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Stellaris Dev Diary #141 - Exploring the Future

Hello everyone!

Today I’m back with a bit of a larger dev diary to share some of my thoughts and ideas. We’ve been busy focusing on the tasks at hand, and now I think it's important for us to share something on a higher level.

A look back
Stellaris has come a really long way since its release on May 9th, 2016, and has undergone a lot of changes since 1.0. The game has been championed by different people over the years, and I’m the third person to be handed the reins. We can look back at posts like The Maiden Voyage or the The Journey Ahead to see how much we’ve achieved already.

Why Stellaris is great
Stellaris is a game with almost infinite potential, and I think there’s a lot of things that set us apart from other 4X strategy games. Stellaris is like a multiverse without a fixed timeline or story. I usually describe it as a table of action figures, and a player picks a bunch of those action figures and puts them in a bag. The bag is their player story, and every story is equally important. Stellaris has endless possibilities and opportunities for players to enact their own fantasies or sci-fi tropes, and that is truly what sets Stellaris apart. I want to enrich the Stellaris multiverse by adding more of these action figures (and gameplay mechanics, of course).

I think we all love Stellaris for its depth, customization and ability for us to tell our own player stories (while still being a complex strategy game).

What we have been working on recently
We’ve been hard at work getting 2.2.6 ready for you to play, and the current plan is to get it into your hands next Thursday (March 7th). In 2.2.6 we have managed to make lots of improvements to the game, with some things highlighted here below:

Patch highlights:
  • Planet interface: The UI has been polished up, and should now look much nicer! It should especially feel much better for habitats, ecumenopolises and similar.
  • Ship upgrading: Fleets will now upgrade ships individually, so if cancelled mid-way, a lot of the ships will already be upgraded. Upgrading also makes use of multiple shipyards. It’s pretty great.
  • Unique features: We’ve started the process to update a bunch of civics and ascension perks to have more unique effects instead of just being a number bonus. This will be an ongoing process for future updates, and my goal is to replace as many as creatively possible.
  • Military AI: We have been working on a new military AI, which should now prove more challenging to face off versus in wars! It's not perfect yet, but it's a very good step in the right direction. With your valuable feedback it can only get better!
  • Improvements & bugs: We’ve made a bunch of smaller QoL improvements and squashed a large number of bugs. More details can be found in the patch log below.
This means that 2.2.6 will go live next week, which also means that the changes from 2.2.5 (beta) will also be a part of that release.

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######################### VERSION 2.2.5 ###########################
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# 2.2 ‘Le Guin’ Free Features
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* Added the new "Legion" flag set, with 6 new flag emblems

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# Balance
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* Pop growth: Reduced Random factor in pop growth, habitability has more of penalty on growth selection, lessened bias towards new species, and traits have a larger effect on Robot selection
* Strike craft now do more damage, have longer range, are faster, and turn and accelerate quicker
* Machine Empires get 50% more resources from mining bases
* Machine Empire Tech Drones now produce 6 energy (up from 4) base. Agri Drones now produce 5 food (down from 6) base. Both of these also apply to Synth Empires.
* Machine Empire Colony ships now add 2 pops to a new colony, but cost 400 alloys (up from 300)
* Machine Empire Outposts now cost 150 alloys
* Machine Empire Fabricators produce 4 alloys (up from 3) at the cost of 8 minerals (up from 6).
* New Machine Empire colonies start with 2 replicator jobs to give a bit of early boost (up from 1), upgraded capitals reduced to give the same number overall. The extra Replicator jobs beyond the 2 granted by upgraded capital buildings now depend on the planet still having >= 10/40 pops, to remove a tedious exploit with resettling pops to unlock the upgrade, then moving them again
* Machine capital planet grants +5% drone output
* Unemployed Machine Pops now use 0.25 Energy for upkeep (down from 1)
* Replicators now also produce 1 Engineering research
* Coordinators now produce 1 of each Research (was 3 Society)
* Each Coordinator on a planet now boosts Simple Drone resource output by 1%
* Energy grids/nexus' are more expensive, but give an additional 5% bonus and add 2/4 Max Generator Districts to their planet. This also applies to Synth empires
* Mineral purification plants/hubs are more expensive, but give an additional 5% bonus and add 2/4 Max Mining Districts to their planet. This also applies to Synth empires
* Robots with Emotion Emulators are now more likely to become maintenance drones
* Citizen Service civic effect on soldier unity generation increased from +1 to +2
* Eco Simulation, Gene Crops and Nano-Vitality Crops technology effect on farmer output increased from +10% to +20%
* Geothermal Fracking, Deep Core Mining, Mineral Isolation technology effect on miner output increased from 10% to 20%
* Field Modulation, Quantum Energy States, Quantum Field Manipulation technology effect on technician output increased from 10% to 20%
* The Repugnant/Uncanny trait now has less of an effect on pops avoiding amenity producing jobs
* Maintenance drone job priority now considers amenity level of the planet
* Simple drones now ponder the empire level food/mineral/energy income when choosing a job
* Made the bad outcome of the Abandoned Terraforming Project event produce a Tomb World, rather than a totally unusable Toxic World
* Added potential negative outcomes the Atomic Clock chain, since previously there was no real choice involved
* Made Fanatic Purifiers always able to choose "no retreat" war doctrine
* Scaled back bonus resources from planet modifiers to just be for chthonian planets and carbon world, for now...
* When freed from the time loop, the Prikkiki-Ti lizards will start with the same level of tech as their closest neighbour. Also their economy and fleet power has been improved
* Telepaths, head researchers, high priests, administrators, executives, researchers, enforcers and entertainers now have weights for ascension/events/uplifts related traits
* Returned removed orbital deposits to uninhabitable Precursor homeworlds
* Species with very low habitability will not generally be selected to grow new pops
* Ministry of Culture for Hive Mind empire now adds Synapse drone jobs, rather than Coordinators

