• 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 #111 - Anomaly Rework & Expanded Exploration

Hello everyone and welcome to another Stellaris development diary. Today, we're going to start talking about the 2.1 'Niven' update, which will be the next major update after 2.0. At this point I cannot give you any details on the exact nature of the update or when it's arriving, but I *can* talk about some changes we're making and new features we're introducing in regards to exploration, galaxy generation and anomalies.

Anomaly Changes
In 2.1, we're changing the way anomalies work in a few ways. First and foremost, we are removing the concept of failure risk - we found that the possibility to fail on anomalies added little to the game in terms of interesting choices, and mostly frustrated players or made them wait with researching said anomalies until their chance of success was maximized. As such, instead of making it so that anomalies have a failure risk based on scientist skill level, we've instead made it so that the time it takes to research an anomaly is heavily dependent on the scientist skill versus the level of the anomaly - researching a level 2 anomaly with a level 2 scientist will be a comparatively quick affair, while attempting a level 10 anomaly with the same scientist can take a very, very long time, and might mean that it is better to return to it later with a more skilled scientist, so not to hold up your early exploration.
2018_04_19_2.png

(Note: Not final numbers, etc)

As part of this we've also added an anomaly tracker tab to the situation log. The anomaly tracker will keep track of anomalies that you have discovered but not yet researched and easily let find and you return to them.
2018_04_19_1.png


Hyperlane Generation
Another thing that is changing in 2.1 is the way the Hyperlane network is generated. Rather than simply attempting to connect stars to nearby stars, we've created a new generation algorithm that builds up 'clusters' of stars with a high degree of internal connectivity, that are connected to each other by thinner 'highways' which form natural chokepoints. These chokepoints are also registered as such by the game, allowing us to find actual chokepoint systems and avoid placing Leviathans and other powerful space monsters there, as well as improving the AI's ability to detect suitable spots for defensive starbses. The hyperlane connectivity setting will determine the level of connectivity between clusters, and thus how frequent and easily circumvented chokepoints are.
2018_04_19_3.png

(Note: Image is not final. We're still working on the algorithm)

As part of this it will now also be possible for modders to easily generate systems and clusters of systems that are not connected to the main hyperlane network.

New Stars & Systems
Lastly for today, we've added a bunch of new system and star types to the game. First out are binary and trinary star systems - systems containing more than a single star. These systems come in a variety of configurations, and will often contain more planets and resources than conventional, single-star systems. We've also added some new star types to the game in the form of Brown Dwarves (not technically stars, I know) and Class M red super-giants. We've also made it possible to generate more than a single asteroid belt in a system, and created some new mineral-rich asteroid-heavy systems. Finally, there are some new unique systems to find with large amounts of resources in them, guarded by powerful space creatures.
2018_04_19_5.png

2018_04_19_6.png

2018_04_19_4.png


That's all for today! Next week we're going to be talking about something just a little bit mysterious called the L-Cluster... see you then!
 

Tyrannical Prince

Captain
14 Badges
Nov 15, 2016
403
153
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
The screenshot shows that you can enter most clusters visa at least two lanes, and this screenshot seems to have been made under smallest hyperlane density.

You could be right. But in those screen shoots, the detour to the second entrance is like 8 jumps in many cases. Perhaps I'll wait and see what it looks like at higher hyperlane densities.
 

~Robbie

Captain
26 Badges
Nov 6, 2017
342
417
  • Crusader Kings II: Conclave
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Surviving Mars: Digital Deluxe Edition
  • Crusader Kings II: Jade Dragon
  • Age of Wonders III
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Teleglitch: Die More Edition
  • 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: Charlemagne
I think the addition of more narrow choke points between clusters is shaky. It is already very, very easy to beat pretty much everybody by fortifying your obvious choke point and parking a doom stack there. Now that whole clusters will be blocked by them, it seems like it will make it even easier. Also consider that in order to cross into an enemy's cluster through these thin paths with your navy, you'll likely end up putting all or most of your ships into one spot, effectively doomstacking just to be able to bust those fortifications.
 

