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Hi all, Jamor here. I'm filling in for Wiz this week, as I want my Game Director to focus on post-launch support for Cherryh, our biggest update yet.

Today's dev diary is about 2.0.2_beta: the new build available as an optional beta for Steam users right now (note for Paradoxplaza Launcher users: we're using Steam as our beta testing platform at this time, if you want to try it out please use the Steam key that came with your Plaza purchase).

When we made 2.0, we knew that the scale of changes would be huge, and therefore I budgeted a larger than normal amount of dev time for post-launch support. The objective is to absorb and process player feedback, and perform bug fixes as well as balance tweaks and general improvements. There are almost as many unique play styles as there are Stellaris players out there, and our objective is to hit a good balance point for the maximum number, which you can then further tweak to your own preferences with the new game customization options.

2.0.2 is planned to be a "rolling beta", meaning we will continue to update it at intervals when we have new tweaks/fixes that we want to push to you. Your feedback on it will be crucial for determining the content of the final, official version, so please continue to play and tell us how it goes.

We especially want to make sure we get War Exhaustion/Status Quo Peace right, so that it produces believable and satisfying war results for the greatest number of people. As such, the initial changes in this patch are experimental and we'll continue to iterate on them throughout the test period. Please don't hesitate to give us your constructive feedback.

#################################################################
######################### VERSION 2.0.2 ###########################
#################################################################

###################
# Feature
###################
* You are no longer forced to make peace at 100% war exhaustion, instead your Influence and Unity monthly gains are reduced to 0 and a happiness penalty is applied to all Pops until you make peace
* Occupation no longer contributes to War Exhaustion, but instead is displayed as a separate factor in war overview, to make it clearer what you need to do in order to enforce demands
* War Overview no longer attempts to calculate a winner in battles, but simply displays war exhaustion gained by each side
* Marauder raiding fleets are now neutral to everyone except their intended target so they won't wreck everything in their path when they go a-viking
* Fixed Gestalt Consciousness empires using Trading Hub starbase module and Offworld Trading Company starbase building, they now use Resource Reprocessor and External Acquisitions Area (name/flavor difference only)
* It is now possible to test-fire a World Cracker on habitable (but uninhabited) planets in your space
* Added tier 5 Dark Matter thrusters that can only be gained by scavenging Fallen Empire ships
* Transcendent Learning ascension perk has been added to the game, and it increases leader level cap and empire leader cap
* Megastructure resources are now affected by country modifiers
* Ship sizes now have a default combat behavior and will prefer computers of that type if auto-generated (Picket for Destroyers, etc)
* Added some more logic for making sure ship auto-complete doesn't switch your desired combat role
* Space stations now use the country_mult modifier instead of the tile_mult modifier and no longer get the tile_add modifier
* When a new ruler is elected, the previous ruler that was voted out of office (if alive) will now attempt to take over the job that was opened up by the newly elected ruler, assuming the leader class matches. Back to the mines, Mr. Ex-President.