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# UI
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* Added missing modifiers on army strength to some tooltips
* Fixed some text overlaps in the empire creation screen for Robot Empires in Russian language
* Fixed missing tooltip on leftmost trait, if a leader had more than three traits
* Removed some obsolete modifiers from the shipyard UI
* Fixed resource cost display in colonization menu showing all required resources as red, even if you were only short on one of them
* Updated Machine inteligence food tooltip to mention that Cyborgs need food too. Don't let your Cyborgs starve!
* Unhallowed Ground Traditionalist pop faction demand tooltip now clarifies that even terraforming tombworlds upsets them
* Clarified relative power requirement to offer subsidiary status in the tooltip for this diplo action
* Fixed the Expansion Tradition finisher effect not being displayed in tooltip about max district numbers, making the math look really broken
* Fixed bug where closing planet view side panel brings up redundant window for a split second
* Plasma Accelerators no longer display Caravan Cannon tooltips
* Migration pull tool tip now displays actual pull with factors
* Fixed tooltip that wrongly stated that only full citizens can take ruler jobs
* Fixed debug string shown in the tooltip of certain diplomacy interactions with fallen empires
* Fixed broken string in tooltip for event option you absolutely should not click, you have been warned

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# AI
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* Machine and Mechanical AI empires will favor generator districts a bit more
* AI will not build housing buildings when it doesn't need them
* AI will no longer start scrapping buildings immediately once it decides it doesn't need more of them, it will just stop building new ones for a while
* Improved AI budgeting for megastructures
* AI empires will generally not build more than 2 buildings of the same type per planet
* AI should be keen on building Organic sanctuaries if their bio-trophy pops are unemployed
* AI only becomes more interested in building commercial zones if it needs energy and amenities (was previously overbuilding these)
* AI will check for surplus population before making buildings
* AI now budgets the full total available resources into categories

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# Performance
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* Reduced performance cost of the outliner
* Threaded calculations for rendering planet icons on the galaxy map
* Cached habitability calculations for planet icons on the galaxy map

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# Modding
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* Changed scope of the faction_approval trigger from pop scope to pop_faction scope, making it not broken anymore

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# Bugfixes
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* Fixed broken targeting for strike craft that caused them to meander out to the edges of the system rather than engage enemy fleets
* Fixed some Planetary Features (and thus Districts) not surviving the terraforming process to Gaia planet class, because what's a paradise planet if you can't strip mine it and turn it in to a honeycombed shell?!
* Foundry level 3 now correctly gives Machine Empires Fabricator jobs instead of Foundry Drones
* Fixed Private Colony Ships being generated without names in some circumstances
* Fixed an issue where the "Galactic Market Hub Nomination" Decision would once again become available if a nominated planet's rating was boosted past a certain point
* Orc and cyclops portraits from the Humanoid species pack no longer have a shoulder clipping through their clothing
* Fixed an out of sync due to parallelization of pops calculation
* Fixed a source of OOS on reconnect
* Fixed OOS introduced by caching starbase related values
* Fixed clicking "colonize" on a planet not working for Machine Empires (planet naming didn't work, colony ship insta-builds but did nothing, this bug was a real champion)
* Free movement faction demand no longer cares about robots or their rights
* Pops without military service rights will no longer take soldier or enforcer jobs
* Fixed not being able to assign/unassign leader (by clicking portrait) from fleet manager view
* Fixed literally unplayable typos in certain Italian names in the human namelist
* Fixed a case where a build outpost command inside space you already own would wrongly claim you were trying to build in another empire's territory
* Finally got around to adding a proper confirmation click sound when adding claims on the galaxy map
* Fixed cases where pop growth would not overflow properly after a new pop is spawned (99+3 used to = 100), causing all sorts of weirdness with pop growth modifiers
* Fixed cases where science ships on auto-explore would just stop, or randomly choose a crazy indirect path to the next unexplored system
* Fixed the supply ship wreckage event to not fire if the other party is a genocidal empire, since it makes little sense for them
* Fixed Expansionist Overtures leader agenda appearing before you've made contact with any other empires
* Fixed an issue where a Fallen Empire's Shielded World would not spawn
* You can now build multiple habitats at the same time, in the same system
* Fixed the "Ships Lost" outcome of the Fleet Maneuvers event sometimes not having any effect, by preventing it firing if there are too few ships in the fleet to destroy
* Updated the text in some of the Synth Uprising events to better convey the scale of the disaster, since while we'll never tell how many beings compose a Pop, it's probably more than a dozen
* Removed nonfunctional and unintended "merge fleets" button for things like the lost amoeba, that are not supposed to merge with normal fleets
* Fixed a pathfinding issue that would cause fleet to not move towards their destination
* Fixed ship losses not being correctly counted in the battle list in the war overview
* Fixed a bug from 2016 (!) where if you split a fleet, then tried to drag-box select both, only one would be picked
* Atomic clock follow-up anomaly rewards that grant Engingeering deposits will now correctly convert any existing Mining Stations into Research Stations
* Fixed duplicate component slot and moved slots around on the Automated Dreadnought
* Fixed bug where deposits granting districts wouldn't actually grant the districts until a game reload
* Bonus minerals from planet modifiers will no longer overwrite the dragon hoard
* Fixed bountiful plains (level 1 food deposit) not showing up on savannah worlds
* Fixed workers abandoning the mines to displace specialists, leading to basic resource starvation and a lot of unemployed high strata pops later in the game. No social mobility for you!
* No longer possible to sometimes rival countries that have pathetic relative power
* Made sure to cull the old, empty lost amoeba fleet from the fleet manager as the amoeba matures
* Ensured capital buildings can convert to the correct type when a planet of primitives/machines/hive minds is taken over by another empire type
* AH4B from Distant Stars can no longer change composition to prevent naval capacity bypass exploit
* Dead/killed slaves are now properly culled from the slave market, so no more invalid entries, you heartless monsters
* Added checks to help ensure that buildings specific to one empire type are properly destroyed/converted when the world is taken over by a different empire type
* Fixed primitives and fallen/awakened empire pops not being purged by the Prethoryn and Contingency (Valar Morghulis)
* Fixed the Horizon Signal's "waiting world" events erroneously occurring on Ecumenopolises
* Coloniziable planets will no longer be clear-cut and paved over to hold a single mineral or energy deposit by survey teams who become over-excited at their planet modifiers
* Caravaneer weapons should no longer appear at game start
* Fixed pop growth bravely continuing even while the planet was being purged by the Prethoryn
* Fixed coming across the Caravansary home base (before encountering a Caravaneer Fleet) not giving you communications with them
* Added fixes for more cases where the Scourge would sometimes stop expanding
* Fixed Contingency and Scourge not being able to purge the final pop on an occupied planet, because thoroughness is important
* Fixed An Odd Factor event triggering even if no pop had the Odd Factory Worker job, and pops not actually being removed by event despite claims to the contrary
* Fixed broken pirate ship turret graphics
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######################### VERSION 2.2.6 ###########################
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# 2.2 ‘Le Guin’ Free Features
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* Added a new, more user-friendly planet screen, with better organization and display of info and buttons
* Ship upgrading is now handled individually, on a per ship, per shipyard basis. This means if the process is interrupted part way, some of the ships will still be upgraded, rather than losing the entire upgrade progress. Also, alloy costs are now deducted one ship at a time, rather than for the entire fleet in one go, so you don't have to wait until you can afford everything to start the upgrade process
* Warrior Culture civic no longer reduces army upkeep, but instead makes Entertainment buildings replace Entertainers with Duelists. Duelists turn 1 alloy into 3 unity, 12 amenities and 2 naval capacity
* Added Logistical Corps tradition custom flavour text swap for Hive Minds
* Added Great Game tradition custom flavour text swap for Devouring Swarms
* Added new animation to Plantoid 13 (cactus) portrait. It will now have some butterflies as company!

