• 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.

Stellaris Dev Diary #109 - 2.0 Post-Release Support (part 2)

Hello everyone and welcome to another Stellaris development diary. As mentioned in last dev diary, we are still in full post-release support mode and until we are ready to get back to regular feature dev diaries, we're not going to have full-length dev diaries. Instead, we'll use the dev diaries to highlight certain fixes or tweaks coming in the rolling 2.0.2 beta update that we feel need highlighting. All the changes listed below will be coming in the next 2.0.2 update, which we expect to have with you soon.

Species Rights Changes
Both in order to fix some bugs caused by traits that alter species identity (such as Psionic ascension path traits), and to expand player freedom, we've made some changes to species rights. There are no longer any traits that cause a species to be considered entirely distinct from its parent species, so a Psionic or Hive-Minded Human pop is still considered to be a subspecies of Human. As it would then no longer make sense for all Human subspecies to share the same rights, we've added the ability to set rights for subspecies, so you can have, for example, different levels of military service and living standards for different subspecies of the same species living in your empire. However, there will still be certain restrictions for subspecies of your primary species, so if your empire is Human, you will not be able to purge a Human subspecies unless that subspecies has been majorly altered (such as being turned into Hive-Minded humans)
2018_03_22_3.png


Food Trading & Negative Food Spirals
We've had a bunch of feedback on AI and player problems with ending up in negative food spirals where a lack of food would cause starvation, reducing happiness and causing unrest, which would reduce food production, making starvation worse and creating a vicious cycle. To address this we've made a couple of changes. First of all, unrest and low happiness no longer reduce food production (they still reduce food from processing/livestock, as that represents the pops fighting back against being eaten). Secondly, we've improved the AI's understanding of food trading, so that it should heavily prioritize trading for food when in starvation. Finally, for those with Leviathans, we've added the ability to trade Minerals/Energy for Food and vice versa with the Trader Enclaves.
2018_03_21_1.png


New Marauder Events
In order to make it less of a pure loss prospect to start near Marauders, we've added some positive events that can only fire if your empire is bordering Marauders. These benefits might include gaining resources, pops, free ships and leaders, or temporary buffs to the effectiveness of your fleets.
2018_03_22_1.png


Occupation Armies
Since the army rework in 2.0, it's become significantly easier to snipe back planets that were recently taken by the enemy, as these planets lack a garrison to defend them. For this reason, we've implemented a new type of army type called Occupation Armies. When a planet is occupied, the occupier now spawns a garrison force of these Occupation Armies (the exact type varying depending on species just as with defense armies). Unless destroyed by battle or bombardment, the garrison force remains until the planet is either annexed or reverts to the owner's control.

Weapon Range Modifier
Since this is a topic that keeps coming up (because the way weapon range is implemented in the code is extremely complex and there is no one single weapon range modifier bug to fix, but a bunch of different places where it has to be hooked in correctly), I just wanted to mention that we've done some additional fixes, and believe that the modifier should now be fully functional. We've also implemented a separate ship_modifier entry for ship sizes that can be used to apply certain modifiers (such as firing rate and weapon range) that do not work in the regular ship_size modifier (as that modifier is applied to the ship design, and not the ship itself).

That's all for now! Remember that these are just a selection of tweaks/fixes, and there are many more that were not listed here but will be included in the patch notes when we next update 2.0.2. See you next week!
 

Calvax

General
47 Badges
Jan 23, 2017
1.878
5.695
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Nemesis
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Galaxy Edition
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Victoria 2
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Victoria: Revolutions
  • Stellaris: Megacorp
  • Stellaris: Distant Stars Pre-Order
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
Awesome. As a piece of feedback/request it would be so useful if gene- and robotmodding could be applied to individual pops and that on the species overview screen we could select pops by profession. I never bother picking bio ascension because of all the tedious micromanagement needed if you're trying to make a highly specialised species. It's not possible to simply select all the mine workers and assign them to the labourer template, or the scientists and make them intelligent with natural X. Because we can only break it down by planets it has to be fudged by having one "modification planet" where the pops are changed to a specific template and resettled around the empire, which is a lot of micro and not very fun.