###################
# Balance
###################
* Reduced War Exhaustion per ship and army killed
* Militarist ethics now gain -10%/-20% war exhaustion gain instead of army damage bonus
* Technologies that reduce claim cost now also decrease war exhaustion gain
* You now get war exhaustion a bit slower while fighting a Liberation War
* Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance
* Base unity income increased from 1 to 2
* Base tradition cost increased from 56 to 100 (does not affect the cost increase from number of traditions)
* Tradition unity cost per system reduced from 2% to 1%
* Corvette/Destroyer/Cruiser/Battleship build speed techs now also reduce build cost of that ship type by 5%
* Habitats now have their own fortress building (Security Zone) that is effective at unrest reduction but provides only a few defense armies and no FTL inhibitor or bombardment protection
* It is now possible to mod away serviles & pre-sapient traits if you have completed biological ascension
* Egalitarian ethics effect on faction influence increased from +15%/30% to +25%/50%
* Corvette Focus trait now requires Destroyers tech (as it's hardly a 'focus' if it's the only ship type possible)
* Scout admiral trait reduced from 20% to 10% speed (so Gale-Speed is faster)
* Admiral now always dies when last ship in fleet is destroyed and there are no disengaged ships to move to
* Drone Mining Lasers are now a bit worse against hull and a bit better against shields
* Broken and shattered planets spawned on galaxy generation can now have deposits
* Thrusters now cost different amounts of minerals and give different amounts of evasion based on which ship size they are for (corvette thrusters are cheaper and add more evasion, etc)
* Reduced cost of hiring Marauder leaders to 2000 energy
* Having an enclave in your border now gives +1 opinion per year instead of +1 opinion per month, as the latter made all other opinion boosts rather meaningless
* Increased opinion bonuses for ally of ally and mutual rivals
* Increased opinion penalties of allying rivals
* Tributary wargoal is now a bit easier to enforce
* Combat computers now give evasion_mult instead of evasion_add
* Asteroid Sighted can no longer pop after the first 50 years, to avoid it happening in large sprawling empires with limited time to respond
* First pirate event now tells you the system where they are based
* Increased time limits of all Special Projects requiring a ship in orbit (new minimum is 3 years)
* Federation fleet is now limited to an absolute max naval capacity of 500
* It is now possible to get the gateway activation tech if you know any other empire that has the technology
* When a Federation enforces ideology on an empire, that empire now gets opinion boosts with the entire federation

# Civics
* Citizen Service civic now also increases unity output from fortress and strongholds by 1
* Aristocratic Elite civic now gives +2 leader cap and +2 governor max level instead of +4 leader cap and -50% leader recruitment cost
* Distinguished Admiralty civic increases leader cap by +2
* Driven Assimilators now have the 'Assimilate' total war CB
* Purifier and anti-Purifier CBs no longer require neighboring status (was confusing and unintuitive to players)
* Nationalistic Zeal civic now gives -10% war exhaustion gain instead of +1 rivalries
* Free Haven now gives xeno migration attraction instead of migration attraction

# Traditions
* Expansion adoption effect now gives +50% colony development speed (down from +100%)
* Galactic Ambition expansion tradition now gives -20% starbase upkeep instead of +2 starbase capacity

# Ascension Perks
* Shared Destiny effect on integration cost reduction changed from -50% to -75%
* Nihilistic Acquisition can now be taken by purifier-style empires

# Edicts
* Drone Campaign food cost increased from 100 to 500
* Learning Campaign food cost increased from 50 to 500
* War Drone Campaign food cost increased from 50 to 500
* Patrol Drones planetary edict is now available to all Gestalt Consciousness-empires

###################
# UI
###################
* Added building descriptions to traditions that unlock buildings
* Starbase upgrade cost and Module/Building building cost now properly show modifiers affecting them
* Renamed Growth Speed to Pop Growth Speed to be clearer
* Added the correct icons for megastructures and starbases in the control-groups UI
* Contacts view has been improved
* Government view now displays ruler & heir skill stars
* Heir tooltip no longer displays skill effects (as heir has no skill effects until they become ruler)
* Clicking your ruler or heir name in Government View will now allow you to change their name and/or title
* Galaxy resources now show the amount actually collected, and the tooltips give you the list of applied modifiers
* Resource modifier no longer show decimal values
* Removed pointless decimals for starbase caps, planet caps, naval command cap, and naval capacity
* Added the country resources add and multipliers modifiers to the budget tab
* Improved how the speed modifiers are shown in the starbase upgrade time tooltip
* Added a more clear warning that deleting templates will also disband ships
* Fixed several instances of a Status Quo peace being called a White Peace in peace messages
* Alert for High War Exhaustion is now more helpful
* Traits that are already present in species can now always be re-added while in process of modifying template
* Aura tooltip now differentiates between system-wide friendly auras and fleet-only friendly auras
* Changed the current value of template designs in fleet manager to show the current amount of ships including ones that only are scheduled for retrofit