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# Balance
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* Pop growth further adjusted to put less priority towards minority pops
* Battle Thralls can now take enforcer jobs
* Hallucinogen Removal special project cost reduced from 5000 to 3000
* Breaching the Shroud special project cost reduces from 50000 to 20000
* Transcendent Learning ascension perk effect on leader pool removed and replaced with Leader Experience Gain +50%
* Reduced the machine empire bonus to orbital station production to 10% (was 50%, which turned out to be rather OP)
* Rogue Servitor tweaks:
-Organic Sanctuary/Paradise no longer provide housing, instead Biotrophy jobs eliminate those pop's need for housing
-Artisan Drones produce 8 Consumer goods for 8 minerals (up from 6 of each)
-Biotrophy Jobs now also increase Complex Drone putput on their planet by 0.25% each
-Starts with 1 additonal Nexus District
* Driven Assimilator tweaks:
-Bio pop growth reduced by 40%
-1 fewer Replicator job per level of capital
-Now start with +100 food, and 100 less energy
* Ship upgrades are cheaper due to refund amount from old components being increased to 90% (was 50%)
* Pops have a wider possible range of Political power, so for example you can care less about unhappy slaves since it's not as though they can vote or anything
* Meritocracy Civic effect on leader pool size removed and replaced with specialist output +10%
* Clone Vats are no longer required to build Clone armies, they are now unlocked by the Gene Banks tech (resolves an issue where this tech had no benefit for assimilators)
* Technological Ascendancy ascension perk now also makes rare technologies 50% more common
* Shroud entities have been tweaked slightly. Corrupted Avatar now has lower total HP, but has increased regen. Shroud Avatar is now slightly stronger in its total HP and regen. End of Cycle entities have also been tweaked similarly
* Transcendence, Evolutionary Mastery, Synthetic Evolution ascension perk slot requirement reduced from 4th to 3rd
* World Shaper ascension perk slot requirement reduced from 3nd to 2nd
* Imperial Prerogative ascension perk no longer has any slot requirements
* Eternal Vigilance ascension perk no longer has any slot requirements, but instead requires the Star Fortress technology
* Eternal Vigilance ascension perk now also increases starbase hull points by 25%
* One Vision ascension perk now also reduces pop amenities usage by 10%
* Numistic shrine now costs 4000 energy to buy and 1000 minerals to build
* Clerks and Preachers job weights no longer care about being strong, weak, or proles
* Miner job weights DO care about being proles
* Synth Empires pay only alloys for Colony ships, like Machines

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# UI
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* Added missing modifier icons for mote harvesting traps and extractors, also updated old icon
* Added a bunch of shortcuts to the planet view
* Added shortcut "U" to upgrade starbase platforms button
* Added shortcuts for upgrade "U" and trade route "T" buttons in starbase interface
* Strategic resources summary on the top bar will now show in red to let you know if any are in deficit
* Fixing devastation progress bar reaching 100% and disappearing

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# AI
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* Big rework of military AI making it a lot smarter and more aggressive in war: better selection and maintenance of the aim, better follow through on invading worlds they are bombarding, not so easy to kite with tiny decoy fleets, more willing to reinforce neighboring friendlies under attack, etc
* AI is not so maniacal about crime that it rush builds 3 precinct houses on every planet
* The sector AI should now be better at upgrading buildings relevant to its selected focus
* Improved the AI's budgeting of Alloys
* AI will now only consider enacting population control if it cannot produce more housing
* Sector automation will now clear blockers if able, and if it is not building a building or district at that moment
* Rogue Servitors Less keen on building organic sanctuaries unless bio-trophies need them
* Sector AI will now upgrade buildings if possible
* All Sector Focuses will now try to upgrade their colony capital buildings if there are no other pressing needs
* AI will no longer obsessively shuffle scientists from one role to another every few days
* Lowered the AI's mineral budget allotment for ground armies (they were producing way too many)
* AI empires with alternative cost types for colony ships will now budget the correct resource for it
* AI prefers City districts over Housing buildings a bit more
* Fixed some edge cases where the AI would attempt to build its way out of unemployment with districts and buildings that its pops can't work

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# Performance
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* Removed redundant double calculations related to end game crisis that caused them to very negatively affect late game performance
* Reordered some operations in the invasion calculations to make sure the most expensive are done last

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# Modding
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* Added 'hyperlane_distance = { min max }' and 'hyperlane_jumps = { min max }' to system initializer 'neighbor_system = { ... }' block
* Pops now use the asset_selector again to choose their clothes
* Added new "is_scope_type" trigger that lets you know if you're a scope of a particular type: "is_scope_type = fleet"
* Removed the forced clothes index in pop categories and job types, to let the clothes selector do its magic
* There are now multipliers for previous job, previous tenants, survey and unemployment to the AI score used to fill in jobs

