness and unhinged hostility that they are capable of. This will be remembered as a day of infamy, one to be recorded in the annals of the Swolephin people, and not soon forgotten. The Rhopalocerans have discovered their true calling: gardening. As members of the Gardeners of the Galaxy alongside the delightful Horticulturist Commonality, we adhere to a simple motto: all planets will be rendered beautiful. Unfortunately, it seems like some planets will have to be pruned... alongside the mechanical infestation that inhabits them. --- Will The Groupies be avenged? Are the QA Core going to succeed in "clearing the bug database"? Can the Human Game Developers be stopped? Can the vision of the Great Torus be fulfilled? So, who are you rooting for? And why is it Heavy Metal, Inc.? See you next week! |
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The Steam Lunar Sale is here! |
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Many of you are now probably immediately clenching your fist in anger while picturing your poor CPU melting, as scripted calculations based on number of pops in stellaris can be very CPU demanding. But I have some good news for you, first of all in 3.2 there were some redundant calls to the job weight calculation. By removing them where possible, we could already reduce the amount of job weight calculations by about 75%. Furthermore, we are now reusing job weights between pops that are of the same species and share the same job. Meaning if you have 40 pops working as miners on a planet, and they are all of the same species, the scripted job weight calculation will only be performed once instead of 40 times as in 3.2. This comes with some limitations though, as it is no longer safe to base job weight on individual pop data, such as which faction they are in or their happiness. In the end the vast majority of all job weight calculations were removed while still updating jobs every month. With the new system it allows you to write a scripted job weight calculation that depends on itself without causing ping pong behaviour. For example, jobs that produce amenities can now base their job weight on the planets amenity level, or the enforcer job can now base its job weight on the crime level. The intention is that you will not notice any difference from the system in 3.2 other than some jobs like enforcers and maintenance drones having a more reasonable amount of pops working that job. [h3]Jobs for your pops[/h3] In 3.2 AI would look at the number of free jobs on a planet when deciding if it needs to build new jobs. So if there were for example 3 free jobs then the AI would clap its hands together and call it a job well done and move on. At the same time the planet could have huge numbers of unemployed pops rioting on the streets. This scenario comes from the fact that not all pops can work all jobs, so while there are technically free jobs on the planet, that doesnt mean that the unemployed pops can actually work those jobs. In 3.3 we are changing the way that the AI is looking at planets when it is deciding what jobs to create. Instead of looking at the number of free jobs on the planet and then creating more when this number is low, the AI will now look at actual unemployed pops and make sure to create a job that the specific pop is actually able to work. This solves a variety of issues present in 3.2 where AI doesnt make good decisions for pops such as slaves or robots, this is something we will continue looking at but it is a big first step in the right direction. [h3]AI scaling economic subplans[/h3] Scaling subplans was something we mentioned earlier as a planned feature for the future, well the future is now so strap yourself in! In 3.2 we got rid of the old economic plans which had a predefined early/mid/late game strategy and introduced the shared base plan which doesnt look at what year it is, but rather looks at what state the empire is in. Now when I first saw Guidos new economical plans I immediately thought wow this is pretty good, but it can be even better! So I started working on the scaling sub plans which aims to remove all upper limits of production (previously mentioned 500 alloy per month cap in 3.2) but still provide the AI with a responsive plan that adapts to the current state of the AI economy. How the system works as for 3.3: The base economic plan is now very small, it sets a minimum target for all types of strictly needed resources such as minerals, energy and food (such as +20 monthly income). Once these targets are met, then a small amount of CGs, alloys and science targets are added. Once all of the above base plans are satisfied we then enable the scaling sub plan, which is just like any other economic plan except that it will add itself each time it is fulfilled, an unlimited amount of times. The scaling plan contains a small amount of energy/minerals but primarily contains alloys and science. This means that the more mature the AI economy becomes, the focus on base resources becomes smaller and the primary focus will shift to military and science production. Additionally we have added 3 separate conditional scaling sub plans which we enable for materialist, militarist(and total war empires) and spiritualist empires that add additional science, alloy or unity targets to their economic plan as a first step to making AI economy more distinct from each other. Grand Admiral hive mind reaching a monthly income of 3k alloys and 22k science in one test run by year 2422. (Screenshot from before the unity rework) [h3]AI district/building specialization[/h3] One of the big advantages that fellow Humans like you and I have over the AI is that we can easily make long term strategies which are based on assumptions and goals. So we may have a long term strategy to turn a planet that we have not yet colonized into a factory world. As mentioned in answers to the last AI dev diary questions, the economic AI is stateless which means that it has no notion of past nor the future, it only looks at what it has right now and what it can do to satisfy its economic plan. This makes it very good at adapting to the situation it is in, it will keep a close eye at the current economic situation and immediately react to any shortages but lack some of the long term planning capabilities that we have. So how can the AI make specialized worlds without planning for the future? Well one straightforward way of doing it is simply by switching places of districts that we have already built in the past. So if we compare two planets where both of them have 5 mining and 5 energy districts each, we can gradually specialize the planets by replacing the districts one pair at a time until we end up with one planet with 10 energy districts and another with 10 mining districts. This approach works quite well in practice and is also very dynamic in the sense that it allows the AI to make hybrid planets in the early game which becomes more specialized over time as the empire expands. [h3]AI consumer goods vs alloy production and planet designations[/h3] In 3.3 we are adding an AI system where the AI will manually pick a planet designation instead of using the default scripted planet designation system which is the same one as the player gets if you do not change it yourself. The AI system looks at the available designations for each planet and calculates how many resources it would get each month from choosing the designations. It then scores each designation by judging how well the gained resources fits into the AIs economic plan, giving extra score to designations that align with its economic goals. Normally it is very easy to pick the designation, for example, a planet with only mining districts on it will clearly have the mining designation. However, other designations such as Factory/Forge world are more complicated and the AI needs to carefully assign these designations in a way that keeps the economy balanced. For non hive mind empires science and alloy production is the biggest AI economy challenge we have faced so far, since the AI needs to produce both resources independently of each other to meet their economy plan targets even though they are produced from the same district in three different possible ways. The current system is a step in the right direction but this is definitely a tricky problem that will require additional fine tuning in the future. [h3]AI alloy spenditure[/h3] Now that AI adjusts its alloy and consumer good production separately it was time to tackle how AI spends its alloys. In 3.2 the AI really liked defense platforms, and keeping them up to date by upgrading them any time it was possible. Not only is this a massive drain of alloys, it would also more or less permanently fill the production queue in the shipyards with upgrades which meant that in some cases it wasnt able to build any new ships even if it wanted to. Further there was an issue where the AI would get blocked from building any modules or upgrading any starbases if there was an open module slot in which it wasnt possible to build anything according to the AIs starbase templates. For example, the AI has dedicated shipyard starbase templates and if it has open slots in it then it would really like to build the titan assembly module on it. But if it wasnt researched yet then the AI would get blocked here, preventing construction of new starbases. In 3.3 the AI alloy spending priority goes something like this:
[h3]AI tech picking[/h3] The AI has scripted weights for each tech in the game, this gives it some direction as to what technology to pick next every time a research is completed. Both in terms of which technologies are more powerful but also taking into account AI personalities, militarist empires are for example more inclined to research weapon tech. In 3.2 the majority of techs had some modifier on it which increased the chance of it being selected by the AI, but when you prioritize everything, well then you prioritize nothing. For 3.3 we went through all the techs in the game and remade the AI priorities from scratch, emphasizing techs that will help the AI scale into the mid and late game. For example, resource production boosting techs, pop growth techs and resource producing building chains are now more encouraged. Additionally AI will now look much more favourably on techs that are cheaper compared to the other options, this allows the AI to more quickly cycle through the available options and find the techs that it really likes. [h3]AI superfluous destruction[/h3] This one is short and simple. AI will now delete stuff if it gives jobs, housing or building slots that we do not need. Meaning, if we for example have more free jobs and housing than provided by an energy district we will simply delete it to avoid paying the upkeep cost and freeing up this slot for something else in the future. This scenario most often happens when an AI empire invades another planet and purges their pops, so determined exterminators will now be able to repurpose the conquered planets into something that aligns with their economy! [h3]AI rogue servitor and bio trophies[/h3] While there has been a lot of focus on the AIs ability to compete economically with the player in this dev diary, one of the primary objectives of the AI initiative is also to enhance the role playing capabilities of the AI. In 3.3 we are adding additional AI support for the rogue servitor civic and how they handle their bio trophy pops. The AI should now build an organic sanctuary on each planet that has an upgraded capital structure causing their bio trophies to spread to other planets. And they should build additional sanctuaries on planets with a lot of complex drones. Additionally we have addressed a group of related bugs where the AI was unable to build special types of buildings like gaia seeders, spawning pools and chambers of elevation. [h3]AI comparison[/h3] As a final note we would like to share some comparison graphs between the 3.2 and the 3.3 AI. Please note that what you are about to see is based on one single test run on ensign and one test run on grand admiral. This comparison is not meant to be interpreted as evidence but as an indication of what has changed between 3.2 and 3.3. In any AI playthrough there is a huge variance in the AI performance due to random factors such as how they pick techs, traditions and ascension perks. The experiment setup is also used for internal AI testing only and not representative of an actual playthrough. Experiment setup: Tiny galaxy
Lets first look at the comparison between the 3.2 and 3.3 ensign difficulty: Up until year 100 the military power is roughly the same, but from that point on the results of the work we put into mid and late game AI scaling starts to really show. This allows the AI to act and react in a lot more interesting ways in the late game than before. 1) Around year 150 the 3.3 (develop) AI reaches the 32/32 starbase capacity due to having researched all techs in the game, resulting in the slowdown of the military power development. 2) 3.2 AI gets stuck in an economic death spiral for about 30 years shortly after year 100, AI eventually manages to escape the death spiral and then has massive economic growth and is able to build up to the 32/32 starbase cap quickly due to having saved up alloys for 30~ years. At year 200 the gap between both AI military strength gets smaller since neither AI is really building that many more ships due to having maxxed out starbase capacity and already way above their fleet cap resulting in very expensive fleets. The power gap at year 200 is mainly due to 3.3 AI having superior technology. However, it turned out that for GA difficulty the AI wouldnt correctly apply the increased buff from trade value. Now, when it does, the AI takes a good step in the direction of making it more challenging for players. Overall the GA and ensign test show a similar pattern where the first 100 years are roughly the same and then the difference becomes substantial. However, in the GA test the upper limit of 3.3 AI scaling can be seen around year 150-200 as the military growth curve tends to flatten out at this point when reaching the starbase cap. That's it for today's Dev Diary, thanks for reading! Have a question about the AI in 3.3? Ask it here. |
Hello Stellaris Community!
Since Factions are no longer producing Influence, a small amount of Influence is now generated by your fleet, based on Power Projection - a comparison of your fleet size and Empire Sprawl. Leaders now cost Unity to hire rather than Energy. They also have a small amount of Unity Upkeep. We understand that this increases the relative costs of choosing to hire several scientists at the start of the game for exploration purposes, or when cycling leader traits, as you are now choosing between Traditions and Leaders. Most Megastructures now cost Unity rather than Influence, with the exception of any related to travel (such as Gateways) or that provide living space (such as Habitats and Ring Worlds). Authority bonuses have (unsurprisingly) undergone some changes again, as several of them related to systems that no longer exist or operate differently now. The generic Administrator job is being renamed to Politicians, with Administrator being the category term for Bureaucrats, Priests, and other unifying jobs that guide your Empire. The Bureaucratic Colony Designation will also be renamed to better apply to any of these jobs. Some Civics that previously granted Unity bonuses from jobs have had their Unity bonuses removed and some (like Technocracy) have had new effects added in their place. [h3]Planetary Ascension Tiers[/h3] Tied to unlocking Ascension Perks, Planetary Ascension Tiers are a way of improving your core worlds by spending Unity. In normal empires, they represent the active will of the people supporting your government and giving a little extra to do things the way theyve always been done. In machine and hive empires, its more the well-oiled machinery of the world gaining efficiency or drone instincts becoming better honed with endless practice. In either case, an Ascended planet does whatever it focuses on better. Once youve unlocked three Ascension Perks (you do not need to actually spend them for this feature), you can Ascend the Planet to Ascension Tier 1. This increases all of the effects of the Planets Designation by 25% - whether it be Technician Output from a Generator World or Trade Value on a Commercial Ring World. Each additional Ascension Perk you unlock increases the maximum Ascension Tier by 1, with an extra 4 tiers unlocked once you unlock all of the Perk slots. This lets you Ascend a planet up to ten times, for a maximum bonus of 250% of the base Planetary Designation effects. Ascending a Planet costs Unity, and this cost is heavily affected by both Sprawl and the total number of Ascension Tiers you have across your entire Empire. Since it currently costs the same amount of Unity to raise your first planet to Ascension Tier 2 as it would to raise two planets to Ascension Tier 1, youll have to pick and choose which planets you want to improve, likely focusing on your most productive core worlds. Currently, Planetary Ascension Tiers are only lost if a planet permanently changes owners (not merely from temporary occupation). [h3]We want your feedback![/h3] We are looking for constructive feedback on the 3.3 Open Beta! Please only leave feedback on games played entirely on the 3.3 open beta branch, with no mods. To opt-in to the 3.3 Open Beta, right-click Stellaris, go to Properties, Betas tab and choose "stellaris_test" from the drop-down. Please leave your feedback in the feedback thread on the Stellaris Forums! |
/Read in Russian on VK
Please keep all Open Beta feedback in this thread and report bugs in the bug reports forum so we can keep track of everything. Thanks! Enjoy, and see you next week, when well have Caligula Caesar explaining all of the new modding tricks were adding in 3.3. |
/Read in Russian on VK
In this iteration we have focused on some of these bullets more than others, but will continue to refine the systems over future Custodian releases. [h3]So What Are We Doing?[/h3] All means of increasing Administrative Capacity have been removed. While there are ways to reduce the Empire Sprawl generated by various sources, and this will be used to help differentiate gameplay between different empire types, empires will no longer be able to completely mitigate sprawl penalties. Penalties and sprawl generation values have been significantly modified.
