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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!
 

Little Red

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Any ETA on when the new beta patch will drop?
 

macd21

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Hi Wiz,
occupation army sounds good but troops that spawns from nothing not so much.
Why not draw some troops from attacking army as occupation troops?
Maybe letting players choose which (you can yet do this forcing some toops to land again, even the IA do this sometimes).
Or draw a fixed amount (maybe the same of garrison army affordable from the planet) from standard "assault troops" if (and till) enough.
As is it's too easy to conquer planets (and keep them).

My guess is because that would be some irritating and pointless micro. I think you can already split off a few units to garrison worlds, it’s just nobody does it because a) it weakens your next assault b) it’ll probably be pointless, because you won’t be able to afford to leave behind enough troops to defend the world and c) it would be horribly tedious.
 

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One request. You should be at least be able to to trade food with your organic vassals even as robot, rouge servitor or other wise as this is where I ran into this.

I had accumulated quite a few organic vassals and I had plenty of food for my trophies but the organic vassals were suffering the death spiral with food production (I gave them enough minerals and energy and it did fix itself eventually) but it seemed silly that I couldn't just make a trade deal giving them food to get them out of starvation as what would happen is they'd move their pops to energy and minerals and not food and they weren't growing pops to make more food and if they did get more pops they'd have less over all food.

Although fixing the death spiral would resolve it happening in the first place, I still think robots should (especially rouge servitors) should be able to trade food to organics (either for the diplomacy or minerals/energy) to anyone they want.
 

Make Victoria 3

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Could you maybe add some ways so the player can stop the sector ai from beeing stupid? Putting pops on recource tiles that one currently does want and immediatly seeing the ai undoing the new placement is quite frustrating.
 

Pink81

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My guess is because that would be some irritating and pointless micro. I think you can already split off a few units to garrison worlds, it’s just nobody does it because a) it weakens your next assault b) it’ll probably be pointless, because you won’t be able to afford to leave behind enough troops to defend the world and c) it would be horribly tedious.
Ok but "gift" some troops doesn't sound fair to me.
 

Matt516

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Add a peaceful way of removing claims, maybe by spending influence or unity?

This could be really nice. Maybe you can spent influence to remove an enemy claim instead of making a claim for yourself? This should carry a temporary opinion malus for doing so, but would be better than vassals having claims on you forever. Currently the "vassalize" wargoal is kind of a trap as it's just better long term to conquest and create your own vassals.

You should be at least be able to to trade food with your organic vassals even as robot, rouge servitor or other wise as this is where I ran into this.

Oh can machine empires still not trade for food? Strange limitation.
 

Belasias

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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)

An incredible improvement!

Would it be possible to include some kind of color code to identify the subspecies in the resource tiles on the planet view? Currently it is impossible to distinguish these at first glance without reading the pop-up help and that makes it a little micro-management hell.

The idea would simply be to choose a color associated with the subspecies when you choosing their rights and this could appear in the upper left corner of the resource box.

Species View - (Note the color code after the species group)

2018_03_22_3.png


Planet View - (Note the little icon with the subspecies color upper left corner and near the portrait)

2017_12_21_3.png


The changes are great. Thank you very much for making this game a better experience with every update!
 

Krakanu

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

Why? Wouldn't it make more sense for artillery ships to approach until any of their weapons fire and then stop? That way you are at max engagement range and it works for any combination of weapons you design your ship with. The way you described it, if I put weapons with range 80 on an artillery ship, then it will sit at 100 range and not fire! Another bad case: if all my ship's weapons are greater than 100 range (or whatever range the artillery ship stops at) then the ship is getting closer than it needs to and negating part of its own weapon range advantage.
 
Last edited:

Luzahn

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Glad to see the changes! The subspecies system should make my species tab a lot less messy. (Psionic Ascension maaaay have spun off all of my subspecies into separate full species. And we forgot which one founded the empire. It's a whole thing. :p)

Is there any chance that the food changes will fix the AI's reluctance to build surface improvements? Or is that a separate issue?
 
Last edited:

Princess Stabbity

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The combat computer decides the distance they stop at (unless they have Swarm behavior). This distance is modified by weapon range modifier, so a ship with a longer range will stop further away (for example, Artillery ships normally stop at range 100, but will stop at range 150 if they have +50% weapon range).
Actually, I noticed something weird with Titans yesterday. Both Titans and Battleships share the same Artillery behaviour but for some reason my Titan always rushes ahead of the Battleship line instead of staying behind (where it should be since it has longer range). However, when there are two Titans in one fleet, only one of them is suicidal, the second properly respects its artillery behaviour. Could it be related to the old bug that used to always put one battleship (or whatever the largest ship in a given fleet was) out of position?

Edit: Umm, come to think of it, I should probably submit it to bug reports.
 

GloatingSwine

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Actually, I noticed something weird with Titans yesterday. Both Titans and Battleships share the same Artillery behaviour but for some reason my Titan always rushes ahead of the Battleship line instead of staying behind (where it should be since it has longer range). However, when there are two Titans in one fleet, only one of them is suicidal, the second properly respects its artillery behaviour. Could it be related to the old bug that used to always put one battleship (or whatever the largest ship in a given fleet was) out of position?

Edit: Umm, come to think of it, I should probably submit it to bug reports.

All-Battleship fleets always had that one suicidal lunatic that would close in ahead of everyone else.

Looks like the Titan takes that fleet slot if you have one now.
 

Stadhouder

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Will Rogue Servitors be able to trade in food? Currently they can't...

Really like being able to set rights for sub-species, was something I wanted to do ever since the feature was introduced.
 

Ricordis

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  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Pillars of Eternity
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Warlock: Master of the Arcane
  • War of the Roses
  • The Showdown Effect
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Dungeonland
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Stellaris: Distant Stars Pre-Order
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Stellaris: Synthetic Dawn
  • Leviathan: Warships
  • Magicka
  • Semper Fi
  • Sword of the Stars II
  • Magicka 2
  • Cities in Motion 2
Would it be possible to include some kind of color code to identify the subspecies in the resource tiles on the planet view? Currently it is impossible to distinguish these at first glance without reading the pop-up help and that makes it a little micro-management hell.

The idea would simply be to choose a color associated with the subspecies when you choosing their rights and this could appear in the upper left corner of the resource box.

It might be enough and less overview cluttering if we were able to set a fixed clothing type per subspecies instead of just for our leader.
 

Jman5

Colonel
16 Badges
Apr 3, 2017
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  • Cities: Skylines
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
Finally, for those with Leviathans, we've added the ability to trade Minerals/Energy for Food and vice versa with the Trader Enclaves.

Will the AI be able to use Enclaves as well? Several patches ago, I used console command to take over AI in my galaxy and none of them seemed to make use of the enclaves. It would be nice if they would take advantage of these features like players do.