Any develop of that system would be great :)
 

Wizzington

Game Director (Victoria 3)
Paradox Staff
41 Badges
Nov 15, 2007
12.513
137.622
  • Hearts of Iron II: Armageddon
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Sengoku
  • Europa Universalis: Rome
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • March of the Eagles
  • Majesty 2
  • Magicka
  • Heir to the Throne
  • Arsenal of Democracy
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis III Complete
  • Deus Vult
  • East India Company
  • Europa Universalis III
  • Divine Wind
  • For The Glory
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Prison Architect
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Victoria 2
Will there be changes to achieve a 'limited victory' in liberation/subjugation wars. This was mentioned in last weeks dev diary but it wasn't clear if it will come.

Not in the next 2.0.2 version. Might be coming after that, but it depends on how complex it is and whether our ideas work out in practice.
 

Wizzington

Game Director (Victoria 3)
Paradox Staff
41 Badges
Nov 15, 2007
12.513
137.622
  • Hearts of Iron II: Armageddon
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Sengoku
  • Europa Universalis: Rome
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • March of the Eagles
  • Majesty 2
  • Magicka
  • Heir to the Throne
  • Arsenal of Democracy
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis III Complete
  • Deus Vult
  • East India Company
  • Europa Universalis III
  • Divine Wind
  • For The Glory
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Prison Architect
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Victoria 2
Does the combat computer counts for individual weapon range when stopping the ship?

For example, if a BB has a 150 range XL weapon and a short range Medium weapon, will the BB stop when all weapons are within firing distance? or will it stop the moment one of the weapons is within firing range but disregarding the others (some weapons will be unable to fire).

The range it stops at is decided by what computer you pick, not by what weapons you pick.
 

Sapa Inca

Lt. General
33 Badges
Jan 21, 2017
1.672
1.624
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Victoria 3 Sign Up
  • Europa Universalis IV
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
These benefits might include gaining resources, pops, free ships and leaders, or temporary buffs to the effectiveness of your fleets.
Really like it, marauder pops will gain a habitability preference trait now? Currently, marauders and trader enclaves species have not a preference habitability trait.
 
A

Attitude Adjuster

Guest
Will the update be likely this week, or beyond? (5 man LAN game planned tomorrow, wondering if we should wait a few hours or just start early :D)
 

Sapa Inca

Lt. General
33 Badges
Jan 21, 2017
1.672
1.624
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Victoria 3 Sign Up
  • Europa Universalis IV
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
Finally, for those with Leviathans, we've added the ability to trade Minerals/Energy for Food and vice versa with the Trader Enclaves.
I love it, thanks.

so if your empire is Human, you will not be able to purge a Human subspecies unless that subspecies has been majorly altered (such as being turned into Hive-Minded humans)
Some future plan of make possible maintain hive minded and machine pops inside your empire without mandatory purging? Maybe in the diplomacy dlc.
 

Caligula Caesar

Stellaris Technical Scripter
Paradox Staff
63 Badges
Nov 1, 2014
752
2.392
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Third Rome
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Europa Universalis III
  • Europa Universalis IV: Pre-order
  • Hearts of Iron IV: Cadet
  • Stellaris: Federations
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Common Sense
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Imperator: Rome Deluxe Edition
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
Is the AI freezing / stopping building ships fixed, or was that most likely an issue caused by 2.0.2 updating mid-game?
 