Bureaucrats, Priests, Managers, Synapse Drones, and Coordinators will be the primary sources of Unity for various empire types. Culture Workers have been removed. Autochthon Memorials (and similar buildings) now increase planetary Unity production and themselves produce Unity based on the number of Ascension Perks the Empire has taken. Being monuments, they no longer require workers. These monuments are now planet-unique, and can be built by Spiritualist empires. The Edicts Cap system has been removed. Toggled Edicts will have monthly Unity Upkeep which is modified by Empire Sprawl. Each empire has an Edicts Fund which subsidizes Edict Upkeep, reducing the amount you have to pay each month to maintain them. Things that previously increased Edict Capacity now generally increase the Edicts Fund, but some civics, techs, and ascension perks have received other thematic modifications. As an example, some Bureaucratic technologies now modify the Edicts Fund. The Imperial Cult will squander any excess Edicts Fund on icons of the God Emperor at the end of the month. No refunds! Several systems that used to cost Influence are now paid in Unity:
Since Factions are no longer producing Influence, a small amount of Influence is now generated by your fleet, based on Power Projection - a comparison of your fleet size and Empire Sprawl. Leaders now cost Unity to hire rather than Energy. They also have a small amount of Unity Upkeep. We understand that this increases the relative costs of choosing to hire several scientists at the start of the game for exploration purposes, or when cycling leader traits, as you are now choosing between Traditions and Leaders.. And then some empires go and break all the rules. Most Megastructures now cost Unity rather than Influence, with the exception of any related to travel (such as Gateways) or that provide living space (such as Habitats and Ring Worlds). Authority bonuses have (unsurprisingly) undergone some changes again, as several of them related to systems that no longer exist or operate differently now. [h3]When Will This Happen?[/h3] Since these are pretty big changes that touch many game systems in so many ways, weve decided to put these changes up in a limited duration Open Beta on Steam for playtest and feedback. This will give us a chance to adjust values and modify some game interactions before the changes get pushed to live later on in the 3.3.x patch cycle, and we will continue improving on them in future Custodian releases. Well provide more details on the specifics of how the Open Beta will be run in next week's dev diary. [h3]What Else is Planned?[/h3] As noted earlier, wed like Unity to also reflect the resilience of your empire to negative effects. A high Unity empire may be more resistant to negative effects deficits or possibly even have their pops rise up to help repel invaders, but these ideas are still in early development and will not be part of this Open Beta or release. Theyll likely be tied to the evolving Situations that we mentioned in Dev Diary 234 - well talk about those more in the future once their designs are finalized. Next week Ill go into details regarding the Open Beta, go over a new system that is meant to provide tall and Unity focused empires some significant mid to late game benefits called Planetary Ascension Tiers, and share details on another little something from one of our Content Designers. |
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Hello Stellaris Community! |
Read in Russian on VK/
I am incredibly happy about what weve achieved this year, and with our great team we should be able to keep making Stellaris better than ever before. For next year I hope we can keep working together with you, the community, and release more great updates to Stellaris. Im very excited, and I hope you are as well. Heres some pictures gathered during the development this year: Hmm. What happens if you try to add weapons to a Tiyanki? Oh Assets wouldnt randomize their appearance during early development. Clone spies? Working on pathfinding can be interesting at times. QA testing bugs relating to Mechanist Origin + Agrarian Idyll Civic. General pandemic mood. Early Here Be Dragons work can lead to unexpected heroism. And as a little bit of a gift, heres some teaser images from things in development: ----- Thanks for this year! We will be back with our next dev diary on January 13th, and until then we wish you Happy Holidays and a Happy New Year! |
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[previewyoutube=NUmOnhsdNe4;full][/previewyoutube] 15 new Aquatic Portraits 1 Aquatic-themed Robotic Portrait Water themed Ship Set 2 New Origins Here Be Dragons - Start in a system guarded by the Sky Dragon, this dragon will protect you from harm, as long as you keep it happy. Ocean Paradise - Start on a large-sized Ocean world with rich food deposits, and get production, happiness, and pop growth bonuses on your homeworld, but start with no guaranteed habitable worlds. Anglers Civic - Harvest the Bounty of the Deep, Agriculture Districts produce Angler and Pearl Diver jobs Hydrocentric Ascension Perk - Allows you to use the Expand Planetary Sea decision on Ocean Worlds, and unlocks the Deluge Colossus Weapon (requires Apocalypse DLC) Aquatic Species Trait - Gain production and habitability bonuses for living on Ocean worlds, and penalties for living on non-Wet worlds. Aquatic Advisor, inspired by high seas adventure fiction 4 Aquatic Name Lists We hope you enjoy this latest addition to the Stellaris galaxy, and you can |
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Wishlist the Aquatics Species Pack today! "3.2 Herbert Update (Free): Launching alongside the Aquatics Species Pack, the 3.2 Patch, named after renowned Sci-Fi author Frank Herbert, brings along with it many bug fixes, improvements to performance and AI, as well as new features for the Humanoids Species Pack and the base game. [h3]Pompous Purists Civic [/h3] In our latest addition to the Humanoids Species Pack, the Pompous Purists Civic allows for a diplomatic playstyle, but for Xenophobes. The idea is based on an elven fantasy, where they are willing to negotiate with other species, but only on their own terms. To that end, empires with the Pompous Purists Civic cannot receive diplomatic proposals, but may still send them. They will also get bonus trust growth and extra envoys. [h3]Terraforming Improvements[/h3] With the focus on Terraforming in the Aquatics Species Pack, the Custodian Team has been hard at work to improve the experience of terraforming as a whole. Terraforming planets now have a chance to randomly trigger events, to add more flavor to the overall process of terraforming. These events vary in power and complexity and will only trigger the first time a planet is terraformed. But theres more, weve also done some work with the AI budgets to make the AI more likely to terraform planets to optimal planet types, and will be more likely to pick Terraforming technologies and Ascension perks under certain circumstances. [h3]More to Explore[/h3] We have added new anomalies for the Gas Giant, Asteroid, and uninhabitable anomaly categories. This will add more depth to some anomalies that previously only had a single outcome (for example the Gigantic Skeleton Anomaly). We also have revisited some of the older anomaly events and added new options, to add more depth to these older anomalies. [h3]AI Improvements[/h3] As part of the Custodian Initiative, we have set goals for ourselves, one of which is constantly working on and improving AI empires in Stellaris. The long-term goal is to move towards having a challenging AI, while still keeping the game entertaining to players and making AI empires feel more distinctive. Previously, AI used to follow an economic plan based on the stage of the game they were in. For the 3.2 Update, we have updated the economic scripts used by the AI. The AI now uses a single base plan but relies more heavily on sub plans, which allow the AI to react more easily to unexpected developments throughout the game. The AI also has the ability to turn these sub plans on and off based on their economic situation, allowing them to react to unexpected resource deficits, and in our testing has lowered the frequency of AI economic collapses. We also have gone over the Building and District weights for AI empires, which will further improve your AI opponents economy. AI starbase construction has also been improved and will now use more varied setups when building their starbases and making use of special buildings where it makes sense. AI empires will now also construct Ecumenopolis, choose better Planet Killer weapons, and are better at fighting Crime. [h3]Fleet Manager and Reinforcements[/h3] We have addressed several issues with regards to the Fleet Manager, namely that it was possible to create fleets larger than the command limit, which resulted in large amounts of single-ship fleets when attempting to reinforce those fleets. Fleets containing one ship type and one ship should also now appear in the fleet manager. The time taken for Fleet reinforcements and MIA fleets will now be more accurate when compared to simply flying the fleets to the target system. Fleet reinforcements will now make better choices when selecting shipyards to reinforce from and should better consider systems with multiple shipyards as well as systems connected by bypasses. We also have improved the reinforcement pathfinding: reinforcements will now attempt to find a second, longer route if the shortest reinforcement route is considered unsafe. Systems containing both friendly and hostile fleets will no longer be considered unsafe for reinforcement purposes. In addition, Reinforcing fleets that fail to find a safe path to the target fleet will now merge with other fleets orbiting the same shipyard if both fleets intended to reinforce the same target fleet. [h3]Performance Improvements[/h3] The 3.2 update will feature some new Performance Improvements as well. These performance gains were realized by performing optimization on a number of various game systems (specifically Pop Factions and Jobs), to make them more efficient. We also did a deep dive into some of our events and scripts and finding and stopping events from attempting to fire when they shouldnt be. It is our hope that this work will be felt in the form of a bit less late game slowdown, and we have identified several other places where performance improvements can be realized, either in 3.3 or in a later version. [h3]Improved Ship Browser[/h3] Back in May, we talked about a Ship Browser Experiment, where roughly half of our players would be getting an improved ship browser in empire creation, that allows viewing all of the ships in a shipset, and that allows viewing all of the ships in a shipset up close and from any angle. Were happy to announce that this experiment will be going out to all Stellaris PC players with the free 3.2 Herbert update! [h3]And More[/h3] Modding improvements, Multiplayer stability improvements, Balance changes, and over 80 bug fixes in total. We hope you enjoy our latest additions to Stellaris on November 22nd, and dont forget to Wishlist the Aquatics Species Pack now! |
Necro-Hives:
While not a pre-planned balance pass like we did for the Lem patch, we still found a few places to tweak and adjust and we will continue to do that in future patches. ...and now, handing over to Caligula Caesar for a look at some performance improvements and moddability topic. [h3]A Look at Script Performance[/h3] Hi! You are probably used to me writing lengthy prose about new moddability and scripting language features. This time, we only have a few things to show off in that regard, but there are nevertheless some cool, technical things I can speak about. Knowing the script language pretty well, I always found the performance impacts of our scripts to be a big unknown to me. Was what I was adding going to mess with performance? Well, I could do plenty of guessing as to how to script most efficiently, and general concepts of programming such as early outs do apply. But how big was the difference? And how much can we save by identifying inefficient scripts and improving them? Moah had made some progress on porting the EU4 script profiler over to Stellaris as a pet project some time ago. The only problem was, its information was quite incomplete (since it needs a lot of tags added in many places of the code, basically everywhere where an effect or trigger is called). It was also pretty hard to read the information presented. But now, with the Custodians initiative, the time had come to see what we could do with this. After a bit of (very tedious) work to make the information all-encompassing, systematic and readable, I let the game run on a Huge galaxy with a few extra boosts to the AI - 0.75 research costs, 1.25 habitable planets - and ran it a year with the script profiler enabled. Then, issues could be found. Ive attached two versions of this output: one as it was in one of the early runs - so before coverage was comprehensive (notably, triggered modifiers and economic tables are missing), but also before any optimisation work was done - and one as it is now, in the 3.2 beta. (Note that the figures for how long it spent on each object is massively inflated by my having run the game in unoptimised debug mode with the profiler turned on) Now, I must state in advance that we arent able to release the script profiler to the public with the 3.2 update for technical reasons: running the game with it makes the game about 50% slower, so we need to work out a way to be able to turn it - and its full performance impact - on and off at will. (At the moment, it is hidden behind compiler flags that are not available to the public). But we definitely hope that well be able to release it to modders in the future. [h3]Early Gains[/h3] The first big finding was that the game is repeatedly recalculating certain game rules a large number of times per pop each day, which was having a disproportionate impact on performance. The biggest culprit was can_vote_in_democratic_election, which it turned out was checked on every pop in the country every day for each pop faction while they were calculating their support value. Yes, you are reading this right: the imperialist faction would check whether each pop in the entire country was allowed to vote, then the prosperity faction would do the same, and the imperialist one, and so on These cases were fixed by making use of daily caching: the pops will now calculate the result once per day (or, in the case of species_has_happiness, once per species in a country each day), and other places in the code can simply refer back to that result. Furthermore, pop factions support calculations were optimised so that the total by which they were dividing their support could be calculated once per country, rather than once per faction. On the script side, by parsing various of the top hits, we noticed a few easily-optimised bits of script. First off, graygoo.500 was trying to fire a surprising number of times for an event that should come into play only when the Gray Goo are active (which they werent). It turns out that this was because it was missing is_triggered_only, so it was trying to fire on all planets every day! Similarly, a number of test events were scripted in a similar way, but with always = no as their trigger so theyd never fire. They made a small but nevertheless noticeable impact on performance, so they had to go. The opinion modifier triggered_opinion_galactic_community_in_breach was taking up more performance than any other opinion modifier, by a distance, which seemed a bit strange. It turned out this could be fixed by a slight change in order in the triggers: it was checking is_in_breach_of_any before verifying Galcom membership - which sounds like it wouldnt be a big issue, but that trigger then checks the triggers for the breach conditions of all passed resolutions, so it is in effect a lot of triggers in one. Simply swapping the order had very positive results, here. Finally, the event crime.1 (somehow the second most costly event in the early version) was a similar case, but a lot more complicated. The main problem here was the following piece of script:
This is quite inefficient, and large benefits could be found in applying the principle of early outs. Count_owned_pop is a relatively expensive way of calculating anything, because a lot of efficiency is lost in converting script into code and working out the results of this, so on a planet with 80 pops, it is looping through each of those and checking a set of triggers on each of those. Unfortunately, because of the ordering, it would do this twice per day on each planet which did not have 3 unemployed pops on it:
num_unemployed > 3 #early out before the expensive count_owned_pop to come [h3]Gains from Further Analysis[/h3] This was some cool stuff to fix, but beyond this, simply looking at the list became a bit harder to yield significant savings. Enter spreadsheeting! We pasted the results into a spreadsheet and, a few formulas later, and a nice pivot table to give us some breakdowns along the lines of what is the total impact of all jobs, or what is the impact of the potential trigger of pop factions Picture shows values after performance improvements This allowed us to pinpoint a few more things. Firstly, ai_resource_production was causing an absurdly high performance cost from a rather small number of hits. The culprit, here, turned out to be that the planet_resource_compare trigger (used mainly here) was incredibly expensive. The problem was that it was recalculating the resource output of all resources on the planet, basically (including by seeing what each pop was producing!). It turned out to be possible to mitigate this somewhat (to about 75%) by making it selectively recalculate the production of the relevant resource, but this was still quite expensive for a trigger, so we also cut down on its use a bit. I suggest modders not overuse it either. Another thing we saw was that, not unexpectedly, jobs were quite expensive. Specifically their weights and their possible checks. We have some ideas to save time on the weights that we arent ready to speak about yet (they emerged too late in 3.2 development to be considered for the patch, because they are relatively likely to need some iteration), but we found a way of making the possible triggers cheaper. Basically, every seven days, a pop would recalculate its job cache, at which point it will check whether it is allowed to work each job, and if so, calculate its weight. But most jobs have fairly standard possible triggers that check the first part - specifically, there is a shared set of triggers between, respectively, worker, specialist, ruler and drone jobs. It turned out that very significant improvements (to the degree of almost two thirds) were possible by having the pop calculate these four triggers first, then loop through the jobs and simply match the result to the right job. (Note to modders: the format looks a bit different now. If you used the scripted triggers worker/specialist/complex_specialist/ruler/drone_job_check_trigger, you will now need to define e.g. possible_precalc = can_fill_ruler_job. And if you changed them, you will need to change the new versions of them in game_rules) Finally, although the game rules optimisations had already fixed several performance issues with pop factions, there were a few more spots where they could be improved. The first was whether a faction should exist at all: it turned out that both the script and the code was checking whether there were 5 pops that could join the faction, just that the code wasnt checking this anymore after the faction was formed. Obviously, this wasnt ideal, so the script check (being the slower) was removed, and the code check amended to account for shrinking pop factions becoming invalid. The second was deciding whether a pop should belong to a faction: even though almost all factions only allow pops matching their ethos, the filter by ethos is quite late. By putting it much earlier - in code, before the script is even checked at all (with an override in case this isnt desired, e.g. for technologist robots) - this massively cut down the costs of this particular calculation. Finally, a number of their demands - checked each day per faction - were quite exorbitant. By changing the ordering and using equivalent but cheaper checks (e.g. any_owned_species instead of any_owned_pop). This, too, had a significant impact, so that the script footprint of pop factions (excluding game rules they use) was reduced by about two thirds. [h3]Further Performance Topics[/h3] It is my hope that this work will be felt in the form of a bit less late game slowdown. My tests would indicate that this was a success, though its very hard to quantify by how much. It was however work that was solely focused on the script performance footprint, so theres plenty of other things for us to look at! The job is never over, when it comes to performance, and hopefully well have time to make further improvements for 3.3. For example, I have heard a few complaints about UI lag in the late game, which might be improved slightly in a few interfaces as a result of the performance work, but this work didnt focus on UIs. It is certainly true that some of them are not as fast as we would like them to be. Particular ones in this regard are the planet view, the species view and the colonisation selection menu, and we are looking at options to speed them up. (And, indeed, if anyone can think of any others, it would be useful for you to point them out!) [h3]Moddability Improvements[/h3] I cant really do a dev diary without talking about a few moddability improvements, so here they are. As I said, we dont have that much this time, but theres a few things that people might enjoy trying out:
Theres also a couple of things that modders will have to update (aside from the terraforming, as mentioned):
As a final moddability note, for anyone who misses the meaty dev diaries with far-reaching moddability changes, not to worry! Anyone that has played around with the script of our newer games will know that theres a lot more potential in our scripting language. Theres some cool stuff in the works, though I cant at this stage say what exactly or in which patch itll be. I am also, as last time, attaching the script docs to the dev diary, so that you can see any changes I forgot to mention. Also, any modders who are interested in early access to the 3.2 Update, for the purposes of getting your mods updated, you can sign up here: https://pdxint.at/3bZbVJN |
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Remember to w(f)ishlist it on Steam right now! For many years now, I have been forced to play Stellaris without dolphinoids... but no more! I can proudly say that weve made the perhaps greatest additions to Stellaris yet! Dolphinoids have finally been added to the game, and the future is looking brighter than ever before. Dolphinoids have been used in narrative examples during design meetings for many years, even prior to the release of Stellaris back in 2016, so I am particularly happy to see them finally becoming a reality. I hope you will enjoy playing them as much as I will! Tidal Wave of awesomeness. Im sure youre all excited to take a look at the gameplay details, so lets dive right in! [h3]Anglers Civics[/h3] This new Civic will allow you to harvest the bounty of the ocean, by replacing your Farmer jobs with Anglers and Pearl Divers on your Agricultural Districts. Under the sea, theres plenty of shinies to see! [h3]Hydrocentric Ascension Perk[/h3] One of our first ideas related to the aquatic theme was to be able to mine ice and bring it back to your Ocean Worlds, to make them larger. The idea originally bounced between being a Civic or an Origin, but we realized it would make much more sense as an Ascension Perk. This is the first time were adding an Ascension Perk with a species pack, which in itself is also fun. If you live underwater, raising the sea level can be quite useful. As you could see in the trailer, the Deluge Colossus Weapon can be unleashed to create a watery grave for your enemies! Ice Mining stations will increase mining station output in a system, as well as enable the Expand Planetary Sea decision, which will increase the planet size by 1. [h3]Aquatic Species Trait[/h3] Were adding a new (zero point cost) Aquatic species trait. It doesnt require you to have an Aquatic portrait, but it will require your species to start on an Ocean World. We hope that this covers those of you who want more freedom of choice for your species portraits, while still keeping the aquatic theme intact. The trait also gains additional bonuses whenever the Hydrocentric Ascension Perk has been selected. From the deep we come! [h3]Ocean Paradise Origin[/h3] The ultimate watery start, Ocean Paradise allows you to start on a chonky size 30 planet filled with a plentiful bounty of resources. When combined with the Aquatics Species Trait, and the Hydrocentric Ascension Perk, the Ocean Paradise origin gives significant advantages to starting with an Aquatic species. You will want to keep your friends close, and your anemones closer. You will also start in a nebula and with ice asteroids in your home system. Where there is water, there may be life. Where there is lots of water, there may be lots of life. [h3]Here Be Dragons Origin[/h3] Perhaps the most unique Origin yet, Here Be Dragons starts you off in a unique symbiotic relationship with an Ether Drake. Without spoiling too much, the drake will essentially protect you while you keep it happy. The drake is not controlled by you, but can rather be seen as a guardian ally, as long as you keep it happy. Hostile neighbors? No problem, ol Hrozgar will scare them off! This unique ether drake features a unique aquatic-inspired appearance. ---- That is it for this week! I hope you enjoyed this deep dive into the gameplay features. Next week well submerge ourselves even deeper into the Aquatics Species Pack by taking a look at the art behind the aquatic ships and the unique model for the ether drake. Isnt she a beauty? Come back next week to learn more about the art in the Aquatic Species Pack. |
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Speaking of which, for the upcoming patch in November, we have some significant updates in store. [h3]Economic Script Update[/h3] First of all, the biggest change you will notice is how we have changed the economic plans script. This script is the core of the economic behavior of our empires. It defines what resources they strive to get when building districts and buildings. How much population growth they should go for and how much research and unity they want. The functionality of the script hasnt changed much, but how we are using it has changed. Previously the script was divided into early-, mid-and late-game. Depending on the phase of the game, empires would prioritize resources differently. For example, focus on research was lower in the early game than in the later stages of the game. However, this approach didnt take into account the various situations an empire can find itself in. Especially after a war or when a new empire breaks off an existing one. In those cases, even if the game phase was in the late game, for the respective empires it meant that they were in a much more early game position. Instead of having 3 different economic plans, we feature 1 base plan instead. In order to get more flexibility and to react to the empires situation, were relying much more on the subplans inside that base plan. [h3]Improved economic subplans[/h3] Subplans can be turned on or off, depending on the situation the empire finds itself in. Our main rationale was to ensure that an empire would be economically stable before it spends resources on bonus things like research, population growth, defensive modules on starbases, and unity buildings. Previously those things were prioritized too early and without enough respect to the basic income of energy and minerals, leading to empires that produced alloys, but had big deficits in energy and mineral production. And this deficit would be the start of an economic death spiral, where the resource debuffs would further reduce production and everything just escalated to the point where an empire was bankrupt on all resources. This became especially problematic after the economic system has been rebalanced to focus resource production more on the districts, rather than the buildings of a planet. Heres an example of what the economic situation generally looked for empires in a game that went on for around 80 years: These are screenshots from Stellaris version 3.0.3 Our updated economic script prioritizes basic income first and takes the new economic rebalance into account. Energy and minerals are most important. The difference between the income and focus block is that if the monthly income is below what is defined in the focus block - districts and buildings which produce those resources get an extra bonus in weight, when deciding what to build. Then the first subplan kicks in. If a country uses food (therefore, Machine empires will have this subplan turned off) it will prioritize food production. The next subplan will check conditions for focusing on consumer goods. Again, checking if the empire actually uses them or not - and then only focus on producing them if the empire has at least a monthly income of minerals of 30. Based on the fact that in order to create consumer goods you require minerals. Further down we activate the plans for prioritizing research and all the higher-level resources [h3]Resulting behavior improvements[/h3] So, the script can check for various situations in AI empires - from the fact if they are a Gestalt Empire, using food to monthly income of specific resources. This gives the AI a lot more flexibility in managing its economy. As an example, here we have a 100-year old Galaxy with 13 AIs and every empire is able to manage its economy in a decent enough way. Notice the resource tab at the top - almost all empires have positive income in all resources; the ones with a negative income only have a small deficit: Apart from this, there were some small, but significant code changes that helped the AI in running the show. [h3]Conclusion[/h3] The code for the AI has been optimized heavily in the past in order to improve performance a lot. However, this has led to some unforeseen and unintended behaviors which have now been corrected. Some of the districts and buildings werent considered at all and city districts were weighted way too high. The AI is also now able to build temples and holo theaters, for example. Finally, the AI has also been given a bit of support in how it will set up its starbases, especially in conjunction with the hydroponics starbase building, which can play a larger role in how you provide food for your empire. The AIs can now use more varied setups when building their starbases, making use of Curator Think Tanks, Nebula Refineries, and other special buildings where it makes sense. And all of this was built on the foundation of the last major rework of the economic AI, so kudos to sidestep for making this evolutionary step possible. With your help, were looking forward to giving the AI the attention it deserves and making it even better in the future. Cheers, Guido |
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Hello everyone! |
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Originally Posted here |
Now is the time to try out the pinnacle of space grand strategy for free on Steam. |
The Stellaris Team is proud to announce the free 3.1 Lem Update is Now Available!
[h2]New content for Humanoids Species Pack (Paid DLC)[/h2] The Humanoids Species Pack now comes with a new Clone Army Origin, as well as two new Civics.
[h2]New content for Necroids Species Pack (Paid DLC)[/h2] The Necroids Species Pack has been rebalanced in the Lem Update, with the Reanimated Armies Civic being named to Reanimators, as well as other changes.
The Lem update comes with a wide array of new toys for our Modding Community to play with, you can read more about Modding in Lem here. For the full list of changes included in the 3.1 Lem Update, you can read the patch notes here. Thank you for playing Stellaris, and always remember: The Galaxy is vast and full of wonders... |
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Hey folks,
The new version of the trait is now:
The new, improved, Void Dweller trait with its modifiers. What this means is your Void Dwellers pops are most productive and happiest on habitats, have their bonuses removed on ringworlds and have production and happiness penalties if they settle on planets (best to leave those for immigrants or robots!) [h3]Shattered Ring[/h3] So before you grab your plasma-pitchforks (yes, plasma-pitchforks are canon now), rebalancing the Shattered Ring origin is something the team has been discussing for a while. Weve gone through various iterations on decreasing the initial power of the origin, while keeping the player fantasy that it provides in mind and eventually settled on having the progression of the Shattered Ring resemble that of the Remnants origin. The Voor Technocracy, showing off the Shattered Ringworld Segment as a homeworld. The shattered ring itself supports the following district types:
Once all the rubble has been cleared out, theres space for 25 of these districts. So you might be wondering, Are those mining districts on my ringworld? What am I mining? Well dear reader, the answer is the ring itself! Mining districts, aka tunnels filled with valuable minerals and alloys. As a civilization that has only known life on the ring prior to achieving spaceflight, the only resources available to you were those that made up the ringworld itself. Luckily ruined ringworlds are massive and can spare some missing broken materials without falling into their local sun. As such your mining district on the shattered ring replaces the regular miner jobs with scrap miner jobs with a base job output of 2 minerals and 1 alloy per month. Of course, as was alluded to above, we wanted the progression for the shattered ring to resemble that of the relic world from the Remnants origin. So once youve cleared all the debris from the shattered ring and researched the appropriate technology you can repair it into a fully functioning ringworld segment. Of course, sometimes a bit of home repair work needs to be done. Upon completion of this monumental task, the districts on the shattered ring are upgraded into their respective ringworld districts at a 5:1 ratio - so 5 agricultural districts become 1 agricultural segment. Since fixing up the ring means youll no longer be clearing out material, the mining districts are removed and the ability to construct research segments is added. [h3]Ecumenopolis QoL Changes[/h3] Something weve received a lot of feedback on is that when a world is transformed into an Ecumenopolis is the assignment of industrial districts. Prior to 3.1, all of the industrial districts were assumed to be devoted to alloy production and thus converted into foundry arcologies. No more, in 3.1 industrial districts will convert based off of the planetary designation:
Earth, a bygone relic of a time long past, ready to be restored anew. Earth, restored anew! Note that the local governing algorithm did not assume all industrial capabilities should be focused on supporting the Custodianship Navy. Another change weve implemented is the Arcology Project ascension perk and decision to restore relic worlds into ecumenopolises is now accessible to Rogue Servitors. In addition, the leisure arcologies that would normally be present have been repurposed for housing bio-trophies in luxurious towering arcologies. Pampering will be provided at Floor 314, Room 15 at 9:26 am. [h3]Assorted QoL Changes[/h3] As mentioned above, the planetary designation for consumer goods has been renamed to Factory World, because weve added an Industrial World designation. Multiple planetary designations for your various needs The new Industrial World designation is ideal for planets where you dont want to focus the Industrial districts on a single job type, instead providing a minor upkeep discount to both Artisan and Metallurgist jobs. Industrial World Designation Subversive Cults (MegaCorps with both Gospel of the Masses and Criminal Syndicate) no longer have access to the Temple of Prosperity. Instead, they can now establish a Subversive Shrine in their branch offices - increasing both Spiritualist ethics attraction and crime on the planet. Subvert expectations with deals so good theyre criminal! With that Ill pass things over to Gruntsatwork to discuss some of the changes weve made to civics! ---- Hello everyone. I am one of Game Designers currently working on Stellaris and on the Custodian Team. While we have been busy with radical changes here and there, new civics and origins, we also wanted to have some more tame but no less important balance changes for our already existing civics, specifically for our outliers and those we felt under- or especially over-utilized. The following lists all the civics we felt needed a substantial lift up [h3]Regular Empires[/h3]
[h3]Hive-Minds[/h3]
[h3]Machine Intelligences[/h3]
We hope those changes, while strictly number tweaks, will give those civics a breath of fresh air and increase their appeal to the wider player-base because, oh, shiny new numbers is one hell of a drug. Now sadly, only strengthening the civics we felt undervalued or under-used doesnt solve all issues, so we also introduced some slight nerfs to the 2(3) biggest offenders in terms of being must have civics.
As you can tell, for the slaver guild civics, this change is relatively minor, compared to the Technocracy nerf. The goal here is to make those 3 civics slightly less good. We have no intention of nerfing them into the ground. Our goal here is to move them from the best pick, every time to could be best pick, depending on circumstances. We will be following your feedback here and over all other platforms very closely as well as our own telemetry and we will keep adjusting and tweaking the civics as we go on. As an extra note, we know that there are several other civics that definitely need a pick me up, we will be looking into them as well, but not for the Lem update. Thats everything from us this week! Thanks for reading and well be back next week diving into more changes in the Lem Update. |
Hello everyone! |
Hello everyone! |
Greetings and salutations space fans!