###################
# AI
###################
* AI now activates some of its anti-crisis logic when under threat from a mid-game crisis like the Great Khan
* AI no longer picks shared destiny unless it has at least one vassal
* Added separate definitions for mid-game and end-game crisis factions, with slightly different AI logic to respond to them
* Fixed another cause of AI endlessly inviting player to the same war

###################
# Modding
###################
* Added a country modifier for war exhaustion gain (when multiple countries are involved on the same side in a war, the averaged modifier of all of them is used)
* add_threat effect now once again takes country scope (generates threat scaled towards whole target empire)

###################
# Bugfix
###################
* Fixed system/colony tradition costs being multiplied on each other instead of additive
* Fixed additional potential out of sync issues in multiplayer
* Afterburners can no longer be installed on defense platforms, as lovely as it was to uselessly vent fuel in to space as a gesture of contempt to environmentalists
* Deep Space Black Site now requires you to own a planet in the system, instead of erroneously using the same trigger as trading hub
* All Satrapies are now properly liberated when the Horde fractures into the Diadochi
* Fixed bug where the planet class transition effect started too late
* Fixed adopting the Domination tradition tree not unlocking certain diplomatic actions for eligible Machine Empires
* Fixed auto-exploring science ships doubling up (exploring the same system simultaneously)
* Fixed a CTD. Could sometimes try to merge invalid fleets.
* No longer possible to hold Casus Belli on non-empire factions such as Crises and Marauders
* Galactic core visibility is now lifted when you explore all systems adjacent to it, instead of just one
* Fixed empires not being able to see primitives in other empires' space due to lack of comms spread
* Ships merging in to fleets directly from stations now behave properly
* Fixed scientists not dying when their science ship was destroyed in battle
* Fixed raiding stance not having bombardment graphics on planet being raided
* Fixed tooltips for status column in contacts view to reflect accurately what they represent
* Fixed raiding not always abducting pops when it should, due to bad habitability calculation
* Fixed raiding stance not having the correct pop limit (would abduct at >6 instead of >4 pops)
* Fix a freeze when trying to upgrade technologies more than their max levels
* Fixed Determined Exterminators starting with a farm building
* Construction is now paused for starbases in combat
* Fixed force ethics not correctly calculating a government for the defeated empire's new ethics
* Enigmatic fortress now properly disables even after saving and loading the game (status was not properly saved)
* Iron Fist governor trait is no longer available for Hive Minds, making it disabled for all types of Gestalt Consciousness-empires
* Fixed being unable to land armies on a colony seized by Mutants
* Fix bug where queued items wasn't moved to the new fleet design when a design upgrade becomes available
* Fixed Slaving Despots being far too common an AI personality because of wrongly scripted weights
* Disables the bypass cache when calculating the distance to capital modifier, hopefully solving an OOS issue
* Fixed a crash when quitting to the main menu in the middle of a war
* It should no longer be possible to try to spawn a star system with an invalid star class
* Fix crash when comparing the relative power of a country that has no power
* Prevented fake country from trying to initialize a technology module it does not have for some reason
* UNE now uses correct name list when spawned in Commonwealth games
* Fixed revolting slaves greedily snatching the capital planet when they're not supposed to
* No longer possible to force ideology on Fallen Empires
* Fixed Omega Theory tech sometimes not appearing at the end of the Horizon Signal chain
* Fixed an event-spawned science ship not getting a hyperdrive
* Fixed planet unrest modifiers not being properly recalculated
* Fixed Ascension Theory tech not being available to players who do not own Apocalypse

PLEASE NOTE: THIS IS AN OPT-IN PATCH. YOU HAVE TO CHOOSE TO JOIN IN ORDER TO TEST THE NEW VERSION.

