Hello and welcome to another Stellaris development diary! Today we will take a look at some of the minor features and changes in the coming 2.0 'Cherryh' update.

Quality of Life
We have added small icons to the outliner that lets you see if planets have buildings that can be upgraded, or if there are Pops that do not have a building they are working. Similarly, you will be able to see when a starbase has an empty module or building slot.

This should make it a lot easier for you to manage your planets and starbases.

upload_2018-2-8_11-27-38.png


In the fleet view it is now also possible to see which designs can be upgraded.

upload_2018-2-8_12-37-21.png


Hallowed Planets
Spiritualist empires will be able to designate an uncolonized Gaia World within their borders as a 'Holy World'. The Holy World will increase your empire's unity production as long as it remains uncolonized and within your borders.

In addition to being able to make uncolonized Gaia Worlds useful, Hallowed Planets will also make spiritualist factions happy.

upload_2018-2-8_13-1-53.png


War Doctrines
In addition to other changes to traditions, finishing the Supremacy traditions now allows you to set a War Doctrine for your empire. War Doctrines give you additional customization and specialization regarding how you utilize your fleets.

upload_2018-2-8_13-7-49.png


There are four different war doctrines with different strengths and weaknesses:
Defense in Depth: Defensive empires will have a bonus to their ship fire rate within their own borders
Hit and Run: This doctrine will increase the likelyhood of your ships making an emergency FTL in combat, and also reduce damage caused by emergency FTL
Rapid Deployment: Empires that choose to rely on quickly being able to respond to threats may choose this doctrine which increases sublight speed and ship weapon range
No retreat: Militarists and Gestalt Consciousness empires can choose to employ a doctrine of no retreat, increasing ship fire rate but removing the ability for individual ships to emergency FTL out of combat instead of being destroyed.

upload_2018-2-8_13-10-58.png


Psionic Awakening (Utopia)
Should you be playing a Psionic empire, introduced with Utopia, it will now be possible to help lesser species awaken their psionic potential. This works similar to Assimilation, where you can give another species the benefits of your chosen ascension path.

upload_2018-2-8_13-46-13.png


That's all for this week! Next week you will be able to read the full patch notes for the 2.0 'Cherryh' update!
 

Starcomet

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sure... you could do it that way or create a pacifist empire then lock it to always spawn. now just start a small galaxy game no FE and only one ai
There's a CB now to "Force beliefs" or something like that. Well, in 12 days. Yea.

True you could do that LughC, but feels a little like cheating. And Jedi that also will be useful, but seems contradictory for a pacifist nation I think. Though the Fanatic Pacifist Fallen Empire will does anyway when it awakens lol.
 
Last edited:

LughC

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True you could do that LughC, but feels a little like cheating. And Jedi that also will be useful, but seems contradictory for a pacifist nations I think. Though the Fanatic Pacifist Fallen Empire will does anyway when it awakens lol.

the idea of forcing pacifism isn't that strange for a pacifist group.
 

LocutusvonBorg

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will it be possible to upgrade all upgradeable buildings on one planet with one click ?
will it be able to remove all tileblocker with one click ? (at least queue them)

both is one of the most annoying things for me to do everytime ...
 

LughC

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Through laws sure.

... and how exactly do you think one enforces laws on another nation pro tip asking nicely doesn't work all that well. the idea that you as a pacifist nation can win a defensive war and as a result force pacifist restrictions on as well as put pacifist individuals in positions of power in another nation doesn't seem all that radical
 

jdrou

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Starcomet

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... and how exactly do you think one enforces laws on another nation pro tip asking nicely doesn't work all that well. the idea that you as a pacifist nation can win a defensive war and as a result force pacifist restrictions on as well as put pacifist individuals in positions of power in another nation doesn't seem all that radical

But that requires that you bait other nations into attacking you and that does not seem possible with the new 2.0 unless you intentionally make yourself weak.
 

terrycloth

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... and how exactly do you think one enforces laws on another nation pro tip asking nicely doesn't work all that well. the idea that you as a pacifist nation can win a defensive war and as a result force pacifist restrictions on as well as put pacifist individuals in positions of power in another nation doesn't seem all that radical

Fight! Fight for everlasting peace!
 

Lharrs

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Regarding War doctrines, it would be better if this was a fleet by fleet basis. This is especially true with addition of combat computers for individual ships.

It would seem for a game like this, there should be three distinct areas of tailoring in this regard:
Macro/Strategic/Empire in the form of a given Doctrine. This would take the form of what the Empire can do to aid the defensive or offensive capabilities of the Military such as Logistics & Organization, Production, Refinement (better "X" weapons/equipment/shield/armor, etc.), or anything else that involves pre/post combat operations and is under the direction of the military itself.

Mezzo/Tactical/Fleet in the form of fleet tactics (similar to what the current 2.0 War Doctrines outline).

and lastly

Micro/Individual/Ship in the form of a ship engagement role (such as the new ship computer outlined in 2.0).