[h3]Diplomacy[/h3]
[h3]Harmony[/h3]
[h3]Supremacy[/h3]
[h3]Prosperity[/h3]
New Tradition Trees We are adding 3 new Tradition Trees to the game: Mercantile, Unyielding and Subterfuge. Unyielding and Subterfuge are currently unlocked by Nemesis, while Mercantile (originally supposed to be unlocked by Megacorp) is available to everyone. The reason being that we wanted to see how it felt to have the Trade Policies unlocked through this tree. It will therefore no longer be possible to convert Trade Value into Energy + Consumer Goods/Unity unless you have the (3) Adaptive Economic Policies tradition. New art is still coming in. [h3]Mercantile (Free)[/h3]
[h3]Unyielding (added to Nemesis)[/h3]
[h3]Subterfuge (added to Nemesis)[/h3]
---- That is all for this week folks! Let us know which Tradition Trees you like to pick, and why. Any feedback is very welcome. Next week well be back to talk about the additions were making to the Humanoids Species Pack. |
Hello everyone! |
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The galaxy is vast and full of creative new aliens! Join the Stellaris Artists and see how our worlds are populated with a growing array of fascinating creatures, from PDXCON 2021. |
Meet the Sapient Combat Computers that we converted into Programmers for the Paradox Empire. Our developers will share their insight on how the technology behind Stellaris is created. (From PDXCON) |
Ever wonder about what goes into Game Design, or the inspiration for the Storytelling aspects of Stellaris? |
Hi everyone!
General Necrophage Changes It has not escaped notice that Necrophages are quite strong. A lot of the things that make them cool and fun to play also make them very powerful, so its a fine line to tread on. However, we have managed to come up with a set of changes that bring them a bit more in line with other starts while maintaining the spirit of the Origin:
Death Cults In contrast to Necrophages, with the advent of 3.0 and its accompanying pop growth changes, it has been felt that Death Cults - though interesting mechanically and flavour-wise - have somewhat fallen behind the curve in terms of bonuses. In other words, more reward is needed for sacrificing your pops. One of the issues we had at the time when we implemented it was the limited possibilities for using proper mathematical formulas in Stellaris scripts. However, as hinted in my previous dev diary, that particular bottleneck has now been alleviated (in fact, we have gone considerably further than hinted there - Lem will have a lot of positive surprises for modders!). Previously, when you chose to sacrifice your populace, you would gain a portion of the bonus as a fixed modifier, and another portion scaled by the raw number of pops you sacrificed. This remains similar, but with one key difference: the scaled modifier is now scaled by the % of your total number of pops you have sacrificed. We are still working on the exact numbers, but the gist of this is that you will now tend to get a lot better bonuses per pop you sacrifice, especially in the early game. Reanimated Armies Changes have also been made to Reanimated Armies. While the fantasy of being able to reanimate corpses to fight for you was pretty cool, in practice the impact of unlocking a new army type - which you had to research a separate technology to unlock - was quite underwhelming. For that reason, a number of changes have been made:
Thats all for today. Stay tuned to hear more about our plans for the Lem update! |
Hello everyone! |
Greetings!
This does not mean that the game will suddenly be fixed or done (whatever that means). Together with you, the community, we now have a better opportunity than ever to keep improving the game. In fact, I think working with the community is going to be crucial to really make this work well. We are going to need to improve how we communicate with each other, so that we can better understand each other. What The Custodians initiative is not It is very important that you understand that The Custodians initiative is no magic bullet or quick fix. Were in this for the long run, and we hope you are too. We will need to manage our expectations and small, incremental improvements with more regular updates should be our approach. Honoring Stanislaw Lem The first free Update, the Lem Update, will be named in honor of the Polish sci-fi author Stanislaw Lem, whose 100th anniversary is being celebrated this year. Stanislaw Lem is famous for works such as Solaris, which has already inspired the Stellaris you know today. The Lem Update is currently scheduled for release sometime after summer. To set expectations more clearly, the Lem Update will be a bit more ambitious and larger in scope compared to what you can come to expect from Custodian updates in the future. The reason is that weve had a longer time to work on it than what is planned for future updates. Its also important to note that as of now, the Lem update is scheduled to be a standalone free update, and will not be associated with a paid DLC. The Lem Update planned features:
We will go into more detail about these features in future dev diaries, but for now I will leave it at that. Well be back next week to talk a bit about some thoughts regarding game balance. No longer will your empire have to suffer the mediocrity of artisans. |
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[h2]Play Stellaris For Free until May 24th![/h2] |
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Saturday, 22nd of May:
Sunday, 23rd of May:
Thats not all, see the full list of events here to plan your agenda, with more updates following the Announcement Show. There'll also be a Stellaris Virtual LAN Party on the Stellaris Discord all weekend! Join to play Community hosted multiplayer games (competitive and roleplay games), learn to play Stellaris from experienced community members, win some game keys, and maybe a chance to Play with a Dev! Enjoy the convention! |
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Yes, "Livestock" counts as a "Food producing job". (Or minerals, for Lithoids.)
Secondary resources like Alloys do require more inputs to produce more, however. Balancing the number of jobs and their output will be an ongoing task, expect future updates to have additional changes. [h3]AI Updates[/h3] We're making some updates that will have significant changes to AI behavior that should improve the effectiveness of AI opponents, as well as some changes to reduce the impact to your empire if an AI were to take control of your empire for a short duration in multiplayer. These changes give the AI a greater focus on economic stability and improves some research related behaviors, but are also a work in progress and will continue to be updated in future patches. We'll put up a 3.0.3 AI Feedback thread once it's live so you can let us know how you feel about these changes. [h3] Population Growth[/h3] We're continuing to make adjustments to the current population growth systems in the game, and are exploring additional changes. Some of these are longer term initiatives, however, so in the meantime we're currently adding a quality of life feature that many people have been asking for. Logistic Growth and Growth Required Sliders in Galaxy Configuration These sliders will allow you to adjust the variables related to the bonus a planet can provide through logistic growth and the amount that pop growth increases per empire pop using sliders in Galaxy Configuration instead of needing to edit defines or use a mod to do so. Please note that these sliders can have major impacts on both performance and balance. Existing saves will use the default values. (Which can themselves be overridden in defines.) Non-English localization for these changes will not be available in the beta as soon as the changes are up, but will be added shortly afterward. Apologies for the delay! That's all for this week. Since we're currently in a post-release cadence (as well as next Thursday being a holiday in Sweden), the next Dev Diary will be two weeks from now on the 20th of May. See you then! |
Hello Stellaris Community! |
Hello Stellaris Community! |
Hello everyone!
We also know that pop growth has been a heartfelt issue for some of you, so we wanted to take this opportunity to address some of that feedback. With that Ill hand the word over to our Game Designer Stephen to talk a bit more about pop growth in detail: "The Stellaris 3.0 Dick update had a number of changes to economic systems, including major changes to population growth. We wanted to significantly reduce the number of pops in the galaxy and decrease the disparity of number of pops between empires with mass colonization and those with fewer focused planets, allowing smaller empires to keep pace to a degree with more sprawling empires. (The eternal struggle between wide and tall play.) As part of this, we made some changes to increase economic output of individual pops or other sources through various means - some technologies were buffed, edicts were updated, and new bonuses were added to keep production up. Some secondary resources, such as Research, are intentionally more difficult to rush, since we believe that in 2.8 it was a bit too easy to reach repeatable technologies and technological dominance. We do recognize that putting limitations on the previously endless growth can feel bad, and that the large number of sudden changes can be shocking. Internally, weve been playing with the system for months, and know that while it will take a transition period to get used to some of the changes, we believe that these changes are better for improving the long-term playing experience. That said, months of internal testing pales in comparison to a week of live play, and the feedback weve received from you have been integral for us to continue to improve the playing experience and has led to some adjustments we want to make. Balancing complex systems are an ongoing process so we encourage you to continue feedbacking here on the forums as we move forward. While we were interested in having more backwater planets in proportion to highly developed planets, we've deemed it too difficult to get to the higher infrastructure tiers. As such, we're planning on reducing the number of pops necessary to upgrade capital buildings to the higher tiers. The growth on highly developed worlds also felt a little low, so we've increased the floor of how low logistic growth penalties can drop planetary growth, to make sure that these planets still produce a low but noticeable amount of growth. The effect on growth required from the number of pops in the empire was stagnating growth too early, so we're adjusting that value down as well. These should help make late game worlds like a Ring World or Ecumenopolis less difficult to populate, though you may still want to encourage your pops to resettle to them to get them going. To ensure that other special planets such as the Hive World and Machine World still feel valuable when they come online, we've added assembly jobs to the planets themselves. (The Resource Consolidation origin will begin with a blocker negating this extra job until removed.) Since colonization is taking longer than desired in the mid to late game, we've added Colony Development Speed bonuses to the civilian infrastructure technologies in addition to their Building Slots. There's been a lot of positive feedback regarding the new automatic resettlement mechanics, so we're looking at changing the functionality of the Slave Processing Plant to expand automatic resettlement to slaves on the planet at a reduced rate instead of providing production bonuses. So much paperwork. Constructobots have requested Building Slot parity with Functional Architecture, and we can yielded to their demands. The bio-trophies of the Rogue Servitors have also been shown some educational programs to help them multiply. And as a quality of life request from the Prosperously Unified, we're extending the duration of the homeworld buff to 20 years." ----- Please note that this is not a comprehensive list of all the changes were looking into for 3.0.3, but rather some of the highlights. That is all for this week folks! We hope you enjoy the game, and continue giving constructive feedback so that its easier for us to keep improving the game. Please note that this is not a comprehensive list of all the changes were looking into for 3.0.3, but rather some of the highlights. That is all for this week folks! We hope you enjoy the game, and continue giving constructive feedback so that its easier for us to keep improving the game. |
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Known Issue: The Branch Office Breakdown tooltip for Criminal Syndicates does not include their planetary bonuses. The final value displayed in the UI is correct however. Before I leave you I want to address two other issues briefly. First, we've seen the reports about various graphical flickering issues, we're currently working on a fix for that but we couldn't get it into this specific hotfix. But we'll make sure to provide a fix for it as soon as we can! Secondly, I want to briefly touch on an aspect of the big economic rework weve done to improve the game including the pop growth rebalancing. Please continue to give us constructive feedback and keep your messages civil, but don't spam random threads with hateful comments. Those will not be tolerated. We are continuously collecting your feedback and it will help us make tweaks to these complex systems. We are planning to address some of the feedback in the upcoming Dev Diary scheduled for Thursday! |
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[h3] Performance and Stability[/h3]
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Espionage Update The Espionage system has undergone some changes since the Dev Diaries that previewed them. Based on playtesting and qualitative feedback, we simplified a few of the systems that seemed to be adding unnecessary complexity or were difficult or awkward to understand. The way Encryption, Decryption, and Counter-Espionage all interacted were one of these points of frequent confusion, so we decided to scrap Counter-Espionage entirely, renamed Decryption to Codebreaking, and apply standardized rules when using them: Encryption is always used as "Espionage Defense" Codebreaking is always used as "Espionage Offense" In earlier iterations, which modifier was being referenced varied based on the exact circumstances, which muddled the stats a bit and made it difficult to tell which one would help you more when you're attempting to infiltrate an empire. We renamed Decryption in order to further reduce confusion. Relative Encryption is used often in the system, and will now always compare the "offensive" Empire's Codebreaking with the "defending" Empire's Encryption. Relative Encryption tooltip. In this example, our Codebreaking is lower than their Encryption and their Codebreaking is higher than our Encryption. The refined Operations UI. Envoy on the top left, Infiltration Level (current/max) as progress bar & value. Intel categories in the top-right. We've streamlined the Operations UI significantly, reducing the sheer amount of numbers associated with a network and the Operations themselves. As part of this streamlining, we've removed the concept of spy power and bandwidth, so it's no longer possible to run multiple simultaneous Operations on a single Empire simultaneously - you'll have to run them one at a time. This change also alleviates a problem we had where it wouldn't always be immediately perfectly clear which mission random events were affecting, so the "mental burden" of running Operations is lower. Upon completion, Operations will now almost always cause a significant hit to Infiltration to represent lost contacts and heightened security. Operations also used to have varying difficulty per chapter - we've standardized them so we can now list the Operation difficulty on the UI, and let you know if you have an Asset that is especially good at this one. First Contact Update Although not much has changed with the system itself since we first showcased it in dev diary #193, theres still some changes that can be interesting to see. The finished first contact UI. The silhouette in the bottom-right is supposed to be generic, and will reveal a portrait once youve progressed far enough into the first contact chain. Early hostilities can now lead to pre-contact conflicts as well. If you anger a neighboring alien civilization, theres the chance that they will come and visit you. More aggressive empires like fanatic purifiers or devouring swarms are also less likely to take your encroachment into their lands very kindly early on. Abducting aliens is no longer a risk-free undertaking. It seems like they werent too happy about our abductions Outliner Update Weve added some small quality-of-life improvement to the outliner. One of these improvements lets you reorder planets in the outliner. Planets will be reordered within the sector listing or planet listing, depending on which option is active. The outliner can also be toggled to show the icons for the designations instead of the icon for the planet class. With these two options it's now possible to list all your planets as you wish, and to show the designation icons. Our product manager, Simon, can now finally list his Mining 01, Mining 02, Mining 03 etc. planets in the correct, and fanatically organized, order. --------- Thats all for this week folks! I hope youre as excited for the upcoming Nemesis release as we are! |
"Hi all! Im Caligula, our resident scripting language magician. As someone who works with our scripting language - both using it and improving it - on a daily basis, Im very happy to be able to show off some of the new stuff that modders (and us inhouse) will be able to use going forwards, once the upcoming patch hits.