Here's how to opt in:


Right click on Stellaris in your Steam library -> select Properties -> go to the Betas tab -> select "2.0.2_beta"

I'll of course ping this thread and let you know when an updated version of the beta goes out. Thank you all for your support, we think it's really great that we get to work with our fan community to constantly improve the game together.

Make sure to check out next week's Dev Diary for a first look at our development priorities going forward in the...wait for it...POST-APOCALYPSE.

(I've been waiting so long to say that)

Have fun everyone!
 
Last edited:

RhoDaZZ

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The thing with war exhaustion balance is that it's trying to do the same for two different archetypes, even though they have completely different ways in which they want to wage war.

Non-diplomatic states want to have a total victory, which in 2.0 they couldn't ever realistically get in the time that ran before war exhaustion reached 100 %, unless it was late game. This meant wars in 2.0 were just about defending your own outposts from being sniped and taking as many of theirs+planets until the timer inevitably ran out.

Diplomatic states have access to wargoals that tick up before a total victory, and so will naturally conclude their wars earlier. What was effectively a hard-cap on war duration, therefore favored diplomatic states in the balance metagame very heavily (at least before late-very late game hit).

Likewise, "unlimited" war timers makes the cleansing etc. CBs much stronger, and the claim-conquer CBs comparatively weaker (when you factor in truce timers).

I understand why warscore was removed, but as it is now the rather simple war exhaustion system needs an overhaul with more (not less) conditions that add and take away from it - if the goal is a balance that doesn't make any archetype clearly better or worse.
 

Luaro

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ac55c5b0241ed1a2.png

Ai building habitats and not using them at all
 

Tale

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I just made an account to come say the new war system really sucks I've been doing all the work in a current war while my federation buddy has been picking daisies and when I hover over the status quo he wants to give 6 claims up to my ally and take 2 from me like wtf is this shit im kicking his ass and he wants my territories? this retard only has one 2k power fleet left to stand against my 14k power fleet why the hell does he get any leverage in peacetime discussions. TLDR new war system is trash old wasn't super good either but still better
Status quo is for what's occupied.

He can ask for more because he took more and you, despite your complaints that he's so weak, seem unable to stop him.
 

Zikimoto

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also what the hell is up with the new movement system even though i have had a science ship previously go through all the enemies hyperlanes there are still some sectors that even though they have 2 crystal clear routes leading to them say that there is no route for the selected fleet to reach the system and wont even let me send a science ship into them
 

Ur-Quan Lord 13

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also what the hell is up with the new movement system even though i have had a science ship previously go through all the enemies hyperlanes there are still some sectors that even though they have 2 crystal clear routes leading to them say that there is no route for the selected fleet to reach the system and wont even let me send a science ship into them
Yah, I saw that before the patch too. Both not going to systems that are open and I could manually send them to, and systems that appeared open but were inaccessible (without switching to passive).

For the first, either a bug, or some hidden max distance on auto explore? Dunno.

For the second, my only guess is some tiny hostile station in the way that doesn't show on the galaxy map... Or also a bug :p
 

Mitchella35

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Yes, it has an impact, but I do not think it is necessarily a bad one.
It makes energy matter in the early game, and gives you a good reason to invest your early minerals and population in stuff that produces energy.
Before, the (in my opinion too) obvious strategy for the early game was to focus on minerals and unity, and only ever use planet tiles and excess minerals for energy production when you started to run a deficit. Having your capacity to sustain rapid expansion dependent on energy - along with the new energy-based campaigns - makes investing in energy early on a valid option, while keeping minerals and unity relevant as well.
Making choices more meaningful is always a good thing in a strategy game, even if it makes the game a little harder.

I don't disagree that making choices meaningful is a good thing, I think this disproportionately impacts the ability to expand in the early game and particularly for Machine Empire who pay 1 energy per population. That already forces a hard choice between energy and minerals. If Energy needs to matter more then I would suggest lowering energy cost for machine pops, or leaving it all as it is and increase the energy cost for Ships to 0.75% and the mineral cost down to 0.75%.