jose2534

The Lost Chevalier, lord of [REDACTED]
95 Badges
May 14, 2016
682
538
29
www.youtube.com
  • Cities: Skylines - Mass Transit
  • Battle for Bosporus
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Rule Britannia
  • BATTLETECH - Digital Deluxe Edition
  • BATTLETECH: Flashpoint
  • Stellaris: Necroids
  • Stellaris: Federations
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • BATTLETECH: Heavy Metal
  • Victoria 3 Sign Up
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Campus
  • Hearts of Iron IV: La Resistance
  • BATTLETECH: Season pass
  • Imperator: Rome Deluxe Edition
  • Age of Wonders: Planetfall
  • Europa Universalis 4: Emperor
  • Europa Universalis IV
  • Crusader Kings III
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Magicka
  • Europa Universalis IV: Res Publica
  • Stellaris: Nemesis
  • Surviving Mars: Digital Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Mount & Blade: With Fire and Sword
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - After Dark
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
Occupation Armies
Since the army rework in 2.0, it's become significantly easier to snipe back planets that were recently taken by the enemy, as these planets lack a garrison to defend them. For this reason, we've implemented a new type of army type called Occupation Armies. When a planet is occupied, the occupier now spawns a garrison force of these Occupation Armies (the exact type varying depending on species just as with defense armies). Unless destroyed by battle or bombardment, the garrison force remains until the planet is either annexed or reverts to the owner's control.

YES, YES!!!

Species Rights Changes
Both in order to fix some bugs caused by traits that alter species identity (such as Psionic ascension path traits), and to expand player freedom, we've made some changes to species rights. There are no longer any traits that cause a species to be considered entirely distinct from its parent species, so a Psionic or Hive-Minded Human pop is still considered to be a subspecies of Human. As it would then no longer make sense for all Human subspecies to share the same rights, we've added the ability to set rights for subspecies, so you can have, for example, different levels of military service and living standards for different subspecies of the same species living in your empire. However, there will still be certain restrictions for subspecies of your primary species, so if your empire is Human, you will not be able to purge a Human subspecies unless that subspecies has been majorly altered (such as being turned into Hive-Minded humans)

YESYESYES!!!!
 

GloatingSwine

Field Marshal
42 Badges
Aug 6, 2010
4.525
3.195
  • 500k Club
  • Crusader Kings III: Royal Edition
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Lithoids
  • Stellaris: Necroids
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Nemesis
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars
All nice changes, I was waiting for :).
I hope that we still get a claims view and I haven't read anything about the problem that the claims from my vassals comes first (and my claims were ignored) when ending the war.
All claims should be reset (with full influence payback) if a system gets a new owner.

It wouldn't be possible to pay back influence in many cases, and claims pinging out of existence doesn't feel reasonable.

Better to have a specific vassal/overlord relationship for claims (you get to decide as overlord whether your vassal's claim or yours gets fulfilled, but denying a vassal claims hurts their loyalty).
 

Make Victoria 3

Colonel
30 Badges
Feb 19, 2018
871
549
  • Europa Universalis IV: Mare Nostrum
  • Victoria 3 Sign Up
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
Dev diary thread was accidentally deleted somehow while being scheduled for posting. This reply is to bump it back to the top.

Please change the war attrition mechanic so it gets capped to either 80 to 90% or the cap depends on some sum of other war exhaustion. Right now i have a war where i have 0.1% other war exhaustion and the other 99.9% come from time because i attacked an already attacked empire with the Hunger total war CB and they have one planet left that i need to bombard for a lot more time but now i get the penalty despite them not dealing any real damage to my empire.
 

Druski

Second Lieutenant
83 Badges
Jun 6, 2012
109
246
  • Europa Universalis III: Chronicles
  • Victoria 2
  • Warlock 2: The Exiled
  • Sword of the Stars II
  • Sword of the Stars
  • Magicka
  • Leviathan: Warships
  • Knights of Pen and Paper +1 Edition
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis III
  • Dungeonland
  • Crusader Kings II
  • Crusader Kings II: Reapers Due
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: El Dorado
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • The Showdown Effect
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rule Britannia
  • Victoria 3 Sign Up
  • Europa Universalis IV: Dharma
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Surviving Mars: Digital Deluxe Edition
  • Europa Universalis IV
  • Crusader Kings II: Conclave
  • Warlock: Master of the Arcane
  • War of the Roses
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
The range it stops at is decided by what computer you pick, not by what weapons you pick.