Jorlem

Field Marshal
118 Badges
May 9, 2012
4.561
4.024
  • Victoria 3 Sign Up
  • Crusader Kings III: Royal Edition
  • Imperator: Rome Deluxe Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Victoria 2
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • The Showdown Effect
  • War of the Roses
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Humble Paradox Bundle
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Bastards Wound
Anomaly Changes
Any chance this might include changes to the Archeologist trait, to make it more useful? (As far as I am aware, it currently only applies to precursor anomalies, meaning it can only ever do anything at most six times in a game.)

New Stars & Systems
Do any of the new binary systems include a black hole as one or both of the two stars? Because this isn't all that uncommon, and it looks amazing:

JnweQnS.jpg

Source (NASA)

rKKGrFx.jpg

Source (NASA)
 

Me_

Myself
82 Badges
Jan 14, 2011
9.582
12.181
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sengoku
  • Semper Fi
  • Europa Universalis: Rome
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Galaxy Edition
  • Stellaris
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Warlock: Master of the Arcane
  • Victoria 2
Also worth noting that I didn't put in the DD is that it is no longer possible to get the same anomaly twice for the same empire in 2.1, and that we have reworked the anomaly back-end to be easier to work with, so modders will have an easier time adding anomalies to the game.
Does this mean new anomalies will be added?
 

Army Pea

First Lieutenant
25 Badges
Nov 6, 2016
238
38
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Ancient Relics
  • Imperator: Rome Sign Up
  • Prison Architect
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Surviving Mars
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Pillars of Eternity
  • Cities: Skylines
  • Crusader Kings II
@Wiz

With the rework of hyperlanes into a more cluster arrangement is there any consideration on hyperdrive cooldowns being balanced around this change?

An example of a early war situation would be only 2 “enterances” into your empire and if attacked , it could take far to long for a second fleet to make it to battle before WE reaches 100%
 

ross-g

Captain
46 Badges
Apr 23, 2016
427
538
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
  • Stellaris: Galaxy Edition
  • BATTLETECH: Flashpoint
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Shadowrun Returns
  • Hearts of Iron IV: Cadet
  • Stellaris: Megacorp
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
Randomization has no inherent value. It only has value if it creates interesting gameplay outcomes or choices. Anomaly fail risk did not.

Does this mean that it will be categorically impossible to fail an anomaly now? :confused:

This seems a shame in my opinion, as every anomaly then holds no risk if there can be no negative outcome. You mention failure chance not adding interesting choices - currently the choice is to research now or to delay for a better chance at a positive outcome. In future the choice will be to research slowly now or to delay and research faster later.
I don't see how that is creating a more interesting gameplay loop?


With the exception of the nicely atmospheric, written flavour text, anomalies already have relatively dull outcomes (usually just minor modifiers to planets that are way outside of your borders) removing all risk from them feels like it's only going to make them less interesting as a consequence.

I'm not criticising for the sake of it, I'd genuinely like to understand the thought process behind this.
 
Last edited:

Mr Thursday

Major
53 Badges
Feb 8, 2017
544
408
  • Divine Wind
  • Stellaris
  • Sword of the Stars
  • Heir to the Throne
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Green Cities
  • Prison Architect
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars: First Colony Edition
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Monks and Mystics
  • Surviving Mars: First Colony Edition
  • Hearts of Iron IV: By Blood Alone
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Cities: Skylines - Mass Transit
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Surviving Mars
  • Stellaris: Distant Stars Pre-Order
  • Stellaris: Megacorp
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
Does this mean that sections of the hyperlane network will start disconnected from the main network. Only accssible by wormholes or pre existing gates?
 

tanadiel

Sergeant
52 Badges
Sep 18, 2008
75
0
  • Crusader Kings II
  • Heir to the Throne
  • Europa Universalis III Complete
  • Majesty 2
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis: Rome
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Stellaris Sign-up
  • Stellaris: Ancient Relics
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Age of Wonders: Shadow Magic
  • Age of Wonders
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Lithoids
  • Stellaris: Megacorp
  • Imperator: Rome Sign Up
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: Art of War
  • Cities in Motion
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Sword of Islam
  • 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
  • Victoria: Revolutions
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
Two mods that I enjoy [binary and trinary systems (and the one I made myself, modding away minimum anomaly fail risk)] are becoming baseline! :) Now if only we could get balanced starting positions as a galaxy setup option, I'd be ecstatic.
 

