Stellaris Dev Diary #307 - Leader Experiments
Galactic Paragons reintroduced a limit to the number of leaders you could recruit at one time, and while it was a soft cap that you could exceed, experience gains were reduced and once you hit twice the cap, all leader experience gain stopped. In subsequent patches, we relaxed some of the numbers and added more ways to increase the cap, but its still a rather unpopular system that could use some work. Currently, the presence of a less valuable leader (like a General) takes up the same space as something like a Scientist or Admiral, which leads to some unsatisfying gameplay decisions. I mentioned a few things we were planning on looking at back in Dev Diary #302, along with some of the issues we expected to run into.
During our experiments we added the ability to have individual leader caps by class, so that General mentioned above would use up General capacity, but Scientists would be governed by their own limit. Over cap effects would likewise be per-class, so if you had too many Admirals, their progression would slow, but other leader classes would be unaffected. We also experimented with retaining wild-card capacity, so you could always get a few over before starting to run into penalties.
This experiment largely failed due to UX issues. Stellaris isnt always the easiest game to parse information from, but this turned out diabolically bad and difficult to fix. The information transfer is made even harder by Envoys acting as their own special version that have their own capacity but behave entirely differently from all of the other leaders.
It says we have 1 leader out of 3, but we actually have 4 out of 5-8. Oh no.
1/1 Admirals, 0/1 Generals, 1/2 Scientists, 2/1 Governors, 0/3 Envoys (but actually 3 Envoys, 0 of which are being used), plus the Wildcards. This could possibly have been shown as something like 1/0/1/2 (+2) | (3), but thats very confusing. Five different leader types plus the wildcard was too difficult to explain clearly in the top bar (where the limited space is a major issue) and even in the expanded space available in tooltips. After several variants and some UX design time, we deemed this variant a failure. We could have continued spending time refining this - but decided that wed rather pursue a greater rework that were hoping to release alongside the 3.10 update. (Custodian initiatives do not generally have hard release dates - if its not ready by 3.10 freeze, itll move out to 3.11.) Ill go into full details after Caelum is released, but the quick summary involves consolidating the five leader classes down to three (Commanders, Diplomats, and Scientists) and reworking how Envoys are used. (As they would be merged into the Diplomat class.)
Yes, we've had one, yes, but what about second leader rework? Until then, were planning on making some adjustments to the over-cap formulas to reduce their negative effects until the greater rework is ready.
Like the Stellaris 3.1 Lem update, 3.9 Caelum has a lot of general improvements scattered across a great number of game systems. Common Ground and Hegemony are getting some improvements:
We also have some balance changes done for Archaeotechs:
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!
[ 2023-08-03 11:00:36 CET ] [ Original post ]
by Eladrin
Happy Thursday!
This week were looking at another of our Summer Experiments, though this one unfortunately didnt work out as well as we had hoped.
Class-based leader limits.
Why are you looking at this?
Galactic Paragons reintroduced a limit to the number of leaders you could recruit at one time, and while it was a soft cap that you could exceed, experience gains were reduced and once you hit twice the cap, all leader experience gain stopped. In subsequent patches, we relaxed some of the numbers and added more ways to increase the cap, but its still a rather unpopular system that could use some work. Currently, the presence of a less valuable leader (like a General) takes up the same space as something like a Scientist or Admiral, which leads to some unsatisfying gameplay decisions. I mentioned a few things we were planning on looking at back in Dev Diary #302, along with some of the issues we expected to run into.
So what did you try?
During our experiments we added the ability to have individual leader caps by class, so that General mentioned above would use up General capacity, but Scientists would be governed by their own limit. Over cap effects would likewise be per-class, so if you had too many Admirals, their progression would slow, but other leader classes would be unaffected. We also experimented with retaining wild-card capacity, so you could always get a few over before starting to run into penalties.
Why didnt it work?
This experiment largely failed due to UX issues. Stellaris isnt always the easiest game to parse information from, but this turned out diabolically bad and difficult to fix. The information transfer is made even harder by Envoys acting as their own special version that have their own capacity but behave entirely differently from all of the other leaders.
It says we have 1 leader out of 3, but we actually have 4 out of 5-8. Oh no.
1/1 Admirals, 0/1 Generals, 1/2 Scientists, 2/1 Governors, 0/3 Envoys (but actually 3 Envoys, 0 of which are being used), plus the Wildcards. This could possibly have been shown as something like 1/0/1/2 (+2) | (3), but thats very confusing. Five different leader types plus the wildcard was too difficult to explain clearly in the top bar (where the limited space is a major issue) and even in the expanded space available in tooltips. After several variants and some UX design time, we deemed this variant a failure. We could have continued spending time refining this - but decided that wed rather pursue a greater rework that were hoping to release alongside the 3.10 update. (Custodian initiatives do not generally have hard release dates - if its not ready by 3.10 freeze, itll move out to 3.11.) Ill go into full details after Caelum is released, but the quick summary involves consolidating the five leader classes down to three (Commanders, Diplomats, and Scientists) and reworking how Envoys are used. (As they would be merged into the Diplomat class.)
