Stellaris - Paradox Interactive

New dev diary, things are looking good for this game!

Hi everyone!

Well folks, here we are again, one week later… The development team has mostly weathered the release jitters and nerves are starting to calm down. The ship we worked so hard on for the last three years has been successfully launched and is currently on its maiden voyage. The crew seems mostly happy but some of the inspectors have raised concerns about mid-ship structural issues. As chief architect, I am not entirely surprised, but the reports will allow us to commence upgrades as soon as HMS Stellaris returns from its round-trip to Alpha Centauri. Alright, enough with the metaphor, let’s talk about our future plans for Stellaris!

First off, for those of you who are unfamiliar with our post-release policies, we will release a lot of expansions over the coming years. Each expansion will be accompanied by a major update (for Stellaris, these free updates will be named after famous science fiction authors) containing a whole bunch of completely free upgrades and improvements to the game in addition to regular bug fixes. As long as enough players keep buying paid content for the game, we promise to keep improving the game for everyone, almost like an MMO.

Now, before we begin the expansion cycle in earnest, we will spend the rest of May and June only focusing on bug fixes and free upgrades to the game. We carefully listen to all your feedback, which has already made us alter our priorities a bit. As a veteran designer of our complex historical games, I was anticipating a fair amount of criticism regarding the mid-game in Stellaris compared to that of our historical games, but I was more concerned with the depth of the economy than the relative lack of diplomatic options, for example. I also find much of the feedback on the Sector system interesting; the GUI and AI concerns will receive the highest priority. One area I was not at all surprised to get flak for is the lack of mid-game scripted content, however. We simply took too long getting all the early and late game stuff in, and neglected a whole category of events called “colony events”, which were supposed to be the bread and butter of the mid-game for the Science Ships.

We’ve been digesting and discussing your feedback and how to best go about improving the mid-game to make it more dynamic, both in the short and long run. Let’s start with our short term plans. When the game was released, we had already proceeded to fix a lot of issues. Together with some other pressing issues that have been reported, the plan is to release the 1.1 update - “Clarke” - near the end of May. We will try to cram as much as we can into this update, but the more fundamental stuff will have to wait until the next update (“Asimov”), which is scheduled for the end of June. The “Clarke” patch will mainly be a bug fix and GUI improvement update. Here are some of the highlights:

"CLARKE" HIGHLIGHTS
Fixes to the Ethic Divergence and Convergence issues. Currently, Pops tend to get more and more neutral (they lose Ethics, but rarely gain new ones.)
The End of Combat Summary. This screen looks bad and also doesn’t tell you what you need to know in order to revise your ship designs, etc.
Sector Management GUI: There are many issues with this, and we will try to get most of them fixed.
Diplomacy GUI issues. This includes the Diplomatic Pop-Ups when other empires contact you, but also more and better looking Notifications, and more informative tooltips on wars, etc.
AI improvements: Notably the Sector AI, but also plenty of other things. This kind of work is never "finished"...
Myriads of bug fixes and smaller GUI improvements.
Late game crises bugs. There were some nasty bugs in there, blocking certain subplots and various surprising developments.
EDIT: Remaining Performance Issues. We know about them; they might even be hotfixed before Clarke.
EDIT: Corvettes are too good.

Stellaris_new_Diplo_Notification_Mockup.png
New Diplomatic Notification. This is a mock-up, not an actual screenshot!

Stellaris_End_of_Combat_Mockup.png
New Fleet Combat Summary. This is a mock-up, not an actual screenshot!


After that, we’re moving on to the “Asimov” update, and this is when we can start making some major gameplay improvements to especially the mid-game. As you might have guessed, we plan to add some new diplomatic actions and treaties. Another thing that struck me during our discussions is that the normal lack of access to the space of other empires makes the game feel more constricted than intended. It limits your options since you can’t really interact much with the galaxy beyond the borders of your empire, and you only tend to concern yourself with your direct neighbors. This is bad for your Science Ships too, of course, since they might not be able to finish some of the grander “quests”. Compare the situation with Europa Universalis, where you usually have access to the oceans and can thus reach most of the world, or Crusader Kings, where you can even move through neutral territory with your armies. We also intend to add as much mid-game scripted content as we can. Thus, this is currently the plan for “Asimov”, but it’s not set in stone yet, so please bear with us if something gets pushed or altered:

"ASIMOV" HIGHLIGHTS (NOT SET IN STONE!)
Border Access Revision: Borders are now open to your ships by default, although empires can choose to Close their borders for another empire (lowering your relations, of course.)
Tributaries: New diplomatic status and corresponding war goals.
Joint Declarations of War: You can ask other empires to join you for a temporary alliance in a war against a specific target.
Defensive Pacts.
Harder to form and maintain proper Alliances.
More war goals: Humiliate, Open Borders, Make Tributary, etc.
Emancipation Faction. We had to cut this one at the last minute. Needs redesign.
Diplomatic Map Mode. Much requested!
Diplomatic Incidents: This is a whole class of new scripted events that causes more interaction with the other empires.
Past “Asimov”, I can’t give you any kind of specifics yet, but I am currently leaning towards honing in on the following general areas for the “Heinlein” update (these are not promises!):