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# Bugfixes
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* Fixed edge case where multiple megastructures could be built in the same system
* Fixed missing missions for primitive observation posts
* Fixed planets still being colonized generating emigration push to other worlds. I know the offworld colonies weren't the paradise the holovid adverts made them out to be, but give them another generation or two...
* Fixed a broken string in the tooltip for the Egalitarian ethic
* Fixed guaranteed ideal nearby systems generating based on absolute distance rather than max jumps from homeworld, which could cause them to be isolated by unlucky jump lane network generation
* Fixed population controls disabling robot construction as well, so you can now improve the meatbag to metal ratio of your society
* Planets under colonization will no longer generate low stability alerts
* Fixed Strategic Resource notifications appearing for resources hidden behind Anomalies
* Winning an "impose ideology" war will no longer overwrite the defeated empires civics
* Impose Ideology war now properly creates an ally instead of a vassal
* Fixed a crash that happened when a ship was destroyed while being upgraded
* A lack of Nanites will now properly trigger a deficit warning and stop the resource production of Nanite Transmuters
* Fixed robots/synths being treated as organic when conquered by hive mind empires, and getting locked in the livestock job
* Fixed vassal integration wrongly costing no influence
* Fixed an issue where conquering Hive Minds could take over inappropriate buildings they have no use for, like Holo-Theatres
* Maintenance drones now correctly increase in priority when amenities are negative, and now don't have increased priority from traits when amenities are high
* Slave processing centers should no longer vanish when build anywhere but a Thrall-World
* Fixed some edge cases where the Life-Seeded Civic would not create a Gaia homeworld
* Head Researcher and Executive now have Amenity output modifiers and weights for several relevant traits (Repugnant, Charismatic, etc)
* Fixed Strong, Very Strong, Weak traits not being applied properly when playing as a gestalt empire
* Fixed displacement purge type wrongly applying the genocidal diplomatic opinion penalty
* Fixed "The Shattered Loop" event firing twice upon death of the Worm-in-Waiting
* Fixed a literally unplayable localization error in the Xeno-Compatibility tooltip
* Fixed Prikkik-Ti empire spawning on a planet without enough districts to support it
* Prikkiki-Ti will no longer spam player with multiple communications established messages
* Planets taken over by the Scourge or Contingency will now swap any capital buildings to a correct Machine or Hive capital
* Preferred habitability is no longer strictly tied to starting planet class if a civic changes the starting planet
* Fixed developing colonies being hidden in the outliner's Sectors group if on completion a new sector would be created
* Fixed pre-sapient policies disappearing if you purge all of them from your space, making fulfilment of certain faction demands impossible, because what are the screams of the innocent next to that sweet, sweet influence?
* Changed wording on the Strong/Very Strong traits. It was wrongly implying that is should affect the outcome of ALL worker strata jobs, not just basic resource extraction ones. Even if your clerks never skip leg day, they probably shouldn't benefit from these traits
* Added piracy suppression values to event generated ships that were missing them
* Fixed a few more cases of techs with the wrong specialty group assignment
* Fixed a minor discrepancy in the tooltip of the Sins of a Sun anomaly vs its actual in game effects
* Fixed a nasty exploit with downgrading fleets that could result in free alloys (thanks for the heads up on this, Reddit user nonium)
* Added missing torpedo components from the Spiritualist Fallen Empire Zealot-Class ship type
* Added a basic Zro income to Spiritualist Fallen empires to allow them to properly produce reinforcements for their damaged fleets
* The modifier for Refinery worlds should also now affect Gestalt jobs
* Fixed several ship weapons which had incorrect resource costs
* Energy/Culture Habitat districts should convert properly if a gestalt empire takes it from a normal empire, or vice versa
* Fixed a crash when a country gets a trade route that used to belong to someone else
* Fixed tooltip that hilariously claimed that setting a species to purge (except neuter) was a requirement for the Decent Living Standards

The future
I have a lot of thoughts of what I want Stellaris to explore over the next coming years, but first I would like to talk about some of the things we want to tackle in the near future. Pop growth and sectors are two systems that we feel are not in a place where we would like them to be.

For sectors we want to give players better control and automation, so that sectors can better help alleviate the need to micromanage very large empires. We haven’t decided on the details yet, but the ability to shift planets between sectors seems like something we would want, as would the ability to give a sector monthly subsidies for its development. As always, your thoughts are very valuable to us, so we would love to hear what it is that you want the sectors to do for you.

The pop growth system is problematic in the sense that it introduces a lot of unnecessary micromanagement at the moment. In an ideal world, pop growth would migrate to where the jobs are, to save you the need to resettle pops to where you need them. Balance-wise, multiple planets are also a bit too strong in terms of pop growth right now, and we will be looking into how we can make it work more like we would like. Although we’re a lot happier with how the tweaks have worked out, we’re still not entirely happy with habitability and base pop growth being exponentially too powerful. We will be looking into what can be done here, without having to do too many sweeping changes.

Although it is far too early to make any promises, I do feel like I would like to share my thoughts on things I would like Stellaris to explore sometime in the future. With diplomacy obviously being one of the bigger “boxes” we haven’t tackled yet, I’d love to see better interactions with subject empires, expanded federation features and much more. Espionage, religion & cults are other concepts that I would like to explore as well.

DISCLAIMER: THIS IS NOT AN EXHAUSTIVE LIST, NOR IS ANYTHING FINAL OR CERTAIN TO HAPPEN

Future goals (in no particular order):
  • Pop growth: Look into how immigration/emigration works, try to make base growth across multiple planets less powerful, make habitability matter more again
  • Sectors & automation: Allow players to nudge which sectors planets belong to, reduce micromanagement by improving sector management tools
  • Backgrounds: Split up some civics into backgrounds, and add more backgrounds.
  • Civic flavour: Spend more time on making the civics feel more unique and fun
  • Institutions: Define which institutions make up your empire’s internal departments (such as Diplomatic Corps, Xenology Bureau etc.), and their funding, size and power.
  • Espionage: Intel to determine how much you know about another empire, spy actions, cloaking, sabotage & general mischief.
  • Religion & Cults: Similar to factions, cults could appear in your empire during certain circumstances. Spiritualist empires would most likely have “imperial” cults. Worship of powerful entities etc.
  • Archaeology: Explore the ruins of ancient civilizations
  • Subject contracts: Allow overlords to better customize what type of subjects they have, tribute levels, benefits to subject etc.
  • Federation depth: Allow federations to level up, have different election types, taxes etc.
  • Galactic Council: Create a sort of a ‘space UN’ with galactic politics and diplomacy
  • Primitives: Allow for more interactions with primitive pre-FTL species
As previously mentioned, this is not a promise of features to come, I am merely sharing some of my more high level thoughts and ideas.

