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

Today’s dev diary is an important one, because it deals with something that makes Stellaris stand out, something that really defines the early stages of the game: the Science Ships. These bad boys are necessary to survey unknown planets and other objects in space, finding out which resources they contain and making sure habitable planets are actually safe to colonize. Although a Science Ship can operate without a Scientist character as captain, it is strongly discouraged because skilled Scientists are required to research many of the strange anomalies you will find out there...

stellaris_dev_diary_07_01_20151102_survey.jpg


I like to compare these intrepid explorer-scientists with the questing heroes you might see in an RPG. They fly around the galaxy exploring, having little adventures, gaining experience and perhaps picking up some new personality traits. The galaxy is, after all, ancient and full of wonders. The way this works in the game is that when a Science Ship completes a survey, it might uncover an Anomaly of some sort. Each Anomaly has a difficulty level, so you often want to delay researching some of them until you have a Scientist with a high enough skill. Researching an Anomaly takes time and may result in success, failure, or, sometimes, catastrophic failure… For example, if the Anomaly consists of some strange caves on an asteroid, the Scientist could find out their origins and learn something of value, come to a wrong conclusion (the Anomaly would then disappear forever), or accidentally trigger a fatal explosion which might knock the asteroid out of orbit and put it on a trajectory towards an inhabited planet.

stellaris_dev_diary_07_02_20151102_anomaly.jpg


Anomalies are thus quite like little quests, and usually require some player choices (exactly like the “events” you’ve seen in our other games.) Some options are only available under certain conditions. For example, a special option might require that the Scientist or empire ruler has a specific personality trait.

The biggest challenge we face when writing these Anomaly events is to provide enough variation that players keep getting surprised even after several complete playthroughs. Therefore, we work with rare branches and having multiple start and end points, so that you might initially think you’ve seen the Anomaly before, only to find that this time it plays out differently...

There are other important tasks for Science Ships as well; they are required for many special research projects and for analyzing the debris left behind after a battle, perhaps managing to reverse engineer some nifty technologies (the subject of a future dev diary…)

That’s all for now folks! Next week Henrik "GooseCreature" Eklund will talk about the “Situation Log” and special research projects.
 
Last edited by a moderator:
With every DD I see new icons and I find myself hovering my cursor over them hoping that a pop-up window appears explaining to me what that icon means:oops:

waiting for Stellaris is a cruel experience...
 
  • 14
  • 1
Reactions:
Have single-biome planets been confirmed?
 
  • 3
Reactions:
With every DD I see new icons and I find myself hovering my cursor over them hoping that a pop-up window appears explaining to me what that icon means:oops:

waiting for Stellaris is a cruel experience...
Same here...
 
  • 2
Reactions:
While it looks nice it also looks micro-intensive. I hope there is a way to streamline exploration or the analysis of battle debris otherwise it could become very tedious very fast.
 
Anomalies are thus quite like little quests, and usually require some player choices (exactly like the “events” you’ve seen in our other games.) Some options are only available under certain conditions. For example, a special option might require that the Scientist or empire ruler has a specific personality trait..
Am I to understand that there will be no events aside from these events?
 
  • 9
  • 1
Reactions:
I hope that terraforming barren planets is possible. Otherwise, why have terraforming at all, since what would you want to need it for most other than a barren planet?
It probably makes more sense to terraform a planet that already has life and an intact magnetic field (there is a reason that a barren planet is barren after all) but that has too high an atmospheric CO2 content for your species. In this case terraforming is reducing the CO2 content of that planet and introducing plants and animals from your own planet to take advantage of the inevitable extinctions your actions will cause.
 
  • 9
  • 1
Reactions:
I think it would be a good thing if we can't terraform every planet, even with lategame tech. It would make the good, habitable worlds more valuable when you find them. I always find it weird when you can terraform every kind of inhospitable rock out there into something livable.
 
  • 8
  • 3
Reactions:
So scientist can be command a science ship or be in charge of a research department. Which one is the most important? What happen if I have no head of research or ship captain? Which is the worst of the 2. Argh, so many questions about min/maxing scientists.
 
These bad boys are necessary to survey unknown planets and other objects in space, finding out which resources they contain and making sure habitable planets are actually safe to colonize.
What resources? What can we use them for?
 
How will you make sure the player has a meaningful choice in these events, without an either an optimum option or it just becoming a random result
Perhaps they can't. It would end up being like the chains of events in CK2, once you've found the optimal set of options (or looked it online), you don't read them anymore.
 
Perhaps they can't. It would end up being like the chains of events in CK2, once you've found the optimal set of options (or looked it online), you don't read them anymore.
The optimal one will probably only be unlocked to those with the right set of ethics or skill.
 
  • 4
Reactions: