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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.

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

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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.

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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.

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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.

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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.

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That's all for this week! Next week you will be able to read the full patch notes for the 2.0 'Cherryh' update!
 
Declare Saint increases Unity production, Spiritualist equivalent to the Materialist +research edict.

Spiritualism is very Unity-focused in Cherryh.

So spiritualists can quickly rush to Psionics, which gives research buffs that basically cancel out Materialism's advantage.

Is there a comparable mechanic for the other side? Can Materialists build a unity machine?
 
[...]
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.

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
[...]

So.. what exactly did you change in the supremacy tradition tree, to make it work for pacified gameplay? Why should a pacifism player take supremacy, just to get the defense in depth thing? Or why did you bind the war doctrines to (any) tradion at all? Please explain. I don't get it. Wouldn't a research thing make more sense in that case? Maybe one, which requires at least one war, to show up?
 
Since keeping Gaia worlds uncolonized will be advantageous for spiritualists, will there be any method by which we can "evacuate" worlds by encouraging its population to leave the planet as quickly as they can?

You will be able to evacuate a planet by resettlement in 2.0.
 
Good, Wiz, but apocallypse to me means a little more.

There's two things I really want: 1) a chain of very small galaxies behind a new fallen empire, and these smaller galaxies be almost unlimited to jump in from your main galaxy for infinite gameplay and 2) also want an apocalyptic xenoparasytes coming from one of those different galaxy and taking the bodies and minds of all sentient and could be a permanent if infest the Khan of the pirates and turn him an inmortal abyssal cancerous boss being.
 
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Here's an idea for a war doctrine:

Attack in Detail: Increased weapon damage if you outnumber the enemy fleet.


doesn't that go against one of the main changes to fleets? that being the bonus you get for being outnumbered? while I personally like the idea I think it definitely needs to wait until we see what the balance is like
 
have you forgotten that fleet cap was shifted away from population and is now more dependent on starbases? you know the thing supremacy gives you more of and cheaper?
Totally useless, as new tall play will be a one system challenge.
 
your right clearly a self challenge outlier makes it all better.... in reality even a tall player will benefit both from the adoption and completion effects of this tree to such a degree that it becomes a priority.
And so? Following your logic:
- every empire will research and explore, discovery is a must
- every empire will expand, expansion is a must
- every empire would like to have more $$$, prosperity is a must
- (fill the rest of the list)

It's great that you have different interesting choices. Discovery first starts to be quite dull, after all.