Tune into our livestream today where I’ll be talking about the future and taking questions! Starting at 16:00 CET over on twitch.tv

P.S. forgot this cool thing:
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Mid-game would probably work better if they did something that kept some sort of exploration going on during it. I get why they probably don't do dynamic anomalies because things would get out of hand if you got systems with 50 of every resource and one off rewards of resources could get old fast.

-Solo games have one really easy option; especially, if they consider having a setup where precursor systems didn't spawn in AI empires that did jack to find them. Pretty much the solo game could have a setup where the other precursor events fire off and the player gets events that let them find the location of the other 4 precursor systems, while also spawning in wormholes to access them. Can always have the option that lets player either turn that aspect off if they don't like it or turn off the wormholes, while letting the stuff spawn somewhere.

-As for the game as a whole, I feel like they should run with the mechanic that around the midgame year, a special project fires that let's the player (not the AI) gain a tech called hyperlane stabilization. This tech then let's player do projects to located and stabilize hyperlanes to new undiscovered systems. This opens up a chance to have a new roaming leviathans spawn in or even create a scenario that causes a small galactic empire to pop up out of the woodwork. Only the player that discovers the hyperlane would be able to open it, these lanes would be within player territory and opening them requires ownership of the system. Could even have a new policy setup that restricts how quickly other empires can access the system (side note, there really should be a system specific buff called spoils, that gives the empire that cleared the system or open the L-Gate a better shot out getting stuff out of the systems before the obnoxious omnipotent AI swarm the area almost instantaneously.

-The above mechanic could also be used to address some of the L-Gate issues. I've seen my share of games, where I spawn in one corner of the galaxy and no a single L-Gate spawns there. For solo games, there really should be a recourse, like finding a hidden system that I can claim with an L-Gate. L Cluster can't maintain a setup of being interesting if you get setups where it might as well not exist (pacifist and all L-gates spawned in a way you were never going to claim them being a good example).

-Gray Tempest and Khan probably need some tweaks. I've found if I get gray tempest and want to cause problems, I can just let them do as they please and clear things once the gray tempest fleets either start getting eaten by ai citadels or just get bored of watching the galaxy burn.

Moving off of midgame. Could something please be done about caravanners? They get stuck on all the space fluff. Will spam you with the same trade offer, when they do get stuck on something. I've also had some games, where it seems they just straight up stop doing anything. Probably a simple fix would be to give them crystalline & amoeboid pacification, so they can bypass a good chunk of the space fluff. Then give them something like jump drive and a code that makes them just jump to a clear system. Finally, give them a beefed up version of enigmatic engineering, which would give them enough hyperlane detection to safely jump to a clear system, while removing any perverse incentives for players to knock of the newly buffed caravanner fleets for jump drive tech.
 
thoughts on factions and internal politics:

1) multiple possible factions for each Ethos(for example; a Militarist faction focused on defense, and another focused on offence), or factions that have a mixture of Ethos present in them(for example; Pacifistic factions with Authoritarian leanings, and another with Materialist leanings), and Xenophobic factions would segregate by species.

2) factions focused on a single issue should be able to form and disband once that issue is dealt with, such as a exploration and colonization focused one at the start of the game to help tutorialize the early game and give an extra boost to early colonization that pitters off once you've got a few colonies up to speed. Other such factions could pop up as part of event chains(say the residents of a planet with a euphoric atmosphere being moved into some sort of "stoner" faction that does nothing but take members away from your other factions), or in response to Crisis(to encourage co-operation with other empires, or at least making it so any factions that might be upset by your needed actions during a crisis are moved here so they don't get upset by you running a deficit, or opening your borders to other nations, or whatever).

3) the above mixed Ethos and Event based factions would tie in with the possibilities for "cults" among Spiritualist POPs.

4) Sector Factions: Sectors would have their borders predetermined at Galaxy formation, likely based on stuff like Hyperlane chokepoints and such(the galaxy generation system would likely need to be written around the needs of making reasonably identifiable Sector borders, which would likely only be an issue on the extreme ends of Hyperlane density slider).

From there, POPs living in a Sector would get distributed between normal Factions and their Sector's specific one, with members of the largest factions having highest priority for conversation to avoid minority factions being rendered completely powerless by this process(though maybe in the event that a Sector is home to a large minority its private faction might have demands that match or assist that faction's).

Sector Factions will usually(or maybe always?) be led by its governor, making governor traits important to how these factions will function(new "personality" focused traits? traits with both positive and negative effects?).

Sector Factions are the most likely to trigger civil wars.
 
thoughts on factions and internal politics:

1) multiple possible factions for each Ethos(for example; a Militarist faction focused on defense, and another focused on offence), or factions that have a mixture of Ethos present in them(for example; Pacifistic factions with Authoritarian leanings, and another with Materialist leanings), and Xenophobic factions would segregate by species.

2) factions focused on a single issue should be able to form and disband once that issue is dealt with, such as a exploration and colonization focused one at the start of the game to help tutorialize the early game and give an extra boost to early colonization that pitters off once you've got a few colonies up to speed. Other such factions could pop up as part of event chains(say the residents of a planet with a euphoric atmosphere being moved into some sort of "stoner" faction that does nothing but take members away from your other factions), or in response to Crisis(to encourage co-operation with other empires, or at least making it so any factions that might be upset by your needed actions during a crisis are moved here so they don't get upset by you running a deficit, or opening your borders to other nations, or whatever).

3) the above mixed Ethos and Event based factions would tie in with the possibilities for "cults" among Spiritualist POPs.

4) Sector Factions: Sectors would have their borders predetermined at Galaxy formation, likely based on stuff like Hyperlane chokepoints and such(the galaxy generation system would likely need to be written around the needs of making reasonably identifiable Sector borders, which would likely only be an issue on the extreme ends of Hyperlane density slider).

From there, POPs living in a Sector would get distributed between normal Factions and their Sector's specific one, with members of the largest factions having highest priority for conversation to avoid minority factions being rendered completely powerless by this process(though maybe in the event that a Sector is home to a large minority its private faction might have demands that match or assist that faction's).

Sector Factions will usually(or maybe always?) be led by its governor, making governor traits important to how these factions will function(new "personality" focused traits? traits with both positive and negative effects?).

Sector Factions are the most likely to trigger civil wars.
some additional thoughts I've had:

an exception to Xenophobic Factions being segregated by Species would be one of those event based reactionary factions, in response to you picking that Inter-Species mating perk, this faction might even be one of those rare ones that will attract both sides of an Ethos axis; bringing in Xenophiles who see interspecies crossbreeding as a step to far, violating the unique diversity of the galaxy by enabling them to mix together into a homogenous soup of sameness, or whatever.

another event type of faction would be one of the Cults that could develop; on world with high unemployment/crime, a "church of charity" or something similar could spawn; they'd increase the planet's stability, and even make criminal POPs stop being criminals if given enough time, and maybe even generate a new job type for the unemployed, but at the cost of converting them all to Spiritualist(if they weren't already) and joining their faction; which would demand the institution of a higher end living standard for your empire.

also, sense there would be so many more factions under this system("pure" factions for each Ethos, the mixed Ethos factions, "Cults"[or would those just be the factions with spiritualist mixed in?], each Sector, and the temporary single issue event factions), I think reverting the Faction system to how it used to be, with unhappy factions generating negative Influence, would be a great idea: this makes building a large empire a double edged sword, more sectors means more sector factions to farm Influence from... but also more sector factions to placate or else risk seeding rebellion, more places for Ethos to drift and generate opposing factions that could drain your income, meanwhile a "tall empire" would be more homogenous and thus more likely to be getting positive Influence income from all their factions, even if they had fewer in total.
 
My Two Cents
Sector Management

For me the one aspect of the game at this point that really does need love (given its import to how a player will design and play an empire in the long run) would be Sector management.

Given what was stated in the OP, addition, removal, and transferring of planets/systems between sectors is already being looked, but how to address the actual management of a sector and its planets?

Well, the very basic least difficult way to address this if only temporarily would be to include a two tiered system in which each tier addresses both districts and buildings within each tier.
1st Tier - Sector Management
This tier would see the use of broad focuses for the planets in the sector in which the total number of used/available district slots are shown as well as constructed/available buildings. At a glance this will give the play knowledge as to the current status of the sector as a whole and its potential.

The Sector Foci would be broad ones such as:
  1. Balanced Sector development
    • Focuses on making the planet self reliant in that the population on said planet is fully supported at all times which allows the player to direct the planet's specialization.
  2. Basic/Raw Resource and infrastructure development
    • Focuses on districts and tier 1 buildings that only require basic resource costs for production and upkeep along with housing and amenities for the population.
  3. Industrial/Manufacturing
    • Focuses on buildings that require basic resources to produce goods and the districts or buildings needed to maintain them including housing and amenities.
  4. Research and/or Finished Goods
    • Focuses on buildings with multiple stages of resource production (minerals>consumer goods>Research) to reach the final produced good along with buildings that support the population along the chain.
  • Each Focus would have tick boxes allowing for slightly more in-depth management of the focus.
    • Example: Using the Balanced Sector focus, tick boxes for the offered Districts currently available in the sector are shown allowing the player the opportunity to specify Sector wide which districts will or will not be offered.
      • A drop down menu could be added for buildings.
Not sure how to deal with system stations other than to perhaps allow some way for the play to indicate whether or not to allow the player to tick or un-tick an option to have the system stations show up in the outliner with their planets under the given sector they are in. This way, the player can work on all the major aspects of a given sector for the sector tabs.

2nd Tier - Planetary Management
Here, we would see the use of planet specific tick boxes which override the Sector Foci.
  • The Sector is using the Balanced Sector focus with the farming district un-ticked (meaning all planets will not build farming districts) but one of the five planets/habits/ring worlds/etc. has 15 farm districts and a bonus to food output on this world. The player could now on the planetary level 'tick' the blank tick box over the Farming Districts to tell the sector manager to build Farming districts here. Additionally, the player could further un-tick the mineral and energy districts to make sure no other districts are made before the farming districts are built.
On the planetary level, all that would be needed (at least as an initial basic step forward) is a few tick boxes to basically verify and have the planets follow through with what the Sector manager has put forth or if changed by the player, to follow the player's direct adjustments as priority over the Sector Manager.

2.5 Tier - Tick Boxes in the building select dropdown
When a player goes to select a build to be built on a given planet, if the building is non-unique building such as an alloy factory, then a tick box could appear along side it in the dropdown menu allowing the player to tick/un-tick the building for use by the Sector/Planet Manager. These tick boxes could also be set to be just above the buildings panel in the planet manager with an indication of what the sector focus is and the primary focus buildings the sector will be making large numbers of, in this case, Consumer Goods Factories and Alloy Factories.
  • Example: This Sector is an Industrial/Manufacturing Sector which means that Consumer Goods and Alloy factories will be the most produced buildings on this planet. The player wants this world to only build Alloy Factories so he/she un-ticks the Consumer Goods Factory which prevents it from being build on this planet by the Sector AI.

*** Sector/Planet Priorities and Infrastructure ***
Lastly, a couple of tick boxes that should be included are for the above mentioned directives.
  • Infrastructure would indicate that as part of the development process the needed infrastructure must be built to support the Sector/Planet.
    • So, on the sector level given it sees the total output of the sector, if ticked, the infrastructure directive would force the sector to be as close as possible to self sufficiency which would prevent a drain on the rest of the empire. This means that if a given planet has been edited by the player to not build certain districts/buildings on it, the Sector AI will do its best to correct the short fall by developing the other resources on the planets accordingly.
    • On a planetary level, this would mean that a player will or will not want the required resources to be developed to support this forge would that is being created. Ticked on, developing a self sufficient planet which currently has 10 buildings slots filled (6 of which are Alloy planets and 4 are other basic buildings generally built on all worlds) might take a longer time to build up than by ignoring the basic infrastructure needed to support it.
  • Sector/Planet Priorities would indicate what is focused on first.
    • All planet in the Sector Manager will start with equal priority and as such, funds will be distributed fairly equally ranging from current estimated funds already spent to being listed alphabetically, this part is whatever. However, depending on the default/player selected Capital and what player assigned priority level a planet has, the funds will be given to the highest priority planet first if there is queued work with now development currently going. In that way, if a sector has tons of resources, then it does not matter who has priority as everything just keeps getting done. If the sector has low funds, then highest priority gets the funds and if enough funds are secured for another project to start, then it will begin work as funds become available. However, if 4 of 7 planets are getting work done on them and funds become available just after a high priority planets completes work, then that planet will again receive the funds before the lower priority planet.
    • On a planet, priority can be given to infrastructure before focus, focus before infrastructure, or balanced meaning infrastructure will be built then focus buildings as the infrastructure become available.

There was more but I forgot the rest. This gives basic overview of a very simple implementation for a quick(ish) and easy addition to temporarily help some Sector Management Problems.
 
What I'd really like to see more than anything is a complete rework of the back end engine and systems for optimisation and efficiency. Once a game gets past the year 2400, the game begins to suffocate under it's own immense obesity and becomes almost unplayable after 2500+.

Adding new systems or content is just going to make that worse until the underling problem is fixed.
 
What I'd really like to see more than anything is a complete rework of the back end engine and systems for optimisation and efficiency. Once a game gets past the year 2400, the game begins to suffocate under it's own immense obesity and becomes almost unplayable after 2500+.

Adding new systems or content is just going to make that worse until the underling problem is fixed.

I'm still actually kind of curious about that. I'm sure someone can explain, what makes performance such an issue as the game goes on? I mean, according to the Paradox Wiki there are over 800 individual countries in Europa Universalis, along with all of their units, cities, and AI decisions... not to mention the literally thousands of territories on a single game map. Yet I never hear about this being such a problem in that game.

What is Stellaris trying to do that it struggles so hard to handle?
 
I think growth should be wieghted for population. It makes sense that +1pop is easier for 30 pops to produce than it is for 3.
Casually i think (A*(# of pops) + B*(habitability (wieghted per pop type))) makes sense.
 
Thanks you, Steallaris Team, for your work thus far and continuing efforts. I don't agree with all changes but generally Stellaris is improving over time! These last couple updates really fixing a lot of bugs and issues I've seen and many I had no idea about, and I look forward to the refinements you're thinking of in the future.

I really like the idea of the institutions, and other internal affairs of empires. As much as we love our space wars, running a 'nation' is also mostly about dealing with internal issues and forging a nation's identity, whether that be from the people or forced upon the people.

With AI functionality improved for both AI-players and sector management, I would also like to see (this is going to sound crazy) larger galaxy size options; for really epic empires and interesting events in late stages of the game! When you're playing a grand galaxy and you have all the techs and features you want, but you still want to build more jump gates, more megastructures, improve your planets... or just have more viable rivals on your borders instead of the 2-4 other big empires that made it to the end of the game and you already know how it's going to end. (Also, tech please to allow multiple simultaneous megastructure projects.. probably a levelling tech that allows +1 project per level)

Surely I'm not the only one who would like to enjoy the fruits of my labours in building the perfect galactic empire. Surely.


Also hotfix pls: When selecting a race to start the game, all my species' summaries now show their ethics to be Xenophobe-Militarist-Spiritualist
 
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Another idea for the future of Stellaris is: It would be nice if you guys could make a dedicated server for stellaris to hopefully cutback on some of the endgame lag in multiplayer. Not only that but, if there was a way to make the game more RAM based rather than core based, then that would also hopefully solve the endgame lag.
 
My big desire for Stellaris is an enhancement of the "internal side", as in government type etc. Not sure exactly in what way though. Your institutions idea therefore is something I like the sound of.

Yes I am so happy that someone wants institutions too. I can not wate for this update.
 
The Future Goals sound very interessting. What about more depth in terms of the leaders? I think it would be cool if the would be "real" characters with own plans and agendas not just a portrait with a name. Like different Admirals intrigue against each other or planning a coup against your current regime resulting in a civil war.

The rulers that would fight might have opinions based on traits. Like an admirals with the reckless trait might get a negative modifier to admirals with the a defense focused trait. (-10 reckless fool).
 
Espionage:

Not sure if anyone remembers the ancient SPI/AH boardgame Freedom in the Galaxy. It had a mechanic whereby the rebellion player could send agents on missions that would try and either establish intel to help bring down the empire (it was very influenced by star wars) - knowledge of imperial atrocities, plans for the secret starbase, etc. - or else infiltrate a planet and try to move it further towards unrest and rebellion. Applied to Stellaris, this could allow an interesting new Agent character type (alongside Scientists, Admirals, etc) and also provide a different use for Science/Scout ships during the later game, as the galaxy has become largely explored. Missions might include sabotage, intel, assassination of opposing players' characters or propaganda to stoke a civil war/independence movement.

Also:

I'd like to see a Chronicle type feature. Not strictly similar to CK2 but perhaps an Encyclopedia Galactica (so just alphabetically rather than date ordered) that builds up over time with entries for my own empire's characters, ships, battles, planets, first contacts, etc. CK2's Chronicle isn't perfect but once you've invested all this time into putting together a game for your "action figures" - per the first post - it would be nice to have a record of what happened to them. Right now they just disappear into memory.
 
my thoughts on what you'd be able to do with espionage:

1) information; uncover fog of war, stats for planets, and maybe the "relative power" thing you see on the diplomacy screen will be even more vague and can be clarified with investment in espionage.

2) counter intelligence: invest into this to prevent others from doing the above to you, and maybe even feed false information.

3) Propagandizing: boost ethos drift in another empire.

4) Support/generate a Faction: boost support for or create a new faction in another empire, this option would be dependent on how much the faction system is changed, and would likely be tied into the above propaganda option.
 
I'd really like to see an option to determine your general start location in the galaxy.

It takes me forever to load a map to start in the center. Having an option like that would certainly be appreciated.
 
Also an event tied to archaeology in which you accidently wake up a hidden fallen empire (a la shadows from B5). Could be a fallen empire event or a crisis event.