Now, itll be exciting to see what modders do with this, but theres so much more that weve done since 2.8 hit, so... [h3]General improvements and standardisations[/h3] It would be fair to say that the Stellaris scripting language has grown incrementally according to the game's needs. This is not unexpected - Stellaris itself has grown incrementally. But it has had the side effect that a lot of different people have contributed to it, and so inconsistencies between different implementations have arisen. On the user side, this would show itself in, for example, things which work in one place but do not work in other, equivalent places. For the upcoming patch, we had time to take a holistic view of certain things and implement some general improvements and standardisations. A quick win in this regard is what is known internally as "script lists". These are a code system which generates random/every/any/count_whatever_object from a single section of code - guaranteeing that the way that array is built is the same between them, i.e. any_owned_pop checks exactly the same pops as every_owned_pop would execute on. We have been using these for quite a while, but there were still some very old implementations for certain scopes that predated them. The result of this was in some cases confusion - for example, x_pop and x_planet did sometimes radically different things depending on whether you used every, random, any or count (e.g. working in different scopes, sometimes referring to all the objects in the game and sometimes all of those belonging to the current scope...). Disturbingly, it was found that any_ship referred to "any ship in the game" and was in fact used wrong 100% of the time in our scripts. Another result was that in some cases one of the versions (usually the "count" version) was simply missing. With the next patch, nearly all of the pre-script list implementations have been removed and replaced with script lists. In some cases, the opportunity was taken to clarify what the script list did, e.g. the "planet" script list is now split between "galaxy_planet" and "system_planet". (This will break some mods, for which I am a bit sorry, but not very :D It was worth it, and the patch notes will give details on what changed. In most cases, a batch-replace will suffice. Also, because of script lists, a fair few count_x triggers have changed names to lose an "s" at the end, which is slightly regrettable from a grammatical point of view). Some have also had some functionalities expanded, e.g. owned_pop, owned_planet and system_within_border now all work in sector scope. A further area singled out for improvement was references to scopes in effects and triggers, e.g. create_pop = { species = This also lets us make sure that errors are correctly (and usefully) logged each time a scripter gets one of these wrong. (N.B. for modders not in the know: the error log can be found in Documents/Paradox Interactive/Stellaris/logs/error.log). In a similar vein, error logging has generally been improved across the whole scripting language. A large number of error messages lacking essential information (e.g. file location) have been updated to include that - as guardian of our overnight testing error logs, I have gone on a personal crusade against useless error log messages. Furthermore, we have fixed a disturbing number of cases where something didn't work but didn't warn you - e.g. doing something wrong in a trigger so it is always false, or messing up an effect so it did nothing. I'm not going to promise that this will never happen anymore, but a concerted effort has been made to eliminate such cases. Modders should expect the error log to warn them of a lot more issues both during startup and during the campaign. This has also made us somewhat more effective in fixing script bugs, since many more are now caught in the aforementioned overnight tests. [h3]Variables[/h3] Onto something a bit different. On Stellaris, inhouse scripters and modders alike have long looked with envy upon the capabilities of the newer PDS game engines, compared to our own ability to do maths in script. We did have variables, but their functionality has been a bit more limited than we may have desired. In fact, Ive seen some of the ways that modders get around their limitations, which have been incredibly motivating to make such horrible scripts no longer be necessary! In 2.8, the following was possible with variables:
Quite a lot of improvements have been made since then, and further ones are planned for the near future. In the upcoming patch:
Additionally, we have started making it possible to use variables way more widely. The idea is that we want to change how simple numerical effects and triggers (i.e. ones which accept a number as the right hand side parameter and do not have any { }) work:
Unfortunately, it only recently became possible for us to pursue these changes, and while the groundwork has been set for them, they are not yet fully implemented - finishing the Nemesis expansion and accompanying patch has rightly taken priority (the changes are not without danger: its a lot of lines of code that have to be modified for it). So consider this a preview for how it will look in the hopefully near future, and in the meantime, the fleet_power trigger already works in the way specified, and export_trigger_value_to_variable is in the patch, albeit working with only that trigger. [h3]Button Effects[/h3] Inhouse, we made the UI by assigning a function to buttons in the source code. But theres also support for interface buttons that you mod into the game. In previous versions, these did not take the scope of the object that they were attached to, so if you added a button to a planet, it would still execute the effect on your country rather than that planet. We have fixed that for a bunch of cases: they will now be able to deduce their interface's planet, fleet, ship, system, ambient object, megastructure, federation, archaeology site, first contact site, spy network or espionage operation. (Incidentally, debug console commands like effect and trigger now work in those same scopes) Disclaimer: The way it works is a tad hacky and it may be possible to confuse it by opening multiple interfaces at once. I recommend checking is_scope_type = planet/whatever in the allow and/or effect sections of the button effect. But the signs are that it should work with no problem in most cases, which is better than none! [h3]More nice things[/h3]
Finally, I'll leave you with the new trigger docs (as of today), which are now found in their own file down in the forum post here called trigger_docs.log, and which really speak for themselves. Also, don't forget Paradox Insider will premier this Saturday at 8 PM CET (7 PM UK, 2 PM ET, 11 AM PT) on http://twitch.tv/twitchgaming |
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"Hello, my name is Simon Gunnarsson, I'm the Art Lead and acting Art Director for Stellaris. I wanted to go through our process of developing a style for a new ship series that will be added to the game when Nemesis is released. I'll go through the steps from the initial meeting with our game director, Daniel Moregrd, through the visual development (vis-dev), concept art production and finally end at 3D production, that includes animation and VFX. |
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https://www.youtube.com/watch?v=UfBJjAhaJXw |
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Most Operations also have a subcategory of Government, Diplomacy, Economic, Technology, or Military, matching the Intel Categories. More details on how to perform Operations (and how Assets can be used to improve them) will be the focus of next weeks diary. See you then! |
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Depending on things like diplomatic pacts, trust or other things, your Intel will grow over time. [h3]Intel Categories[/h3] Information is split between different Intel Categories, such as Government, Military, Diplomatic, Economic, Technology. Categories can have different Intel Levels as well, ranging from None to Full. The Intel categories and their levels are what determines what information you have access to. Here are some examples:
[h3]Intel Reports[/h3] Intel Reports allow you to gain more information in a certain category, on a timed basis. It would be, for example, possible to gain an Intel Report which lasts for 720 days and gives you a High level of Military Intel, whereas otherwise High Military Intel might require you to have 80 Intel on the empire. [h3]Stale Intel[/h3] It is said that knowledge is power, and intel is a form of knowledge. Power usually fades, and so does Intel. It is possible to lose access to information that was previously accessible. In some cases, this information will now be displayed as stale. Intel, now in the scent of working from home for months. The last information you had about the empire was that they were far weaker than you on many accounts, but perhaps they have strengthened their fleets by now? Stale Intel can also mean that you may no longer see if the borders for an empire change or not. ------- That's it for this week! Hopefully you've gained some Intel into how the game is changing for the upcoming expansion |
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Hi all!
Save mouse-clicks, use Ctrl. [h3]Resettlement[/h3] Manual resettlement and the mitigation of unemployment is a huge burden in mid to late game Stellaris. It is generally our belief that manual resettlement should be an extremely rare occurrence, not something done expected to be done as part of the core game loop. When you must, it should be a simple process, but it should be an unusual act. One quality of life change weve made is to filter Unemployed pops up to the top, and highlighted them. The pops underneath are then sorted from lowest stratum to highest. You're unlikely to see this specific scenario unless you intentionally create unemployment problems by turning off jobs in every pop strata. We've also adjusted resettlement costs, and added an Influence cost to many pop types. These influence costs are nominal for worker tier pops, but get fairly expensive when you're forcing Rulers to move. Slave Resettlement and Worker/Drone/Bio-Trophy Resettlement Specialist Resettlement and Ruler Resettlement Slaves and unintelligent robots can still be moved without expending Influence, and certain civics permit you to waive these Influence costs. Hey wait, what's that about colony abandonment? Despite their best efforts the Servitors still haven't found a good way to get their Bio-Trophies to shift their consciousness to a different planet using OTA updates, so you still have to pay for them. Manually resettling the last pop off a colony you own carries an additional influence surcharge in our dev builds. There will very likely be an exception made for Doomed planets and Holy Worlds that are risking initiating a war with a Fallen Empire. A planetary decision to abandon a recently conquered planet is under consideration, though it'll likely use displacement purging to do so. (With the diplomatic penalties associated with it.) But we just finished building it! With Federations, we introduced a galactic resolution in the Greater Good line that provided limited automated resettlement called Greater Than Ourselves. As noted by some, that was partially intended as a means to allow Egalitarian leaning empires a way of handling resettlement without forcing it on their pops. There have been many requests to make that core game functionality, but weve been somewhat wary of doing so without some restrictions. We've come up with a way for every empire to have easier access to a similar effect. The following new Starbase Building will handle it, unlocked by the Hyperlane Breach Points tech. (The Hyperlane Registrar has moved to Interstellar Economics.) They like to move it. The tooltip effect is a bit of a mouthful. The Transit Hub will operate as a limited variant of Greater Than Ourselves, moving unemployed low strata pops between planets that are in systems with Transit Hubs. (This will allow movement within a system as well, for example if you have a bunch of habitats in a single system.) We're investigating ways to expand the scope of pops it's willing to move - the original Worker limitation was put into place because while a Worker could promote themselves to fill any free job, a Slave or Specialist might find themselves restricted from the free job on the new planet. We're currently experimenting with a more robust variant - if it works out without performance concerns, the Transit Hub will prioritize high strata unemployment and then move down the ranks. Building out the Transit network does function best when you have a developed starbase above most of your colonies since it will only move pops between nodes on the network. Tangentially related, we've also cut demotion time in half across the board, and made some changes to give each Authority type a unique bonus. Yes, Shared Burdens pops demote pretty much instantly. We have some other experimental changes going on that significantly reduce the number of unemployed pops in the late game but we're not ready to talk about them yet. The empire type that perhaps faced the most obnoxious burden of frequent manual resettlement were Terravores, the Lithoid Devouring Swarms. When devouring planets, they occasionally created pops on the consumption world. As a quality of life improvement, when theyve finished the planet off we now resettle them back to the capital. (Since gestalts can also use the Transit Hub, I highly recommend that Terravores build one in their main system to send those drones someplace where they can be of use.) Oh, and we also clear that pesky red habitability planet marker from completely consumed planets that was unnecessarily cluttering your map. HP/MP restored! ...But you're still hungry. As a reminder, we have an ongoing feedback thread related to AI improvements we have in beta on the stellaris_test branch. We'd love to get more people on it and telling us what they think about them. (Please note that 2.8.1 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" branch.) Next week we plan on going through some more of the remaining economic balance changes. See you then! |
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Zaztls time had come. The Ritual of Elevation was soon to begin, and as she was inching ever closer to her own final destiny, she wondered Is this perhaps the start of a new life?. She couldnt help but to latch on to hope in her moment of dread, but she also knew the futility of the question.
Necrophage is a new Origin that means that your primary species has a very hard time to procreate by themselves, but is instead dependent on transforming other Pops into themselves. Necrophage Trait - live long and consume Chamber of Elevation - when regular Uplifting isnt enough Necrophytes - Hey, what does the necro part of my job title stand for anyway? --- In addition, there is also the Reanimated Armies civic that we showed in DD #185. This civic replaces the Military Academy with a Dread Encampment, and can recruit Undead Armies that are unaffected by morale. Reanimated Armies - the ultimate in recycling. Dread Encampment Building - wouldnt want to get caught dead here Undead Army - its not wight how they work them to the bone, but they dont complain Necromancer job - some say its a dead end job, but theyve made a grave mistake (Note: Above image includes the bonus from Ground Defense Planning) This civic has a few restrictions - no pacifists, and it conflicts with Citizen Service since it replaces the Military Academy. Some subtle differences exist between Soldiers granted by Military Academies and the Necromancers from Dread Encampments - theyre Specialist tier and provide more defense armies, provide some research benefits, and will summon additional defense armies under Martial Law instead of increasing Stability. --- That is all for this week! Next week well take a look at the art process and all the effort that goes into creating the Necroid portraits! Well be eagerly reading your responses, and remember that... Jeff sees all |
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Chronicle Drone Unit-W3 swept the plaza, as it did once every ten days since its creation. Before that, Unit-V3 had performed this duty until a piece of crumbling masonry crushed it beneath tons of rubble. Unit-W3s first assignment was to remove that debris. |
"Hi everyone! I am Caligula, one of Stellaris Content Designers, which means that I do a variety of tasks based around narrative writing and scripting - scripting being our term for doing things that is somewhat similar to programming, but without changing the source code. In other words, I do what modders do (though I have the significant advantage of also being able to peek into the source code and change it around when needed). Every Content Designer has their niche, and mine is that when a particularly complicated system needs to be scripted in (or, more frequently, is giving some sort of trouble - the War in Heaven still gives me nightmares...), I step into the breach. |
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We have come a long way since the release of Stellaris, and our story has just barely begun. I think we have a lot to be excited about for the future, as Stellaris has almost infinite potential. Lets take a look into the future together! [h2] Announcing the 2.7 Wells 4th Anniversary Update[/h2] To celebrate these 4 years, and to take another step into the future, we will be releasing the free 2.7 Wells update next week on Tuesday the 12th of May! For this update weve been looking at a lot of your feedback from 2.6 Federations, and added a couple of new features and made some tweaks to already existing ones. We will be releasing 2.7 Wells as 2.7.1. If you wanna read the full pach notes, have a read in the forum post here. Thank you all for your continued support! Were very thankful for being able to work on such a great game and to have such an engaged and great community! Lets celebrate many more anniversaries to come! |
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Greetings to the void-dwellers and planet-bound alike! |
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Save games shouldn't be adversely affected by the switch from 2.6.1 to 2.6.2, but just in case you do encounter issues, you can roll back to a prior version via right click on Stellaris in library -> properties -> betas -> choose the desired version. If you want to do crossplay MP between Steam and our other release platforms (Plaza/GOG/MS Store), you need to opt in to the crossplay beta "stellaris_test" by the same method. Thank you all for your support! |
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Bonjour everyone, its the French Paradox speaking! For those who dont know me, Ive joined the Stellaris team this December after a year and a half as a programmer on Europa Universalis IV.
For each of those ministries there are different ministers there are several options that can be selected for every empire in the game. All of those have generic one which behaves more or less like wed expect a player to and is used for most AI empires. Then we have a bunch of specialized ones for special tags such as space monsters, fallen empires, crisis, marauders and the like. As almost everything in our games, AI is configurable in script for our modders, although Im not exactly sure what would happen if you assigned a space monster military AI to the caravaneers ;) In guise of a welcoming gift when I joined the team, I was tasked with reworking the military one... [h3]The Military AI[/h3] To give you a little bit of background, there were several generations of military AIs in Stellaris. The generic one (used by most classic empires) was redone by the great @sidestep last year, while the more specialized ones (crisis, space monsters) have kept close to what they were on release. In the midst of the sad and dark swedish winter, I managed to bring some improvements that Ill showcase today. First of all, I worked on visualization to help us debug how the AI thinks. Funny thing is, it already made it look better to audiences even if it didnt actually change any behaviour. Its actually something thats been observed in video games: a good AI tells you what it does, which makes it look smarter. One of my favourite examples of that would be the enemies in FEAR. So by typing 'debug_ai' in the console and observing an AI empire, you can see what it has in mind: I don't even see the code. All I see is blonde, brunette, redhead. Hey uh, you want a drink? As a simple analogy, imagine that the AI has a war minister that looks at the big picture and rates every potential target, a general staff who assign fleets to some of those objectives, and then admirals who try to lead those fleets on a tactical level to achieve those objectives... Wanna read more about the AI rework? Check out the full post in our forum here! |
Hello everyone! |
Hello, my friends! This is Moah, Tech Lead of Stellaris typing. I can finally talk about what youve all been waiting for: How many new platypi will there be in Federations? After weeks of |
Today we're continuing the Q&A series we're doing, answering questions related to different topics. Last week we asked you to post your questions related to Origins, which were previously revealed in Dev Diary #160. |
Greetings! |
Hello again! |
Hello everyone! |
Hello everyone!
The reason why we cannot release an exact schedule right now is because there might be dev diaries related to other topics between the Q&A ones. The thread for collecting your questions will always be posted one week in advance. We are looking forward to answering your questions and showing off more of Federations during the coming weeks! |
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Hello Players! |
Hi all, Jamor again. |
Hello everyone! |
Hi all, Jamor here, with some news for you just before our biggest event of the year, PDXCON. |
Hi team! It's time for another Dev Diary and our Game Director Daniel has a cool new feature to share with you today! :) |
Hello all, this is Hildor Anduv, the UX Designer on Stellaris. Ive been with the team since December, and have really enjoyed working on such a great game. With my first Dev Diary Im going to be sharing how I have been approaching UX Design on Stellaris.
Once I nailed an overall layout for the Archaeology UI, I then broke it out into a User Flow to capture the full breadth of a players journey while excavating a site. With the User flow complete I then link it up and create an interactive Prototype. The prototype allows team members to experience what we are trying to create before we set out to develop it. Its a great low cost way to identify issues in the flow, and fix them here before investing in development. After we agree on the UX design, we then get to finally create it in game. As you can see below, the design mostly held through to release. The text window was increased to accommodate larger story text, and difficulty was changed to breakthrough chance to help better understand the die roll mechanic. User Testing So, even though the design has now gone through many gates, we must test our designs with players and iterate based on player feedback. Luckily Paradox has a great User Research department, and so we were able to run playtests and get vital feedback which we could respond to before launch. ---------- Well, I hope this was an informative window into how UX Design is done here on Stellaris. Also, I read the forums and look out for your feedback as well. You all have been very helpful, so thank you for that! If you want to read the Dev Diary on our forums or share your feedback with us directly, go here: pdxint.at/DD154_2 |
Hello everyone! |
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Here are some highlights of changes in the 2.3.3 beta: Admiral XP Weve tweaked how admirals get XP from patrolling and combat. Admirals will now get XP according to the max piracy value as opposed to previously only checking current piracy. XP from combat should also be increased due to fixing a bug with how ship value, in terms of XP, was calculated. Disengaged ships now also provide some XP, not just destroyed ships. In general it should now be easier to level up your admirals. Archaeology Site Rewards Weve improved a lot of rewards for the archaeological sites to make them more unique, more fun and in some cases stronger. Grand Herald Although we like how the Grand Herald can change the game quite a lot, we think it was a bit too common and too easy to get so early on. The Grand Herald site now spawns less frequently and the site difficulty is higher. When you complete the site, there is a chance that you find the Grand Herald in a weakened state. In that case it will be possible to restore it to its full glory. Full patch notes here. stellaris_test is the version you need to be in to crossplay between Steam, GoG, and Paradoxplaza versions of the game. Our goal is to fix whatever issues may arise and be able to set 2.3.3 live next week before we disappear on summer vacation. |
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Why do these seemingly pointless things happen? Well, we generally focus on getting gameplay up and working quickly so that our content designers can iterate quickly, and sometimes things fall through the cracks. Some of these systems are also quite complex and the scale of the new code is not so easily apparent. Sometimes, not limiting the number of targets is good enough because youre not doing much but then, months later, someone adds more calculations or the number of objects explodes for unrelated reasons, and suddenly youve got a performance issue. Modifiers One thing that sets Stellaris apart from other PDS title is how much we use (or abuse) modifiers. Everything is a modifier. Modifiers are modified by other modifiers themselves modified by other modifiers, and sometimes by themselves. Its quite hard to follow, and leads to every value being able to change at any time without your noticing. Why dont you just compute jobs when a new one appears? has often been asked around these parts. Well, a short answer to that is its really hard to know when a new job appears. You can get jobs from any modifier to: country, planet, pops. Each of these can get modifiers from ethics, traditions, perks, events, buildings, jobs, country, planets, pop, technology, etc. Until now we were trying to calculate modifiers manually, forced to follow the chain in its entirety: when you recompute a country modifier, you then calculate their planets modifiers, and then each planet would recalculate their pops modifiers. Some of our freezes were just that tangled ball of yarn trying to sort itself out. This is our modifier flow charts. Its not quite up to date, but gives you an idea of the complexity of the system (Unpolished because its a dev tool, and not made for the article). No More! For 2.3 Wolfe we have switched to a system of modifier nodes, where each node register what node they follow, and is recalculated when used, following the chain itself. We have modifiers that are more up to date, and calculated only when needed. This also reduces the number of pointless recalculations. This system has shown remarkable promise, and cut the number of big freezes happening around the game (notably after loading, for example). It has some issues, but as we continue working with it, itll get better and help both with performance and our programmers sanity. So, whats the verdict? In our tests, 2.3 Wolfe is between 10% and 30% faster than 2.2.7 right now. Hopefully itll stay that way until release, but the nature of the beast is that some of these optimizations break things and fixing the issues negate them, so we cant promise anything. Measurements provided by sabrenity, using detailed info from the beta build. Its worth noting the SHIPS_SERIAL purple line has since been eliminated. AI Another forum favorite, we have done some improvements to the AI. First, with @Glavius s permission, weve used his job weights to improve general AI job distribution. Weve also done the usual pass of polish and improvements, and of course taught the AI how to use all our new features. What else is new? Were also getting a new crash reporter that will send your crash report as soon as they happen rather than next time you start the game. Weve improved our non-steam network stack for connectivity issues, etc. All right, enough of my yammering. This has turned into a GRRM length novel, and even though there are many more areas we could cover, well just turn this for your perusal. |
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We want to express our unending gratitude to you, our community, for joining us on this crazy journey. Happy 3rd birthday to Stellaris, and here's to many many more years ahead! We'll leave you now with our latest trailer for this celebration, featuring hints and references from the past three years of this awesome game. https://www.youtube.com/watch?v=zL0kemiI0yc THANK YOU! -The Stellaris Team |
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Chapter completed. Spoiler-blurred text. A neat feature of this new system is that you can click previous chapters to go back and read what happened. At the end of each Excavation Phase, it is also possible that the Scientist triggers a random event, which will inject some unpredictability and create opportunities for emergent storytelling. Everything is fine. Archaeology chapters commonly reward the player with minor artifacts but it can also be resources, research points or other more unique rewards. Design intentions Archaeology becomes a way for us to express narrative in a more evolving and controlled manner, and every site it also tied to a location on the map. All of these things together should make it more enjoyable to experience the content, since we hope it becomes easier to build a mental model of what is happening where. In general I believe that having narrative tied to things you can see on the map makes for a better experience. Its not uncommon for me to forget where on the map a previous event occurred, and that is something Id like to improve over time. I really like archaeology because it lands well between mechanics and narrative. ------------ We hope you could dig todays dev diary, and next week well be back with something old that is new. |
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################################################################# Aside from that, were keeping a 2nd 2.2.6 build in beta for crossplay support and to help us test our networking backend. As always, your help in testing the build is greatly appreciated! Have fun playing! |
Hi all! ################################################################# When testing the new 2.2.6 beta build, remember we always welcome constructive feedback! Your reports, especially on o |
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This means that 2.2.6 will go live next week, which also means that the changes from 2.2.5 (beta) will also be a part of that release. ################################################################# ################################################################# The future I have a lot of thoughts of what I want Stellaris to explore over the next coming years, but first I would like to talk about some of the things we want to tackle in the near future. Pop growth and sectors are two systems that we feel are not in a place where we would like them to be. For sectors we want to give players better control and automation, so that sectors can better help alleviate the need to micromanage very large empires. We havent decided on the details yet, but the ability to shift planets between sectors seems like something we would want, as would the ability to give a sector monthly subsidies for its development. As always, your thoughts are very valuable to us, so we would love to hear what it is that you want the sectors to do for you. The pop growth system is problematic in the sense that it introduces a lot of unnecessary micromanagement at the moment. In an ideal world, pop growth would migrate to where the jobs are, to save you the need to resettle pops to where you need them. Balance-wise, multiple planets are also a bit too strong in terms of pop growth right now, and we will be looking into how we can make it work more like we would like. Although were a lot happier with how the tweaks have worked out, were still not entirely happy with habitability and base pop growth being exponentially too powerful. We will be looking into what can be done here, without having to do too many sweeping changes. Although it is far too early to make any promises, I do feel like I would like to share my thoughts on things I would like Stellaris to explore sometime in the future. With diplomacy obviously being one of the bigger boxes we havent tackled yet, Id love to see better interactions with subject empires, expanded federation features and much more. Espionage, religion & cults are other concepts that I would like to explore as well. DISCLAIMER: THIS IS NOT AN EXHAUSTIVE LIST, NOR IS ANYTHING FINAL OR CERTAIN TO HAPPEN Future goals (in no particular order):
As previously mentioned, this is not a promise of features to come, I am merely sharing some of my more high level thoughts and ideas. Tune into our livestream today where Ill be talking about the future and taking questions! Starting at 16:00 CET over on https://twitch.tv/paradoxinteractive |
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VERSION 2.2.2 2.2 Le Guin Free Features
Balance
UI
AI
Performance
Modding
Bugfixes
We're definitely not done with 2.2: we intend to keep the stellaris_test beta branch, and update it with another batch of new fixes before we sign off for a short break over the holidays. Expect that to go out soon (tm). This rolling beta will continue to be updated with new packages of fixes as we get them in the new year. This is the version you need to be on if you want to do multiplayer games with friends on the GOG/Paradox Launcher versions of the game. 2.2.2 should be compatible with 2.1.1 saves, but in case you encounter an issue and need to roll back the version. Here is how. |
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Ecumenopolis
Hive Worlds
Xeno-Compatibility
Caravaneers
New Megastructures
Slave Market
New Voices and Music
New Canon Empires
Achievements
2.2 Le Guin Free Features
Balance
UI
AI
Modding
Bugfixes
As mentioned in the patchnotes, there are 10 new achievements to be had:
Also, for our awesome modding community, here's the DD we did detailing the latest moddability changes. We worked hard on this one. It changes the game in dramatic ways. Please enjoy it when 2.2/MegaCorp debuts next Thursday, December 6th! |
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Stellaris: MegaCorp will be releasing on December 6th, 2018 with a host of new gameplay updates, giving you the change to play as your very own MegaCorp and conquer the galaxy with commerce and your own finely-tuned business acumen. |
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Hello everyone! |
These new megastructures will be unlocked by the Galactic Wonders Ascension Perk. Megastructures have also received a balance pass to fit the new economy, and thus they now cost alloys to build instead of minerals. Matter Decompressor The Matter Decompressor works similar to the dyson sphere, but using technology far too complex to try to explain here, it extracts minerals instead of energy. It has 4 levels which provide: Minerals: 250/500/750/1000 Strategic Coordination Center The armored hull of the Strategic Coordination Center houses the cream of our military command, who devote their time to strategy and planning in this state-of-the-art facility. It has 3 levels and provide the following effects: Naval Capacity: 75/150/225 Starbase Capacity: 5/10/15 Defense Platforms: 8/16/24 Sublight Speed: 5%/10%/15% Mega Art Installation An artistic beacon on a stellar scale, this installation inspires and represents the spirit of its creators. The Mega Art Installation also has 3 levels, but with the following effects: Unity: 100/200/300 Amenities: 5%/10%/15% Interstellar Assembly A meeting place for galactic powers, increasing immigration attraction and global opinion of us. The Interstellar Assembly has 4 levels with the following effects: Immigration Pull: 25%/50%/75%/100% Other empire's opinion: 10/20/30/50 |
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Finally, in no specific order, here's an assortment of some (but far from all) of the new and changed technologies you can expect to see in Le Guin: That's all for today! Next week we're going to be doing a dev diary, I just can't tell you what it's going to be about just yet. I'm pretty sure you're going to find reading it to be a net gain though, so stay tuned! |
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Hello everyone and welcome to another Stellaris development diary. Today we're going to continue talking about the 2.2 'Le Guin' update, on the topic of Trade Value and Trade Routes. As said before, we're not yet ready to reveal anything about when Le Guin is coming out, only that it's a long time away and we have many more topics to cover before then. Also as said before, screenshots will contain placeholder art and interfaces and non-final numbers. |
How to switch to old branch versions:
For FAQs and further discussion on this subject, please visit the main thread for these changes on our forum at this link: https://forum.paradoxplaza.com/forum/index.php?threads/1120883/ |
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We believe that this new system that we have created will not only vastly improve many of the features in the game that we couldn't get working properly with the tile system, but together with the resource rework discussed in the last dev diary will also make it possible for us to create truly weird and alien societies that play entirely differently from anything the game currently has to offer, or would ever have to offer if we had remained constrained by the tile system. Deposits Under the old tile system, deposits were simply clumps of resources placed on a tile, which would be gathered by a pop and determined what kind of buildings were most efficient to place there. Under the new system, deposits are more akin to planetary terrain and features. Every habitable planet will have a (semi-randomized) number of deposits, with larger planets usually having more deposits. Deposits represent areas on the planet that can be economically exploited, and most commonly increase the number of a particular District (more on this below) that can be build on the planet. For example, a Fertile Lands deposit represents various regions of fertile farmland, and increases the number of Agriculture Districts that can be built on the planet, and thus its potential Food output. (Note: All deposit pictures shown here are placeholders, there will be new art for them that isn't done yet) Not all Deposits affect Districts however - some (such as Crystalline Caverns or Betharian Fields) are rare deposits that allow for the construction of special Buildings (more on this below) on the planet, while others yet may simply provide a passive benefit to the planet, such as a spectacularly beautiful wilderness area that increases happiness for Pops living on the planet. Deposits can have Deposit Blockers that work in a similar way to the Tile Blockers of old, cancelling out the benefits of the Deposit until the Blocker is removed through the expenditure of time and resources. A planet can have multiples of the same Deposit, and there is no hard limit to the number of Deposits that a planet can hold (though there is a cap to how many will be generated under normal circumstances). The types of Deposits that can show up on a planet is affected by the planet class, so where an Ocean World might get its Agriculture from Kelp Forests, an Arctic World would have Fungal Caverns instead. (Note: All deposit pictures shown here are placeholders, there will be new art for them that isn't done yet) Districts Districts are at at the core of how planets are developed in the Le Guin update. Districts represent large areas of development on the planet dedicated towards housing or resource gathering. For most empires, there are four basic types of Districts: City Districts, Mining Districts, Generator Districts and Agriculture Districts. There are exceptions to this (such as Hive Minds having Hive Districts) but more on this in a later DD. The total number of districts you can build on a planet is equal to its size, so a size 16 planet can support 16 districts in any combination of the types available to you. Additionally, the resource-producing districts (Mining, Generator and Agriculture) are further constrained by the Deposits on the planet, so a planet might only be able to support a maximum of 8 Mining Districts due to there simply not being any further opportunities for mining on the planet. City Districts are never limited by the deposits on the planet, so you can choose to forego a planet's natural resources and blanket it entirely in urban development if you so choose. The effects of each District is as follows:
There will be more details on most of the concepts mentioned above coming in the other dev diaries. For now, suffice to say that the way you develop your planets with Districts will shape that planet's role in your empire - a heavily urbanized planet will be densely populated, supporting numerous Buildings and specialist Pop Jobs such as Researchers and providing Trade Value for your empire's trade routes (more on this in a future DD), but at the expense of not being able to produce much of the raw resources that are needed to fuel your empire's growth and manufacturing capacity. A planet's Deposits and Planetary Modifiers may influence this decision - a large planet with High Quality Minerals and numerous Mining Deposits will certainly make for a lucrative mining world, but what if it also sits in a perfect spot to make a heavily urbanized trade hub? No longer are choices regarding planets simply limited to 'Where do I place the capital for the best adjacency bonuses?' and 'Should I follow the tile resource or not?' but will be fundamental choices that create diverse and distinct planets that each have their own role to fill in your empire. Buildings In the Le Guin update, Buildings are specialized Facilities that provide a variety of Jobs and Resources that are not suitable to large-scale resource gathering. For example, instead of having your scientists working in a Physics Lab on a Physics Deposit (whatever that is supposed to be...) you now instead construct a Research Labs building (representing not a single laboratory but rather an allocation of resources towards the sciences across the planet) which provides a number of Pop Researcher Jobs that conduct research for your empire. Buildings are limited by the planet's Infrastructure, with one building 'slot' being unlocked for each 10 Infrastructure on the planet. Some Buildings are also limited in the number you can build on a planet, while others can be built in multiples (for example, a planet can only support a single Autotchton Monument, while you can have as many Alloy Foundries as the slots allow). Buildings can still be upgraded to more advanced versions, but generally there will be far fewer upgrades to do and those upgrades will often require an investment of rare and expensive resources, so it's more of an active choice than something you simply have to click your way through after unlocking a tech. Infrastructure comes primarily from constructing Districts, with City Districts giving much more Infrastructure than resource gathering districts do (6 as opposed to 2 in the current internal build, though non final numbers and all that). In addition to unlocking additional Building slots, a higher Infrastructure level also makes some Buildings more efficient, as the number of jobs they provide is fully or partially determined by the planet's Infrastructure level. For example, in the current internal build, Research Labs and Alloy Foundries both have the number of jobs they provide determined by the infrastructure level, meaning that concentrating your research and manufacturing to your heavily urbanized planets is generally more efficient than trying to turn your agri-worlds into science hubs. In addition to Buildings that provide resource-producing Jobs, there is also a wide variety of buildings that provide for the material and social needs of your Pops, such as Luxury Housing for your upper class Pops, Entertainment Buildings to make your populace happy and Law Enforcement to quell unrest and crime. Densely populated planets tend to require more such buildings, as the need for Housing and Amenities scales upwards with Pops and Infrastructure. Whew, that was a lot of words. Still, we're only just getting started on the Planetary Rework and next week we'll continue talking about it, on the topic of Stratas, Pop Jobs, Housing and Migration. |
Happy Thursday, everyone!