clone61279

Recruit
53 Badges
Aug 27, 2016
4
1
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: The Republic
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Necroids
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Federations
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Leviathans Story Pack
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
I see the logic in eliminating anomaly failure chance. The main question of: Why risk it when you can wait it out. I've played that tactic in hundreds of iterations of Stellaris.
I also enjoyed the minimum 5% failure chance, a measure showing that there are always risks when venturing into the vast abyss of space. Immersion +1

But the bottom line... logic overrules that a 5% failure chance on an unlimited time-out for a survey anomaly which provides a minimal bonus negates the risk/reward aspect.
Implementing a time to complete/skill ratio in effect does the same thing as holding off from investigating said anomaly until skill level is high enough to minimize the risk potential.

But what I'm eager to know is whether or not the new anomaly system will still impose a hazard for science/scientist ships?

There was brief discussion on having anomalies have a suspense timer as well, which seems like it could play out well also.
 

FleetingRain

Field Marshal
58 Badges
Aug 2, 2014
3.049
5.828
  • Europa Universalis IV
  • Surviving Mars
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings II
  • Stellaris
  • Pillars of Eternity
  • Imperator: Rome Sign Up
Also worth noting that I didn't put in the DD is that it is no longer possible to get the same anomaly twice for the same empire in 2.1, and that we have reworked the anomaly back-end to be easier to work with, so modders will have an easier time adding anomalies to the game.

So you guys are adding lots of new anomalies, right? Orherwise Anomaly Discovery Chance will be a kinda useless modifier, and 1000-star galaxies will be cut short.
 

The Founder

Field Marshal
55 Badges
Mar 13, 2013
13.050
3.156
  • A Game of Dwarves
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Stellaris: Federations
  • Surviving Mars
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Crusader Kings III
  • 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
  • BATTLETECH
  • Europa Universalis IV
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Cities: Skylines
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Major Wiki Contributor
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Hearts of Iron IV: Death or Dishonor
  • Ancient Space
  • Stellaris: Distant Stars Pre-Order
  • Imperator: Rome
This seems a shame in my opinion, as every anomaly then holds no risk if there can be no negative outcome. You mention failure chance not adding interesting choices - currently the choice is to research now or to delay for a better chance at a positive outcome. In future the choice will be to research slowly now or to delay and research faster later.
I don't see how that is creating a more interesting gameplay loop?
You can also decide to research now with the speed decrease, because you got nowhere else to explore.

Previously you had the choice between >10% Failure chance, 10% Failure chance or 5% Failure chance.
The elimination of Failure chance also means they can now throw in stuff Like Level 10 Anomnalies. In the old game Level 10 would be near impossible to reliably solve for anyone but Leader Skill Specced Species with a lot of time for Training.
But now? The sky is the limit.
 

thisisbossi

Partially-Benevolent Space Emperor
45 Badges
Jan 15, 2012
31
12
www.flickr.com
  • Cities in Motion
  • Imperator: Rome
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Cities: Skylines - Mass Transit
  • Prison Architect
  • Imperator: Rome Sign Up
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • 500k Club
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Europa Universalis IV: Res Publica
  • Cities: Skylines
  • Stellaris: Distant Stars Pre-Order
  • Stellaris
  • Stellaris: Synthetic Dawn
Anomaly Changes
In 2.1, we're changing the way anomalies work in a few ways. First and foremost, we are removing the concept of failure risk - we found that the possibility to fail on anomalies added little to the game in terms of interesting choices, and mostly frustrated players or made them wait with researching said anomalies until their chance of success was maximized. As such, instead of making it so that anomalies have a failure risk based on scientist skill level, we've instead made it so that the time it takes to research an anomaly is heavily dependent on the scientist skill versus the level of the anomaly - researching a level 2 anomaly with a level 2 scientist will be a comparatively quick affair, while attempting a level 10 anomaly with the same scientist can take a very, very long time, and might mean that it is better to return to it later with a more skilled scientist, so not to hold up your early exploration.