If I am understanding correctly, in your example you mentioned that Artillery computer stops the ship at range 100 by default. This really ought to be a known value since energy weapons all are shorter range than 100 (plasma 70, lasers, 80), while kinetic arty and gauss are 120/100. Without knowing this you could be fielding a Battleship that wont fire until the enemy closes on it
 
Last edited:

Xephos Demonslayer

Captain
43 Badges
Oct 11, 2017
325
67
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: No Step Back
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Stellaris: Galaxy Edition
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
Food Trading & Negative Food Spirals
We've had a bunch of feedback on AI and player problems with ending up in negative food spirals where a lack of food would cause starvation, reducing happiness and causing unrest, which would reduce food production, making starvation worse and creating a vicious cycle. To address this we've made a couple of changes. First of all, unrest and low happiness no longer reduce food production (they still reduce food from processing/livestock, as that represents the pops fighting back against being eaten). Secondly, we've improved the AI's understanding of food trading, so that it should heavily prioritize trading for food when in starvation. Finally, for those with Leviathans, we've added the ability to trade Minerals/Energy for Food and vice versa with the Trader Enclaves.

Ok. So my enemies will now actually be a problem to deal with. Annoying, but I can deal, and this will definitely make things more interesting. Definitely liking the trade with enclaves feature. I can see that coming in handy.

In order to make it less of a pure loss prospect to start near Marauders, we've added some positive events that can only fire if your empire is bordering Marauders. These benefits might include gaining resources, pops, free ships and leaders, or temporary buffs to the effectiveness of your fleets.

Still does nothing when they decide to raid you (especially if someone pays them to and you can't buy them off) with 8k and you only have 2k, but thanks anyway. Leaves an interesting dynamic of "Do I want to leave these guys on my borders to get nice buffs, but risk them getting a Khan, or should I just exterminate them now, preventing the problem but losing my buffs?" Also, can fallen empires stop letting raiding fleets through? I'm sorry, but I just refuse to believe that any of the fallen or awakened empires would allow a marauder fleet through their borders, nevermind right past both their fleets and their homeworlds, which I have seen way too many times as they go through the FE to cheat past my forts. Please change this or just have the raiding fleets not pathfind through the FE or AE. Just... Please.

Since the army rework in 2.0, it's become significantly easier to snipe back planets that were recently taken by the enemy, as these planets lack a garrison to defend them. For this reason, we've implemented a new type of army type called Occupation Armies. When a planet is occupied, the occupier now spawns a garrison force of these Occupation Armies (the exact type varying depending on species just as with defense armies). Unless destroyed by battle or bombardment, the garrison force remains until the planet is either annexed or reverts to the owner's control.

How strong are these occupation armies? Are they weaker, or the same as the standard defensive armies? How does it decide species? Does it match the species that invaded or the primary species of the empire? I would rather have my deadly, tireless, fearless synthetic armies guard my occupied worlds than my weak space jellyfish. How many spawn? Is it fixed, or dependent on planet size, the number of intact forts, or both? Because if it's even partially dependent on intact forts then that opens up a new interesting dynamic of accepting more casualties in an attempt to take the forts intact. Great feature regardless

Thanks for adding all this in, guys. It's really nice that you show how you're workin to improve ours games.
 
Last edited:

Devanor

Professional casual gamer
52 Badges
Jun 24, 2017
1.893
791
  • Europa Universalis IV: Golden Century
  • Surviving Mars
  • Stellaris: Nemesis
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II
  • Imperator: Rome
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • A Game of Dwarves
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Impire
  • Magicka
  • Majesty 2
  • Europa Universalis IV: Res Publica
  • Sword of the Stars
Species Rights Changes
Both in order to fix some bugs caused by traits that alter species identity (such as Psionic ascension path traits), and to expand player freedom, we've made some changes to species rights. There are no longer any traits that cause a species to be considered entirely distinct from its parent species, so a Psionic or Hive-Minded Human pop is still considered to be a subspecies of Human. As it would then no longer make sense for all Human subspecies to share the same rights, we've added the ability to set rights for subspecies, so you can have, for example, different levels of military service and living standards for different subspecies of the same species living in your empire. However, there will still be certain restrictions for subspecies of your primary species, so if your empire is Human, you will not be able to purge a Human subspecies unless that subspecies has been majorly altered (such as being turned into Hive-Minded humans)

So, will we be able to decide what species in a Hive Mind that can and cannot become leaders, or is that still a long time to come?