CURRENT "HEINLEIN" INTENTIONS
Sector and Faction Politics: We are working on a design for this. I always wanted to make Factions more closely tied to Sectors, for example...
Federation and Alliance Politics: As a player, you need more ways of interacting with the other members, push your will through, and get elected, etc.
Giving Directions to Allies and Subject States.
Strategic Resource Overhaul: You should need these and search for them far and wide. They should be extremely important.
Battleship Class Weapons. Some Battleship front sections will be repurposed for an XL size weapon slot. There are currently four ship sizes but only three sizes to weapons, creating an imbalance. Also, Battleships should have fewer small weapon slots and have to rely on screens of smaller ships.
Fleet Combat Mechanics: Formations and/or more complex ship behavior is needed.
Mid-game scripted content: Guarded “treasures”, mid-game crises, colony events, etc.
Living Solar Systems: Little civilian ships moving around, etc.
Again, remember that we need to be somewhat flexible when things don't work out or when something else takes priority, so please take these later plans with a large grain of salt. As always, we also listen keenly to your feedback, so keep it coming!

Now, I am sure you are full of questions about the details, but hold your horses; it will all be explained in the coming dev diaries!

https://forum.paradoxplaza.com/foru...llaris-dev-diary-33-the-maiden-voyage.932668/
 
That is very weird, not had that happen yet in any of my games. Had a few games where the AI has gone to war with me but usually after I've colonised many planets.

Change the option so you don't give the AI advanced starts and make sure you're only on Normal difficulty

Yeah, a 2k fleet (when I have 400ish) just swarms in one huge block and works it's way through my system. Sometimes I get two at a time.

Ill do as suggested and take the advanced starts down to zero.

...starting...now...
 
Nice to see another Clitheroe local on OcuK ^ :)

Anyway, there are a few odd things still happening. In my latest game, I was able to aggressively expand early on thanks to a quick alliance from a friendly neighbour allowing me to safely forgo any military buildup. A rival next to me was quickly blocked from a couple of lucrative systems by a well placed frontier outpost.

Then I struck lucky, three Gaia planets and two 80% planets and one sole frontier outpost and I had control over over 2 dozen systems and a plethora of mineral/energy/research.

I then built up my corvette fleet, just in time as my aggressive neighbor joined a distant alliance, war was declared and my Alliance and I forced half of his systems to become independent.

I do enjoy the diplomacy side of things, it needs a lot of work still though! Oh, and the Fallen Empire (religious fanatics) were to me west and one of the Gaia planets I colonized was considered one of their Holy planets, I expected to be stomped as soon as I colonized it, but nothing happened.
 
re: The above dev update.


Paradox put most developers to shame, they really do. They're the one company I really don't mind paying full-price for their games, or mind paying for DLC, which is real DLC, not bits of the game chopped up into little pieces (CA/SEGA) and sold to you at a later date.

By pretty much all accounts Stellaris has the makings of another classic.
 
Few ideas from my current experience....

a) Democracy is good because you get huge amount of Influence when you complete the mandate missions.

b) While the +2 on core planets might seem good, there are better bonuses there.

c) Do not turtle. If you see one of your neighbours overtaking you in power, do what ever you can to keep it even. Yes build a huge fleet. The moment they will tip you to weak status they will declare war on you. Say good bye to your planets trying to catch up.

d) EXPAND. Nothing is more paramount. Expand.

e) If you select Militarist you will get more weapon tech cards. If that is your sort of game.

f) Keep only big (20+ slots) planets plus capital as core. The rest delegate them to provinces.

g) If you want a very very strong production and economical power, you should result to slavery. Which publicly I do not condone as immoral.....

h) Build a science ship asap the moment you start the game.
 
Having reduced the advanced AI to zero, I'm now actually able to play a game!

Have 3 colonies so far but they all in infancy, hardly any fleet to speak of. Advanced tech but low power, so need to look at balance somehow. Trouble is, as soon as i build a couple more ships, my available power plummets. I'm trying to ride the wave of diplomacy and luck, keep expanding and build up a bit. Trouble is, i turned two colonies into sectors and now can't control the surface build. If the AI is as bad as people say, they won't go anywhere..
 
It is a lot better than galciv 3, however there are bad points. I'm not sure about replayability now I've essentially become the most powerful empire in an 800 star galaxy I've lost the interest of a very boring war mechanic. By far the weakest part of the game.

The other big issue is the random tech selection. Normally your are fine, but occasionally you can miss important stuff for ages. One game I didn't take colonisation and it took ages for it to show again.

Thanks for that. I think I will wait, developers may fix and balance things over time and by then I can pick it up much cheaper.

Oh and thanks for replying also Panos :)
 
I've really enjoyed my early interaction with this game, but the more I read the more I think it's just gonna get too complicated. You need a good 4 hour session just to get your head round all that's going on!
 
Having reduced the advanced AI to zero, I'm now actually able to play a game!