I'd be very interested to see where you guys take the archaeology idea, xenoarchaeology has always been an intriguing concept to me, seeing as statistically space faring races exitisting at the same time in the same relative space (in this case the same galaxy) is arguably very low. So one would expect to encounter more dead races than living....happy thoughts :)
 
Also an event tied to archaeology in which you accidently wake up a hidden fallen empire (a la shadows from B5). Could be a fallen empire event or a crisis event.

I'd be very interested to see where you guys take the archaeology idea, xenoarchaeology has always been an intriguing concept to me, seeing as statistically space faring races exitisting at the same time in the same relative space (in this case the same galaxy) is arguably very low. So one would expect to encounter more dead races than living....happy thoughts :)
I encountered an anomaly of a shielded planet that could be un-shielded, when I did it spawned a Fanatical Purifier Empire, and it gave them a level 6 starbase in their home system.. this was like 5 years into the game and I hadn't even had the opportunity to research new military techs yet(and I was RPing my pacifist xenophiles anyway, so I wouldn't have taken those options anyway, just like how I hadn't built any additional corvets for that same reason, I was expecting to encounter hostile space fauna to explain why they'd finally invest in military assets), and had barely started by first colony... that this was like 4 jumps away from the Earth... I was barely able to build up my fleet to 9 in total by the time they attacked, though thankfully I was able to stale mate them in Sol...

I think we don't need that to be possible for an even bigger threat.
 
When I watched the stream yesterday with @grekulf talking about clusters in galaxies, I had some ideas on what we could see.

Tiny, and (maybe) small galaxies (may) be exempt from this or have little in the way of clusters.

Larger clusters are mainly internal, and can only be accessed by A: tier 2 hyperdrives, and/or B: a wormhole. They would have, let's say about the same amount of stars as the L-Cluster. These would be great places for defense, and could be home to some Leviathan's (maybe even new ones). And maybe there's a slight chance you or an AI empire could spawn inside one of these - effectively trapping you/them until you/they get the required tech.

Small clusters could be made of a handful of stars (3 or less), they can be internal like the larger ones, or slightly external, taking the place of those absurdly long hyperlanes on the outside of galaxies sometimes. They're only accessible by tier 3 hyperdrives, and could have larger deposits of strategic resources, higher chances of a Gaia world, or other useful things that you would/may need by the time you can access it.

In both cases, you can't map these places until you have the next tier of hyperdrives.

New precursor events could also spawn in these clusters (As previous empires could've made their mark in these isolated places in the past). And brand new, or some current anomalies as well could be more likely to occur in here. All this would help spark a second large wave of exploration and exploitation around the early-ish/mid game. And then a third smaller wave of exploration and exploitation once you get the second and third tier of hyperdrives respectively.

A hyperlane creator (needs renaming) could be built around starbases to create a hyperlane with the nearest other "creator." Upkeep would be much higher than all other starbase buildings so it can maintain that lane. Depending on the upfront cost (Like if it required dark matter to build), this tech could be included with tier 3 hyperdrives instead, and hyperdrive registrars could actually remain a separate tech, unlike what was suggested in the stream.

Some of this could be added to Leviathan's/Distant stars, but the base idea of isolated clusters should be base game. It would also give dark matter a very important function outside of FE tech.

I got another idea to go with this. I was thinking about tier two hyperdrives unveiling a second, much smaller, hyperlane network. These would be long lanes, like the ones between spiral arms, or the edges of a galaxy, but instead would be internal, and can only be seen/traversed once you have the second tier of hyperdrives.

They could be connected either at random, or by the extreme objects of the galaxy (black holes, pulsars, neutron stars), in a spread out web to make crossing around the galaxy faster.
- I like the idea of connecting them with things like black holes, but then you'd know to defend yourself there. So random might be better.
- I'm thinking there would be a few dozen stars or so (no idea if I'm over/underestimating this), give or take depending on the size of the galaxy. So it'd be a "loose" network, compared to the "dense" network of hyperlanes we have now, if that makes sense.

And some of the really long lanes would only be traversable by tier three hyperdrives/jump drives, along with those being able to create their own.

Given how far apart some of these would be, this may be a disjointed network, with small networks scattered around the galaxy, some connected, then once you have tier three hyperdrives, all those networks connect.

Graphically, for one, I'm not sure how well this would work. Maybe you have have two map modes for each network? And/or, the second network has thinner lanes when it overlays on the main network?

I also don't know how good this would be gameplay wise, this was just a random idea I had today, but it could be fun, and open new strategies. Like getting the upper hand on an empire with a lower tier hyperdrives. You'd be able to get right in the middle of their space without worrying about bastions. Or, vice versa, they could do the same to you.

And alternatively, I could also see tier two hyperdrives letting you explore these clusters, and then tier three hyperdrives letting you use this smaller network, giving you faster travel in the late game.
 
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I like the planned development direction, but I am disturbed by what I do not see. This is the development of the army, the earth war.
Currently, the army is only an unnecessary distraction. The basic function of the army should be to have the army occupy anything. Whether it's a planet or a space station. The fleet is capable of destroying them, but only the army can occupy things. That is why it would be necessary to rethink the modules of space stations. It would be better if the space modules' defense modules instead of the current cannon / rocket / hangar set up were an army / torpedo boat / hangar lineup. Army Module is a Defense Army deployed in a cavern. Torpedo Boat Module is an automatically deployed ship that is weaker than the corvette, reducing the impact of piracy. The hangar module strengthens the space station's direct defense capabilities by installing Strike Craft. This assumes that the attacking army's defense army is limited in size, limited by the attachment to the defense army, and that the attacking army is replenished from the defense army, and represents common attributes with the defense army, such as the preference of the defense army planet type.
The army would need a call-back option. This would make the army easy to handle and more important than the current system. It would disregard the confusing phenomenon that I think the attacking party is gaining a significant defense position by occupying a space station.
Another major problem lies in the rapid occupation of the planets. It would be better to break the war on the planet into three stages, attacking, defensive, guerrilla. In the three stages, the width is the width of the planet, half the width of the planet, and 1 the width. The speed of the battle against the current speed and the battle of the space base x2 / x4 / x8.
I think these changes would make the use of the army more meaningful. If we also consider that the Admiral Commanders would give a separate bonus to their own unit and group, so that more Admiral and Commander at the same time could be used within a group, so that there would be more balanced leadership choices.