Stellaris Dev Diary #315 - The Velvet Glove
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
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.
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!
[ 2023-09-28 11:00:07 CET ] [ Original post ]
by Eladrin
Hi everyone!
3.9.2 has been released with a handful of bugfixes.
STELLARIS 3.9.2 PATCH NOTES
[expand type=showmore]
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#################### VERSION 3.9.2 ######################
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Balance
- Pre-FTL empires now have reduced technological development before the mid-game year.
- Catalytic empires can now build bio-reactors.
- Anomalies that reward Scientist Expertise traits now apply those traits to the Cognitive Node for gestalt empires.
- Blocked empires without the Scientific Method technology from constructing research districts.
- Federations End should no longer spawn empty habitats if the pre-FTL slider is set to 0
- Fix a CTD when loading a save containing an invalid species archetype
- Fix for wrong value for evasion in ship design.
- Fixed being able to build multiple gaia seeders on a single planet.
- Fixed Fallen Empires not triggering their monthly random events
- Fixed pre-ftl civilizations that naturally progressed to the Early Space Age being unable to become space faring.
- Fixed Secrets of the ... no longer granting Expertise traits.
- Fixed stage 4 gaia seeders being buildable, but immediately destroyed by non-Idyllic Bloom empires.
- Fixed the Colonial Remains deposits not spawning for the Remnants origin in some cases.
- Fixed the Patron achievement not firing.
- Fixed the Prethoryn getting stuck because their starting system contains an FTL inhibitor that prevents them from expanding
- Fixed the Surveyor not spawning resources in some cases.
- Gardening Drones will no longer have an unlocalized string.
- Habitat Central Complexes constructed around stars should now be placed further away, so they no longer clip into the star.
- Industrial designation is now only available on habitats for gestalt empires, if they use consumer goods.
- Merc enclaves now inherit their shipset from their creator.
- Paradisiacal Habitat modifiers in Ithome's Gate no longer use placeholder icons.
- Restored -25% penalty if the government doesn't have a head of research.
- Set a manual planet size for the Toxic God star asset, as it otherwise counts the large visual effects as part of the planet.
- The Crystal Splitter will now hopefully stop blowing up Fruitful Partnership colonies
- The spiritualist fallen empire will now wake up if you eat their holy worlds.
- The knights will no longer try to quest if you pacify their habitat.
- Removed MTTH from anomaly.6710, bane of ship events, horror of designers
- Removed MTTH from assorted fallen_empire_tasks events
- Removed MTTH from communications_spread.1 and communications_spread.3
- Removed MTTH from crime.1, crime.40 and crime.41, plus added pre-triggers to all crime-events
- Removed MTTH from fallen_empires.1, fallen_empires.3, fallen_empires.10, fallen_empires.11
- Removed MTTH from leviathans.660 and leviathans.662
- Removed MTTH from pop.1-13, madness that should have never existed
- Removed MTTH from random caravaneer events (cara.4000-4050)
- Removed MTTH from refugees.5, scourge of the game, destroyer of performance
- Removed MTTH from the Migrating Forests event chain (colony.1 to colony.12)
- Removed MTTH from the Orbital Debris event chain (colony.171 and colony.171)
- Added new main menu gradient
- Added researchers_add.txt and archaeoengineers_add.txt inline scripts for buildings.
- Added chemist_add.txt, factory_add.txt, foundry_add.txt, refiner_add.txt and translucer_add.txt inline script for buildings.
Diplomacy and Trust
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
- Rebalanced requirements for diplomatic treaties to require trust.
- Having less than 50 Trust with an empire imposes a -100 Acceptance to them becoming your subject or overlord.
- Removed the ability to trade favors.
- Insulting someone decreases their Trust of your empire.
- The Intimidation menace perk now allows you to ignore diplomatic requirements for proposing subjugation.
- The AI will no longer request to become the subject or overlord of another empire unless they have 50 Trust with the other party.
- Certain AI personalities (Federation Builders, Spiritual Seekers, Migrating Flocks, and Peaceful Traders) are now 25x more likely to select Diplomacy traditions.
- The AI will no longer request to be subjugated by empires that are equivalent or weaker than them.
- Trust between nations is now visible in the main diplomatic screen.
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.
Next Week
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!
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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