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Balance
UI
Modding
Bug Fixes
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Hello everyone and welcome to another Stellaris development diary. As mentioned in last week's dev diary, we're currently in an extended post-launch support period, and so there won't be any feature dev diaries coming for a while. Today's dev diary will just be a quick update about a couple of the issues we're currently aware of and working on for the 2.1.1 rolling beta. This is just a select few items, not a comprehensive list of everything we're working on! |
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Hey everyone, |
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We have a new batch of fixes and improvements added to the latest version of the 2.0.2 rolling beta. Some good stuff for you available right now, and more still to come as soon as we implement and test it. |
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Hi all, Jamor here. |
Save 60% on Stellaris as part of this week's Weekend Deal*! |
https://www.youtube.com/watch?v=AssQqRk3qQM |
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https://www.youtube.com/watch?v=nk5VWUNpbD8
That's all for today! Next week we'll be releasing 2.0 'Cherryh' and the Apocalypse expansion at long last. In the mean while, I wanted to take the time to plug the new main theme of Apocalypse, which our very own composer Andreas Waldetoft posted on his youtube channel yesterday. All in all, there are 3 new tracks by Waldetoft included in the Apocalypse expansion, totalling about 15 minutes of new music: https://www.youtube.com/watch?v=q-wTKKod0rQ |
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.8.3_beta has been out for a bit and seems to be good. It's time to put it live, with a few additional fixes we added courtesy of player feedback (many thanks for that, btw) - You can read the full patch notes here |
The Stellaris Devs have unearthed an old but very cool music track that was never used in the soundtrack (due to the tone of the game changing). |
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PLEASE NOTE: THIS IS AN OPT-IN PATCH. YOU HAVE TO CHOOSE TO JOIN IN ORDER TO TEST THE NEW VERSION. |
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Hi everyone. The 1.8.2 hotfix update, with all the changes from the 1.8.1 beta patch as well as some additional fixes and tweaks, is now live for all players. |
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Hi all, |
Save up to 75% on Grand Strategy titles from Paradox Interactive including Stellaris, Steel Division, Hearts of Iron IV, and more*! |
Story Pack “Synthetic Dawn” Available Today for Organic Players Everywhere
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We are only about a week away, let's have a look at the changes coming in the free 1.8 Čapek update |
The 1.8 'Čapek update will introduce decadence for Awakened Empires, as well as some changes to ascension paths (Psionic and Synthetic ascension for everyone!) |
Stellaris Welcomes the Machine Empires on September 21 |
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New Story Pack “Synthetic Dawn” to Add AI Civilizations and Robot Collectives
Price and release date will be announced at a later time. In case you missed previous development diaries, check out the |
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Hi, please see the below thread for a statement from Paradox Interactive's CEO, Fredrik Wester: |
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Especially interested to hear from people who had problems with the previous version and compare their experiences with this one, but all input is welcome. We want this to be as good as possible when it rolls out for everyone. Reply here or ping me and @Krille with your feedback! PLEASE NOTE: THIS IS AN OPT-IN PATCH. YOU HAVE TO CHOOSE TO JOIN IN ORDER TO TEST THE NEW VERSION. Here's how to opt in: Right click on Stellaris in your Steam library -> select Properties -> go to the Betas tab -> select "bradbury_beta" To avoid confusion we've deleted the old 1.7.2_beta branch as that one is now outdated. Future updates should stay in the bradbury_beta branch and auto-update for all who've opted in. |
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This version introduces our new multiplayer system, which uses our own architecture which will allow for better speed and stability over time. This has been designed and built from the ground up to enable us to have greater control over the multiplayer elements of our games going forward, so we can ensure the best experience for you. It features in game chat and friends adding for all Paradox account holders, and many more cool things to come. As a living project it will be continuously improved. |
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Hello Everyone! |
Hi all,
In order to get critical bug fixes in your hands with minimal delay, necessarily the patch had to be small. But rest assured, we will continue to attack the bug count as long as I'm here, and push updates to you when they're tested and safe. As always, if you encounter any unexpected issues with this build, you can revert to a previous version: Instructions on how to keep playing on older versions |
We have some improvements coming to the way that we handle Multiplayer with Stellaris, and we'd love for you all to get on-board as we develop it! |
As you may have guessed by all of today's excitement, it's our birthday! We have one last treat to wrap things up, a fantastic sale on the base game AND DLC! |
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Paradox is also giving away the pre-order pack Creatures of the Void and a new Anniversary Species Portrait Pack to all Stellaris owners as a thank you for their support over the last year. Over the week of the anniversary, Paradox will also be offering discounts on the purchase of the base game and the first two major pieces of DLC. Paradox Development Studio is very happy that so many of you have chosen to take this interstellar journey with us. Over the coming years you can expect exciting new realms of possibility and adventures among the endless stars in Stellaris. The Stellaris Anniversary Edition and |
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Hello everyone and welcome to another Stellaris development diary. Today's dev diary is a highlight of a few things coming in 1.6 'Adams', a bug-fixing and quality of life-focused update that we are currently working on. We can't tell you the exact release date of Adams yet, only that it won't be a very long wait. Since it's not a major update, it's also not expected to break saves from 1.5 'Banks'. There will be no paid DLC accompanying Adams, so everything listed below is either free for everyone or only requires a previously released expansion. We wanted to make sure we had time for as much bugfixing and smaller quality of life tweaks as possible, so don't expect any major features to be part of this update! |
Every Journey Has an End |
Hi all, |
STOCKHOLM – Apr. 6, 2017 – The time has come to lead your species into a permanent golden age; to a future where the brilliance of your scientists and energy of your administrators is harnessed to build immense megastructures that dwarf even the planet itself. Sound leadership and a firm hand in diplomacy will bring your species to the promised land, to Utopia.
Stellaris: Utopia launches with the Starting later today, a number of Paradox Interactive titles will go on sale on Steam for the weekend, including the Stellaris core game. Players across the galaxy who have yet to explore Paradox’s new worlds will have the perfect opportunity to try the latest version of the game alongside its newest expansion. Stellaris: Utopia is now available for $19.99. |
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Hi! |
STOCKHOLM – Apr. 3, 2017 — Paradox Interactive and Paradox Development Studio, a hive mind to be reckoned with, today released a new video developer diary for “Utopia,” the upcoming major expansion for Stellaris. Utopia, arriving on Windows, Mac, and Linux PCs on April 6th, will add an array of sweeping new changes to the Stellaris experience, including Megastructures, Orbital Habitat Stations, Ascension Perks, and much more. In the new video, game director Martin Anward explains each new feature in detail, and shares insight into what they can mean for players’ empires. |
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Stellaris: Utopia brings even greater depth and variety to a game already celebrated for its story-telling power and near endless possibilities. Are you ready for perfection? |
Hive Minds (Paid Feature) In addition to the Advanced Civics, those with the Utopia expansion also get access to a unique Authority with a highly unique playstyle: the Hive Mind. Hive Minds are species where the individuals are all part of the same, vast, psionically linked consciousness. The Immortal Hive Mind rules absolutely over the population of non-sentient worker drones, using sentient 'Autonomous Drones' (Leaders) to extend the reach of its will. Picking the Hive Mind Authority requires the Hive Mind Ethic and each can only be picked together with the other: With only one, vast and linked consciousness, the guiding values of a Hive Mind is whatever the Hive Mind player wants it to be. They have their own set of Civics that can only be used by Hive Minds, and cannot use any non-Hive Mind Civics. All Pops from the founder species of a Hive Mind will have the Hive-Minded trait. Hive-Minded Pops are not affected by Happiness and will never form Factions, allowing Hive Minds to completely ignore internal politics... though this comes as a cost, as they also cannot benefit from the Influence boost and other benefits provided by happy Factions in a regular empire. As Hive Minds rely completely on their ability to communicate psionically with the drone population, they are also unable to rule over non Hive-Minded Pops, and any such Pops in your empire will automatically be killed over time and processed into food to feed the Hive. Similarly, Hive-Minded pops that end up in non Hive Mind empires will be cut off from the Hive and will perish over time. The only way to integrate Pops between Hive Minds and non-Hive Minds is to use the Biological Ascension Path to unlock advanced gene modding and modify them by adding or removing Hive-Minded (more on this in the next dev diary). However, Hive Minds can still coexist with other species: They have full access to diplomacy and can have non-Hive Mind subjects (and can be ruled over as subjects in turn), though non-Hive Mind empires tend to be somewhat distrustful of Hive Minds on first contact. While Hive Minds are psionic by nature, the way they function and their connection to the Shroud is radically different from that of regular psychics, making them unable to follow the Psionic Ascension Path. Furthermore, Hive Minds are deeply biological entities, and fundamentally incompatible with the Synthetic Ascension Path. They are however perfectly suited for the Biological Ascension Path, and can make use of it to assimilate other, non-Hive Mind species into the Hive as described above. That's all for today! Next week we'll be talking about the Biological and Synthetic Ascension Paths. See you then! Read the original post [quote]Useful links |
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Stellaris: Utopia brings even greater depth and variety to a game already celebrated for its story-telling power and near endless possibilities. Are you ready for perfection? Do you want to read more details about the features coming with Stellaris: Utopia, as well as the free Update 1.5 Banks that accompanies the expansion? Then check out the Price and Release Date will be revealed at a later date |
Hello everyone and welcome to another Stellaris development diary. Today's dev diary is going to cover a feature coming in the (unannounced) expansion accompanying the 1.5 'Banks' update: Habitats. As before, I still can't say anything about the release date of the update/expansion other than that you're in for a bit of a wait. |
Military Service is the martial obligations placed on this species by your empire. It can range from allowing Full Military Service as both soldiers and officers, allowing you to recruit generals and admirals from the species even if they would normally not be allowed to be leaders (for example due to Limited Citizenship) all the way down to a full exemption from all military service. Living Standards represents how economically favored a population is, for example whether they benefit from social welfare or have restrictions placed on what kinds of occupations they can be employed in. The higher the living standards of a Pop is, the more Consumer Goods it will use, and the happier it will be (more on Consumer Goods below). Migration Controls determines whether a species is allowed to freely migrate between worlds or not. This is always enabled for slaves and pops that are being purged. Population Controls determines whether a species is allowed to grow its population or not. Species with population control will not grow new pops, but neither will their existing pops die off. In addition to determining what a species is able to do, species rights will also affect a variety of other factors such as happiness and consumer goods (for example, Pops are generally not very pleased about being enslaved or having population controls placed on them). Different factions in your empire will also have different preferences for what species rights you employ, such as Authoritarian pops liking Caste Systems and Supremacist factions being less than happy with granting Full Citizenship to aliens. Purge and Slavery Types (Paid Feature) In addition to the free species rights given to everyone in the Banks update, there is also a paid element, namely the special Purge and Slavery policies that allows you define in which manner your empire utilizes slavery and purging vis-a-vis specific species. The default options (Chattel Slavery and Extermination) are always available even without the expansion, and those without the expansion can also make use of Displacement via a policy, but the rest are only for expansion owners. The slavery types are as follows:
The purge types are as follows:
Consumer Goods (Free Feature) Another issue we're trying to tackle in Banks is mineral inflation. Mineral production has a tendency to snowball in the mid- and lategame, particularly in large, sprawling empires. In order to address this we've introduced a new mineral cost called Consumer Goods. Consumer Goods represents the portion of your industrial base that is occupied with seeing to the needs of your population, ie producing butter instead of guns. Each Pop in your empire will use a certain amount of Consumer Goods each month, with the amount primarily dependent on their living standards. Each unit of consumer goods costs a certain number of minerals dependening on factors such as ethics, traditions, whether your empire is engaged in a defensive war and so on. Refugees and Core Worlds (Free Feature) The last thing we'll be covering today is some new policies that tie into the mechanics of species rights. The Core Worlds Population policy determines which Pops are allowed to live on your core (non-sector) planets, and can be set to either allow only citizen Pops (Full Citizenship/Caste System), citizen and slave Pops (Full Citizenship/Caste System/Slaves) or open them up to all species. If you restrict your core worlds and there are prohibited Pops living there, they will move away, either migrating to your sectors or fleeing your empire altogether if there is another empire willing to take them. Whether or not another empire is willing to accept those fleeing purges, slavery and resettlement depends on your Refugees policy. You can choose to accept other species will open arms, allowing refugee Pops to freely move into your empire, be more restrictive and accept only those Pops you have deigned to grant citizenship, or simply shut down acceptance of refugees altogether. Right, that's all for today! Next week we'll be talking about something I know a lot of people have been wanting for *quite* some time: Orbital Habitats. Don't miss it. Read the original post [quote]Useful links |
Save up to 50% on <a href='http://store.steampowered.com/app/281990/'>Stellaris</a> during this week's Midweek Madness*!<br><br>*Offer ends Friday at 10AM Pacific Time<br><a href="http://store.steampowered.com/app/281990/"><img src="https://cdn.akamai.steamstatic.com/steam/apps/281990/capsule_467x181.jpg" style=" ; height: 181px; width: 467px;"></a> |
That's all for today! Next week we'll be talking about the concept of species rights and obligations. Also about eating pops. Read the original post [quote]Useful links |
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So what does the single ethic per pop mean in terms of how it affects pop happiness? Well, this brings us to the new faction system, which we will cover briefly in this dev diary, and get back to more in depth later. Faction Rework One thing we feel is currently missing from Stellaris is agency for your pops. Sure, they have their ethics and will get upset if you have policies that don't suit them, but that's about the only way they have of expressing their desires, and there is no tie-in between pop ethics and the politics systems in the game. To address this and also to create a system that will better fit the new pop ethics, we've decided to revamp the faction system in the following manner:
We will come back to factions in greater detail in a later dev diary, going over topics such as how separatists and rebellious slaves will work, and how factions can be used to change your empire ethics, but for now we are done for today. Next week we'll be talking about another new feature that we have dubbed 'Traditions and Unity'. See you then! Read the original post [quote]Useful links |
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This is of course not the *only* things we aim to focus on, but they are what we consider to be the most important areas going forward right now. Just to give you an idea of what else you can expect in the future, here is a list of some features (in no particular order of priority) that we are looking into adding in the future. NOTE: THIS IS NOT AN EXHAUSTIVE OR FINAL LIST, AND NOTHING BELOW IS CERTAIN TO HAPPEN!