That leaves you with no net change in overall cost but shunts energy up in value and minerals down in value whilst forcing more meaningful choices about ship uses and not removing play options from certain species that are affected most by this suggested change. Personally, I will just mod it back to the way it was, but I see no benefit in doing what they have suggested and modding is back to the way it was is just a pain to keep up with it every version iteration.
 

Hype

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wondering if the AI can handle this as well

They pay significantly reduced maintenance so they shouldn't really have a problem handling it.
This is unlikely to happen, because there's some indication that trading hubs are actually too good.

There's a thread on the Stellaris Reddit (don't believe I can link to it...) where someone is earning 115 energy from planets, 500 from stations and 315 from starbases.

Remember you can place up to 6 trading hubs on a single starbase, plus the building that increases their output...

Since starbases are your main source of fleet capacity now with anchorages each trading hub is a trade off. They probably shouldn't be buffed but having them be strong is a good thing I think.
 

genghispwn

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Hi, first post! I think I encountered a bug in the new patch. Let me know if there is a better place to submit bug reports. After the Abandoned Terraforming Equipment event, xenomorphs spawned and took over my colony and now I can't land my army to save all my dudes before they are purged/dissembled. It says "Planet must be colonized before armies can land." Thanks!
 

Poohbah

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1 energy upkeep for outposts is just gonna make the already dumb border situation even worse. I already don't build outposts in systems that are kinda not worth it, now the threshold for me to build one will be even higher.
 

Ur-Quan Lord 13

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They pay significantly reduced maintenance so they shouldn't really have a problem handling it.


Since starbases are your main source of fleet capacity now with anchorages each trading hub is a trade off. They probably shouldn't be buffed but having them be strong is a good thing I think.
Yah, you're gonna need anchorages to fight fallen empires and end game crises.
 

Ur-Quan Lord 13

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1 energy upkeep for outposts is just gonna make the already dumb border situation even worse. I already don't build outposts in systems that are kinda not worth it, now the threshold for me to build one will be even higher.
Yah, but that's at the cost of letting pirates spawn literally anywhere in your empire and having to respond (increased ship maintenance) and rebuild the stations they've taken out, and just be generally annoyed.

Until you have a gateway network set up within jump distance of every unoccupied system.

They did it because having a strong energy economy was just too easy. This cuts that down went from energy surpluses higher than my mineral surpluses to actually having to think about it during a war.
 

Zikimoto

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@Zikimoto, read about the claims system.

it makes sense now up until this point my past conquests had all the territory i had claimed owned by me at the end of the war and i just didnt notice that
so when all of a sudden i had them on the brink but didnt happen to own any of the systems i had claimed(federation buddy claimed most of the shit i conquered) it wont transfer me control since i dont currently control them. war exhaustion definitely needs fixing though it happens to fast
 

ShoGuL

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By the way, not sure if it has been mentioned but this patch is a huge buff to pacifists.

Fanatic pacifist now gets +10% yields from all mining and research bases from day 1. That's massive!
 

Leovinas

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Been playing a few minor games to get the hang of Apocalypse.

One thing that slightly ruined my latest one was that I had the Enigmatic Fortress a few systems away from my homeworld - no big problem, except that it wiped my entire fleet when it auto-navigated home from across the map - right through the Fortress.

Some kind of pathfinding tweak might be in order so that fleets don't do something patently suicidal like auto-navigating through a Leviathan. The first I knew something was up was the 'combat' alert followed about half a second later by the 'fleet lost' alert. Either a pathfinding tweak so they don't blunder into a known Leviathan, or the ability to toggle certain systems as off-limits unless I give a very specific instruction to go there, might be in order.