As part of this we've also added an anomaly tracker tab to the situation log. The anomaly tracker will keep track of anomalies that you have discovered but not yet researched and easily let find and you return to them.

I like the skill/time anomaly changes & love the tracker, though kind of wish instead of always-succeeding there were more variants among end results. I liked the roleplay aspects that could come with a failure, though agree that a total dud felt like a waste.

Perhaps provide multiple outcomes, each providing *some* sort of benefit?

"The anomaly ended up being nothing spectacular, but hey look there was science that was done! We did some physics! Here have some physics!"

There might be a set of outcomes that anyone could get, and also sets of outcomes tailored toward specific empire govs, ethos, civics, traits, ambitions, etc. (or at least opening the door for modders to be able to go this route) (also aware that this might be 100% what is being intended here)

---EDIT---
I really like @Zergor's suggestion for multiple options with each anomaly: some can be failsafe but offer small rewards; others can be high-risk but potentially high-reward.
 
Last edited:

thisisbossi

Partially-Benevolent Space Emperor
45 Badges
Jan 15, 2012
31
12
www.flickr.com
  • Cities in Motion
  • Imperator: Rome
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Cities: Skylines - Mass Transit
  • Prison Architect
  • Imperator: Rome Sign Up
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • 500k Club
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Europa Universalis IV: Res Publica
  • Cities: Skylines
  • Stellaris: Distant Stars Pre-Order
  • Stellaris
  • Stellaris: Synthetic Dawn
New Stars & Systems
Lastly for today, we've added a bunch of new system and star types to the game. First out are binary and trinary star systems - systems containing more than a single star. These systems come in a variety of configurations, and will often contain more planets and resources than conventional, single-star systems. We've also added some new star types to the game in the form of Brown Dwarves (not technically stars, I know) and Class M red super-giants. We've also made it possible to generate more than a single asteroid belt in a system, and created some new mineral-rich asteroid-heavy systems. Finally, there are some new unique systems to find with large amounts of resources in them, guarded by powerful space creatures.

Any chance we might be able to get a system editor tool so that we can easily create new starter systems, &/or perhaps template systems that can be generated into the galaxy?

My ideal would be for us to be able to treat systems much like species: setting this one to force-generate into a galaxy, this one to optionally generate, this one to definitely not generate into this new game...
 

ross-g

Captain
46 Badges
Apr 23, 2016
427
538
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
  • Stellaris: Galaxy Edition
  • BATTLETECH: Flashpoint
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Shadowrun Returns
  • Hearts of Iron IV: Cadet
  • Stellaris: Megacorp
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
The elimination of Failure chance also means they can now throw in stuff Like Level 10 Anomnalies. In the old game Level 10 would be near impossible to reliably solve for anyone but Leader Skill Specced Species with a lot of time for Training.
But now? The sky is the limit.

True - but unless that is reserved for some anomalies with rewards equal to the time invested in researching them... they will just be a tedious time sink.
 

freshry

Recruit
20 Badges
Feb 2, 2013
8
0
  • Sword of the Stars II
  • Magicka
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Pillars of Eternity
  • Magicka: Wizard Wars Founder Wizard
  • 500k Club
  • The Showdown Effect
  • Stellaris: Synthetic Dawn
Randomization has no inherent value. It only has value if it creates interesting gameplay outcomes or choices. Anomaly fail risk did not.

Will the mechanism for anomaly failure be kept in if modders want to use them?

On the topic of the changes, they sound great; but I do wonder what will happen to the written content surrounding failures. I'd hate to see writing get binned, lol. I think that some minuscule failure risk that was independent of scientist level might achieve the same goals as removing failure entirely. Or maybe failures could be reworked to "fail forward" more often; or lead to further decisions to be made. In any case, thanks for the devblog and also the cool game.