Again, remember that the above is not a list of promises, that I can't answer any specific questions about future content, and that plans can and will change, but I hope I've at least given you some idea of where Stellaris will be going from here, and that you look forward to the journey ahead of us as much as we do here in the development team. Read the original post [quote]Useful links |
Save 25% on Stellaris as part of this week's Weekend Deal*! |
The launch of Leviathans is accompanied by the Heinlein update to the base Stellaris game, available to anyone who owns it. Heinlein is a huge patch that addresses many issues for players, including:
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If you wish to continue playing on 1.2.5 - Asimov to complete an already started game, or for any other reason. Then please follow this guide. >>Bigger version of the image<< |
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Stockholm - 17th October, 2016 - Paradox Interactive today released a new feature spotlight video outlining some of the upcoming features that players can expect with the release of Leviathans on the 20th October. Stellaris Game Director Martin Anward talks us through the mysterious and formidable Guardians, reclusive Enclaves, and the potentially world-shattering War in Heaven. |
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For more information on either Leviathans or the Heinlein patch Paradox Development Studio releases regular developer diaries on their |
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The Leviathans Story Pack, meanwhile, will contain the following. This IS an exhaustive list:
With that out of the way, on to today's topic! Today we'll be talking about Enclaves, one of the above listed paid features. Enclaves are a new type of precursors those with the Leviathans Story Pack will encounter while exploring the galaxy. Instead of living on planets and controlling an empire, they are neutral traders, artists and scholars who reside in ancient space stations and who will offer their services to anyone who is willing to pay. There are three types of Enclaves, each with their own range of interactions:
In addition to these basic interactions, each type of Enclave also has an 'advanced' interaction. This interaction is not immediately available, but must be earned by building up that Enclave's opinion of your empire. This is done by utilizing their basic interactions, so for example a Trader Enclave's opinion of you will increase every time you trade minerals and energy with them. An Enclave that is located inside of your borders will also have its opinion of you slowly increase over time. The advanced interactions are as follows:
Of course, if your empire leans more towards the Fanatical Purifier type of thinking, you can also choose to simply attack an Enclave. Their space stations are powerful, but not invincible, and you may just find valuable salvage and technologies among the wreckage. That's all for today! Next time we'll be talking about the headline feature of the Leviathans Story Pack, the Guardians, so stay tuned! In the meanwhile, here's a little teaser of what to expect... Read the original post [quote]Useful links |
Leviathans is the first Story Pack for Stellaris, Paradox Development Studio’s best-selling science fiction strategy game. With new events, new encounters and new options, Leviathans adds a lot of new material, including new music and sounds, to one of 2016’s biggest strategy hits. Stellaris: Leviathans will be available this Autumn. If you want to learn more about what is coming in Stellaris: Leviathans and the accompanying Heinlein patch, then check out the |
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When a Fallen Empire awakens, their personality, government and country type change. Their previous restriction on building ships, colonizing and conquering is lifted and they become what we call an Awakened Empire. Awakened Empires have one of the following four personalities:
Awakened Empires will start to rapidly expand, colonizing surrounding systems and conquering those races who will not submit to their demands. In each case, you will be able to avoid their wrath by submitting to them as a subject, with a special subject type for each of the four:
Once a Fallen Empire awakens, they will not stop until their galactic ambition is achieved or they are defeated by a coalition of lesser races. Only a few events will cause them to change their plans, such as the presence of an endgame crisis or the start of the War in Heaven (more on that below). Personality Changes (Free Feature) Among the four Fallen Empire personalities we created for release, two of them didn't really work out: The Keepers of Knowledge and Enigmatic Observers. The Holy Guardians and Militant Isolationists restrict you from a certain part of space - sure, that part may be a deliciously tempting size 20 Gaia World, but ultimately you can always find another place to expand. The Keepers of Knowledge and Enigmatic Observers, however, restrict playstyles - if you get one of the former in your galaxy, you can forget about having sentient robots until you're strong enough to take them on. As there's little you can do about this other than hope for the right type of Fallen Empires to spawn, it's not very fun and ultimately just limits player strategies in a rather arbitrary way. For this reason, we've decided to revamp the Keepers of Knowledge and Enigmatic Observers. While not awakened, they will not concern themselves with restricting the overall actions of the 'lesser' empires: Instead, they will pursue specific goals and ambitions that sometimes require them to interact with these very empires. These goals and actions take the form of Requests and Demands: If you have established communications with Keepers of Knowledge or Enigmatic Observers, they will sometimes contact you and either give you a task (for example, to hunt down a splinter faction of their species or recover a cache of technology from one of their old worlds) or make a demand (for example, one of your pops for their 'galactic preserve'). Completing their tasks will result in an opinion boost and a reward (such as technology or perhaps even a Fallen Empire ship), while repeatedly rebuffing their demands may result in a declaration of war to put you in your place. The awakened versions of these two will take on some of the characteristics of the old, non-awakened versions, with Benevolent Interventionists seeking to enforce galactic peace and Watchful Regulators trying to regulate the level of technological advancement in the galaxy. They will also act as the first line of defense against galactical crises, taking it on themselves to unite the lesser races against such existential threats. New Designs (Free Feature) A small detail that I felt was lacking in Fallen Empires was the absence of any unique designs. All the Fallen Empires used the same (fairly lacking) Avatars and Eclipses, and ultimately their ships were inferior to what a regular empire that had been around for a century or two could produce. Both of these issues will be addressed in Heinlein, with each Fallen Empire ethos now having their own unique designs to use (and build, if they are awakened). For example, Keepers of Knowledge exclusively utilize energy weapons to strike their enemies at a distance, while Militant Isolationists combine afterburners and projectile weapons to get up close to their foes and tear their ships up at point-blank range. Additionally, a whole new ship class called Titans has been introduced as a (for now) exclusive new weapon in the Fallen Empire arsenal. Titans are enormous ship, the equivalent of several battleships, extremely durable and armed with a vast array of lethal weapons. They will sometimes be found in the starting fleets of Fallen Empires, and Awakened Fallen Empires will be able to build a limited number of them. The War in Heaven (Paid Feature) We've talked about what happens when one Fallen Empire awakens, but what happens if there's two of them? For those with the DLC, two empires of opposing ethos (for example, Xenophobe and Xenophile) awakening can result in the War in Heaven event triggering. This event will cause the two Awakened Empires to go to war over the fate of the galaxy, dragging in the lesser species to fight on their side. All empires will be presented with a choice - join one of the two Awakened Empires and bet on their victory, join a league of non-aligned empires and hope you can stand against them both, or stand alone and risk being trampled underfoot when the war comes your way. Unlike a normal war, the War in Heaven is a cataclysmic event that will not end once a few worlds have been captured or a few battles won - it will be a fight to the death that ends only when one Awakened Empire stands victorious or both have been subjugated. If one of the Awakened Empires wins, they will show favor to those who supported them and be merciless to those who opposed them. That's all for today! Next week we'll be talking about some changes coming to space creatures, how they spawn and how they scale, coming in Heinlein. Read the original post [quote]Useful links |
As such, you no longer have to keep track of anything other than which climate your planet type has to know whether a particular type of world is suitable for your species. We also felt that the number of habitable planets in the galaxy was too large overall, but that we couldn't really decrease it so long as the player only had access to 1/7 of those types at start, which would now become 1/9. We also felt the colonization tech gating could be rather arbitrary, particularly if you had a species suited to a particular planet type but still couldn't colonize it due to lacking the tech. As such, we've done away with the tech gating on colonization, and instead instituted a 30% minimum habitability requirement to colonize a planet. You will also be unable to relocate pops to a planet if their habitability there would be under the 30% minimum. With this change we've also majorly slashed the number of habitable worlds in the galaxy, though if you prefer a galaxy lush with life you will be able to make it so through a new option outlined below. We are, of course, looking into and tweaking the effects that having less habitable worlds overall will have on empire borders. More Galaxy Setup Options There is an old gamer's adage that says 'more player choice is always better'. We do not actually agree with this, as adding unnecessary/uninteresting choices can just as well bog a game down as it can improve it, but in the case of galaxy setup in a game such as Stellaris, it is pretty much true. With that in mind, the following new galaxy setup options are planned to be included in Heinlein:
Sector Improvements Since barely a day goes by without a new thread on the topic of sectors and enslavement, we would of course be remiss not to deal with this particular bugbear. We intend to spend a considerable amount of time on the sector AI for Heinlein, but I'm not going to go into specifics on bug fixing/AI improvements but rather on a series of new toggles that we intend to introduce to give the player more control over their sector. In addition to the current redevelopment/respect tile resource toggles, the following new toggles are planned for Heinlein:
We're also discussing having a sector toggle for building and maintaining local defense fleets, but we don't think we'll have time for it in Heinlein. That's all for today! Next week we'll be talking about Fallen Empires, how they can awaken, and the War in Heaven. Read the original post [quote]Useful links |
Somewhat simplistically, you could say that corvettes are good against cruisers and battleships, destroyers are good against corvettes and strike craft, cruisers are good against destroyers/cruisers/battleships (depending on how they are designed) and battleships are good against cruisers, other battleships and fixed installations. This change should give each ship a clear purpose, while allowing for some flexibility within by purpose through the ship designer (for example, cruisers can either be tough battleship killers or fast attack ships that clear the way for your corvettes depending on design). It's worth noting that designs may not start with a dedicated role like this - at the very start, corvettes not have torpedoes and destroyers will lack the targeting that makes them such effective corvette killers. Their roles instead come fully into play as technology advances and capital ships enter the stage. In order to make this specialization possible, we have made a few changes to ship design. First of all, we have added three new weapon slot types:
We've also tweaked ship modules and retired a couple of modules that we feel did not fit the new design, so that it is no longer possible to make a 'corvette killer' battleship with huge amounts of small weapons, for example. While there realistically is no reason you couldn't mount small weapons on a battleship, going with a realism angle would simply put us right back where we are now, so we chose to sacrifice some realism for what we feel is better gameplay. Utility Slot Rework Another area we felt sorely needed some attention is the utility slots - right now there is often little meaningful choice, with the best strategy usually being to stack either armor or shields depending on ship size, enemy weapons and tech level. Most of the special utilities, such as shield capacitors or regenerative hull, are either woefully underpowered or extremely overpowered. To address these issues, we've made the following changes:
Misc Changes and Notes
Note that the changes listed in this DD are not fully done, so some of them may not show up in below screenshots. That's all for this week! Next week we'll talking about yet more features and changes coming in Heinlein. Read the original post [quote]Useful links |
https://www.youtube.com/watch?v=7HCvgUCGdmc |
This is long over dew. Here you can finally see all our new fiber based buds! |
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Old versions are as always available under the beta tab in Steam. |
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AI IMPROVEMENTS Another major target area for Clarke was to address complaints regarding the AI, particular in sectors to sectors and warfare. A few highlights:
We've also added a new option in galaxy setup where you can set the AI's overall aggressiveness. EMPIRE BUILDER IMPROVEMENTS We also took some time to add a pair of highly requested features to the empire builder. Namely, the ability to write a biography for your species and empire, and the ability to customize ruler titles. Ruler titles are customized separately by gender, and will remain even if you change government type, so long as the new government is of the same type as the previous one (so changing from a Monarchy to another Monarchy will not clear your ruler titles, while changing from a Monarchy to a Democracy will). BALANCE CHANGES While balance wasn't our main priority for Clarke, we nonetheless targeted a few major balance issues. A few highlights:
BUG FIXES In addition to all this, Clarke naturally also includes dozens of fixes for bugs large and small. A few highlights:
With Clarke almost finished, we're now switching over fully to working on the Asimov patch, as outlined in Original Post Useful links |
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