Actually, come to think of it, the ability to plant a warning beacon or something on the edge of a system would be really cool, particularly if a player came across an alien or historical one in an otherwise suspiciously-deserted system.
 

alastormourning

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Jamor (and the rest of the Stellaris Team),

Thank you for providing a preview of your plans and for encouraging consumer feedback. I would like to take you up on that offer and provide you with my reaction to Stellaris 2.0. I hope that you'll take it in the respectful but frank and honest way that it's intended. I registered on the Paradox Forums for the first time to respond to your Dev Diary in hope that my voice would be heard.

I am very disappointed with Stellaris 2.0. Forcing hyperlanes onto the game created fixed entry and exit points for each "map tile" -- this is a hallmark of land warfare. So in essence, it changed Stellaris from a space game into a randomly-generated Risk board with stars painted on it.

While there were a number of good changes made to keep war from being more than a fleet-numbers game and to make starbases useful, none of these changes required fundamentally altering the game's context so dramatically. I feel like the new update took two steps forward, but it left a broad, inclusive road and stepped onto a narrow road that not everyone wants to walk.

I paid for the expansion, and I don't necessarily regret it. As long as my friends continue to enjoy the game, I will probably play it with them to spend time with them, even if I don't enjoy it as much as I used to.

However, if the option to use other forms of propulsion isn't restored, it is unlikely that I will purchase further expansions for Stellaris. And this experience with having the game so radically changed against the players' wishes will probably prevent me from purchasing other, unrelated Paradox products in the future unless I see more encouraging behavior from the company in the meantime.

I appreciate the hard work the Stellaris Team has done, and I thank you for reading and passing on your customers' thoughts on your side.
 

Stolen Rutters

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Re energy availability:

Only played one opening with 2.0, restarted with 2.01, and restarted again with 2.02. All three galaxies were fairly rich in nearby energy. Energy surplus was superb before adding outpost cost, seemed just right after the cost went in.

I think adding outpost cost is a good thing. About 75 percent of nearby star systems had at least 2 energy, more than half the star systems have at least six total resources combined.

That’s 100 minerals and 75 influence to extend my border and, with just one more 90 mineral build, posititve energy net to my empire, plus access to either minerals, science, or more energy. On the 2.02 start, I was able to lock away maybe 30 systems on a standard start before I was blocked by neighbors (two friendlies and two angries). I added four colonies within that space, (plus a dozen red planets I would need tech or uplift to colonize).

So again, I like the outpost cost, conceptually, and I have had three maps in a row where the balance seemed right.

One energy per outpost could work if the energy is as available as my three starts, but with the complaints about lack, maybe I just got lucky.
 

BlackUmbrellas

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Jamor (and the rest of the Stellaris Team),

Thank you for providing a preview of your plans and for encouraging consumer feedback. I would like to take you up on that offer and provide you with my reaction to Stellaris 2.0. I hope that you'll take it in the respectful but frank and honest way that it's intended. I registered on the Paradox Forums for the first time to respond to your Dev Diary in hope that my voice would be heard.

I am very disappointed with Stellaris 2.0. Forcing hyperlanes onto the game created fixed entry and exit points for each "map tile" -- this is a hallmark of land warfare. So in essence, it changed Stellaris from a space game into a randomly-generated Risk board with stars painted on it.

While there were a number of good changes made to keep war from being more than a fleet-numbers game and to make starbases useful, none of these changes required fundamentally altering the game's context so dramatically. I feel like the new update took two steps forward, but it left a broad, inclusive road and stepped onto a narrow road that not everyone wants to walk.

I paid for the expansion, and I don't necessarily regret it. As long as my friends continue to enjoy the game, I will probably play it with them to spend time with them, even if I don't enjoy it as much as I used to.

However, if the option to use other forms of propulsion isn't restored, it is unlikely that I will purchase further expansions for Stellaris. And this experience with having the game so radically changed against the players' wishes will probably prevent me from purchasing other, unrelated Paradox products in the future unless I see more encouraging behavior from the company in the meantime.

I appreciate the hard work the Stellaris Team has done, and I thank you for reading and passing on your customers' thoughts on your side.
Bye
 
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