Yes, we've had one, yes, but what about second leader rework? Until then, were planning on making some adjustments to the over-cap formulas to reduce their negative effects until the greater rework is ready.
Tell us about Caelum then!
Like the Stellaris 3.1 Lem update, 3.9 Caelum has a lot of general improvements scattered across a great number of game systems. Common Ground and Hegemony are getting some improvements:
- Your starting federation members no longer own your immediately neighboring systems, allowing both you and them some room for early expansion.
- The Federation now starts with 0 Cohesion (instead of -100) and halfway to Level 2 (600 XP instead of 0 XP).
- The requirements for the Origins have been relaxed to allow non-genocidal Hive-Minds and Machine Intelligences to take them. This also allows your AI federation members to occasionally spawn as Hive-Minds or Machine Intelligences.
We also have some balance changes done for Archaeotechs:
- Halved the energy upkeep of the Facility of Archaeostudies.
- Added the Archaeotech Focus admiral trait, which grants increased damage and fire rate with Archaeotech weapons.
- Decreased the research speed and draw weight for Archaeotech from the Expertise trait, but made it reduce the Minor Artifact cost for ship components.
- The starting head of research for Remnants empires now has the Expertise: Archaeostudies trait.
- The Archaeoengineers AP now reduces Minor Artifact cost for ship components by 10%
- Increased the range of Macro Batteries by 50%.
Next week
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!
Stellaris
Paradox Development Studio
Paradox Interactive
2016-05-09
Strategy Simulation Singleplayer Multiplayer
GameBillet
8.91 /
€
Game News Posts 537
🎹🖱️Keyboard + Mouse
Very Positive
(119848 reviews)
https://www.stellaris.com/
https://store.steampowered.com/app/281990 
The Game includes VR Support
Linux [153.28 M]
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
Stellaris: First Contact Story Pack
Stellaris: Galactic Paragons
Stellaris: Astral Planes
Stellaris: Expansion Subscription
Stellaris: The Machine Age
Stellaris: Cosmic Storms
Stellaris: Grand Archive
Stellaris: Rick the Cube Species Portrait
Stellaris: Season 08 - Expansion Pass
Explore a vast galaxy full of wonder! Paradox Development Studio, makers of the Crusader Kings and Europa Universalis series presents Stellaris, an evolution of the grand strategy genre with space exploration at its core.
Featuring deep strategic gameplay, a rich and enormously diverse selection of alien races and emergent storytelling, Stellaris has engaging challenging gameplay that rewards interstellar exploration as you traverse, discover, interact and learn more about the multitude of species you will encounter during your travels.
Etch your name across the cosmos by forging a galactic empire; colonizing remote planets and integrating alien civilizations. Will you expand through war alone or walk the path of diplomacy to achieve your goals?
Main Feature
Featuring deep strategic gameplay, a rich and enormously diverse selection of alien races and emergent storytelling, Stellaris has engaging challenging gameplay that rewards interstellar exploration as you traverse, discover, interact and learn more about the multitude of species you will encounter during your travels.
Etch your name across the cosmos by forging a galactic empire; colonizing remote planets and integrating alien civilizations. Will you expand through war alone or walk the path of diplomacy to achieve your goals?
Main Feature
- Deep & Varied Exploration.
- Enormous procedural galaxies, containing thousands of planets.
- Explore Anomalies with your heroic Scientist leaders.
- Infinitely varied races through customization and procedural generation.
- Advanced Diplomacy system worthy of a Grand Strategy Game.
- Ship Designer based on a vast array of technologies.
- Stunning space visuals.
MINIMAL SETUP
- OS: Ubuntu 20.04 x64
- Processor: Intel iCore i3-530 or AMD FX-6350Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce GTX 460 or AMD ATI Radeon HD 5870 (1GB VRAM). or AMD Radeon RX Vega 11 or Intel HD Graphics 4600Network: Broadband Internet connection
- Storage: 12 GB available space
- OS: Ubuntu 20.04 x64
- Processor: Intel iCore i5-3570K or AMD Ryzen 5 2400GMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce GTX 560 Ti (1GB VRAM) or AMD Radeon R7 370 (2 GB VRAM)Network: Broadband Internet connection
- Storage: 12 GB available space
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