Have 3 colonies so far but they all in infancy, hardly any fleet to speak of. Advanced tech but low power, so need to look at balance somehow. Trouble is, as soon as i build a couple more ships, my available power plummets. I'm trying to ride the wave of diplomacy and luck, keep expanding and build up a bit. Trouble is, i turned two colonies into sectors and now can't control the surface build. If the AI is as bad as people say, they won't go anywhere..

Don't worry too much about energy credits. They can only be used for paying maintenance, clearing blockers and building robots. Maintain a stockpile so you can cope with the cost of enlarging your fleet for war or seeding colonies, but most of the time you'll be fine with an income of zero. If you're in serious danger of bankruptcy, trade excess minerals with an AI empire. You should be able to get 10 ECs a month in exchange for 12 minerals, which isn't a great deal considering minerals are so much more important, but minerals are also IME a lot more common than energy credits.

(There's a clue to this in one of the Tutorial missions, which is to get energy income of 10 and mineral income of 30.)
 
Don't worry too much about energy credits. They can only be used for paying maintenance, clearing blockers and building robots. Maintain a stockpile so you can cope with the cost of enlarging your fleet for war or seeding colonies, but most of the time you'll be fine with an income of zero. If you're in serious danger of bankruptcy, trade excess minerals with an AI empire. You should be able to get 10 ECs a month in exchange for 12 minerals, which isn't a great deal considering minerals are so much more important, but minerals are also IME a lot more common than energy credits.

(There's a clue to this in one of the Tutorial missions, which is to get energy income of 10 and mineral income of 30.)

Good advice, thanks! It's going to take a few games to find my feet, I think.

Here's a question. Logic is telling me I should be able to upgrade mining and research stations with better tech/weapons/armour etc.. but I don't seem to be able to (?). Am I wrong?

Also made the mistake of researching and building several defence platforms. Waste of money.

I'd love some sort of tech tree and guide, feel like I'm researching a bit aimlessly and just picking up what looks best rather than planning.

Also, sharing start charts with people has been good for me, listed several worlds that were perfect for a colony, miles away from where I'd been sending science ships.
 
Do I need to do anything to cause the 'colonize non 100% worlds' techs to show up? I've played 7 hours spread over 3 games so far (early game only) and each time I run out of options to expand as I cannot colonize ocean/tropical/tundra worlds. I've not seen a single tech relating to colonizing other biomes.
 
Do I need to do anything to cause the 'colonize non 100% worlds' techs to show up? I've played 7 hours spread over 3 games so far (early game only) and each time I run out of options to expand as I cannot colonize ocean/tropical/tundra worlds. I've not seen a single tech relating to colonizing other biomes.

The tech cards use a weighted system that determines the likelihood of drawing certain tech. It's based on your ethos, scientist traits plus other stuff probably. Once you've started the game there's not much more you can do to influence the tech cards other than to get a Scientist with the New Worlds trait (flag icon) and cross fingers.

The other way to colonise different planet types later on is to absorb another species into your empire that has different habitat preferences, build a spaceport where they live and when you build a colony ship you can use that species to colonise. There's a few ways to get another species:
- If you are friendly with a neighbour you can use diplomacy to allow them to migrate into your empire
- You can go to war and force planets into your empire that way
- Build observation posts above the planets of primitive civilisations in your empire and then accelerate their development until you can integrate them.
- You can also use genetic modification tech to modify the traits of pops of your own species on different planets and then use those to colonise in the same way.

A good analogy for this process is a deck of cards in which each card represents a different technology. When research on a selected tech is completed, the remaining "cards" are placed back into the deck which is then reshuffled. However, in this "shuffling" some cards are weighted to appear more often than others. This is especially common in the early game where some "cards" are extremely likely to appear as to allow all players to get a fair start. Additionally, an empires' ethos, the leading scientists' traits, the current researched technologies, etc. all factor in into this weighting.

And then there's this:
Know the hidden effects of your ethos

While the empire designer will tell you the basic effects of the ethos you pick, it won’t tell you that it has an effect on which government policies you can pass and even which tech cards you’re likely to draw. These aspects of your civilization are far from flavor text.

Militarists can make use of full planetary bombardment, allowing you to conquer worlds faster and deal huge infrastructure damage to those you don’t plan to take over. They also have a much higher chance of drawing new weapon tech cards, whereas Pacifists will prioritize almost everything else over shinier guns. In return, Pacifists are heavily weighted to draw advanced food-producing techs.

Materialists have a much higher chance to draw techs relating to robots and AI, whereas Spiritualists almost never will. On the flip side, Spiritualists are much more likely to develop psionic tech, which is extremely uncommon for everyone else.

Collectivists can happily enslave or purge pops without causing too much of a ruckus, and are more likely to draw techs relating to genetic modification and mind control. Individualists are more likely to unlock tech relating to eugenics, the spirit of exploration, and benefiting from the spoils of a hyper-capitalist, hyper-consumerist society.

Xenophobes will be very tolerant of mistreating other species, but don’t get much in the way of tech benefits. Xenophiles, on the other hand, will expect you to be nice to everyone. In return, they’ll be more likely to unlock tech relating to studying and practicing diplomacy with aliens (including the ability to allow alien leaders in your empire).
 
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