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Stellaris Dev Diary #193: Signal Discovered

Hello everyone!

This week we are going to talk about something new that we’ve been working on - namely improving first contact and extending the exploration aspects of the game. All of this is work in progress and may not accurately represent what the game will look like once all of this work is finished. A lot of UI is very much work in progress, so don't pay too much attention to icons or such.

Background
Exploration has always been one of the best parts of Stellaris, and it is perhaps what sets us apart from other games that follow similar themes. Looking back, Stellaris has mostly revolved around the physical exploration of space, discovering an ancient galaxy full of wonders. We believe that exploring and uncovering the galaxy is such an important and fun aspect of the game that we really want to dive deeper into those experiences. We intend to take the next steps by improving the means by which you can establish communication and make the process of learning more about alien civilizations a part of the exploration gameplay.

In this dev diary we will be outlining some of the changes and additions that we are currently working on, so that you can get an idea of what to expect from our next big update.

First Contact
The first steps we are taking is that we are changing how first contact works. First contact is now a much more engaging process with interesting choices that are supported by great narrative.

When you first have an alien encounter you are able to set a policy for what your approach will be. First Contact Protocols is a policy option that lets you dictate your stance when it comes to dealing with newly discovered alien civilizations. Each option has different effects that should suit different types of diplomacy.

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Friends..?

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First Contact Protocol Policy options.

First Contact Investigation
In order to establish communication with the alien contact, an Envoy will need to be assigned to the First Contact Investigation. The investigation will then be able to begin, and it will run through stages and will contain events similar to an archaeological dig site. The reason why we chose a system similar to archaeology is because its a great way of letting a process run over time in a way where it can also deliver some narrative along the way. The difficulty of the first contact investigation will be affected by things like how friendly the target is, or how difficult it is to translate their signals.

Since First Contact now uses an Envoy, that also means that it no longer pauses Society Research, and it is possible to run multiple first contact investigations simultaneously as long as you have the Envoys required.

(Envoys do still currently not have traits or levels, but it is something we are actively discussing.)

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The events that you can get depend on the type of empire you are, and on the type of alien you are trying to contact.

There are friendly/peaceful paths as well as ... less so.

As a xenophobic empire with an aggressive first contact protocol it is possible to secure a couple of specimen for a closer look.

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The choices you make during first contact can also have long-term effects on your relationship with the alien empire. Choose wisely and decide which trade-offs you are willing to make. Are you perhaps a materialistic and xenophobic empire that values scientific progress above all?

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Stay on your side of the galaxy and all can be well.

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Let’s agree to disagree.

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That is all for this week! Next week we’ll be showing you some new features that allow you to explore maps like the one posted here below.

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Very intriguing. Interested to see more!
Also, I very much am for the idea that Envoys also should be treated like Leaders in general (meaning having levels, traits, etc). Exception being that they still cannot be hired.
I think that would add more depth to it.

It's easy to see how envoys could be fun, but its also easy to see how it would be really annoying to have to manually adjust which envoys are working on what. Especially with a re-assignment cooldown. I think a better option would be to be able to specialize your foreign office somehow. No promises! :)
 
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This looks like a great change! One question; when a first contact event is started does it create this kind of narrative quest for both parties? Or is it just the initiator of first contact?

Both sides get it immediately, and it's a race to finish it! Though it's rigged in favour of the player a bit with the timers (since the AI doesn't have to manually click options and can do it instantly).

How this will work with special empire like marauder, enclave or Fallen empire ?
Will we have special option, special event ?

There are special events for a bunch of different kinds of countries, basically all the ones you currently have to do first contact projects with (e.g. marauders, enclaves, tiyanki) plus a couple more (caravaneers, for instance).

Fallen Empires are so far advanced that they have known how to communicate with you ever since you left your puny planet, so nope, they will still tell you to keep off the grass as soon as you get anywhere near their systems!

- How does this system work if you are meeting members of your own species in a different empire? Say the first empire you run into is the empire you are a Lost Colony of, or Commonwealth of Man meeting the UNE, or just simply two Empires with the same species portrait and name? Will it have unique events / outcomes?

It's much easier - as soon as they realise they are speaking the same language, communications are established. (I.e. there's some special flavour events)

- Does this system interact at all with meeting Primitives if they are the first aliens you encounter?

Encountering primitives still works the old way, I'm afraid.
 
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How will this interact with the Galactic community?

Not much, the idea is that you end up in the community with countries you have comms with. So there's not that many people left to do first contact on at that stage.

2 - Is that first image a pop-up? Having more pop-ups -- one for every alien empire -- would make the game worse. Let me set my empire policy in advance.

It's a one-time popup, because policies are a bit hidden and quite easy to forget (especially for new players). Also it won't pop up if you've picked the policy already.

I hope it's not stated that they speak *exactly* the same languages in the flavour events, as they'd still have been exposed to languages developing in different directions for a very long time!

I believe it is described as a "strange dialect" in the event text.
 
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Just a question: does anyone here NOT want Envoys to be full leaders with Traits and Levels?

Agree = I want them to have traits and levels
Respectfully Disagree = I do not want them to have traits and levels

I want to take the temperature here, and see if it can help convince @grekulf to follow through on making them full leaders.
 
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Looks really good. One thing I hope you pay special attention to, is getting AI with aggressive first contact to act on that behavior. Right now, starting fleets mostly just sit around doing nothing for the first 20 years. This is a big waste of potential gameplay IMO. If these aggressive AI were sending its 3 starting corvettes out roaming around and causing problems for your science and construction vessels, it could make things much more interesting (and personal!).

Some empires may now be more likely to be initially hostile towards your science ships. It can create interesting scenarios where a part of the galaxy is denied to you by a hostile and unknown alien civilization.


@grekulf

Is it sabotage or manipulation (like misinformation warfare, etc.) in that redacted option? [I know you probably can't say yet, so I'm just sharing my guess.]

It will become evident in due time.
 
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(Envoys do still currently not have traits or levels, but it is something we are actively discussing.)
100% pro having envoys as full leaders. Bonus points for a few flavor events, like mutual grievance when they die after serving at a friendly foreign empire for decades, or rookie mistakes when you hire a new one.
 
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It's easy to see how envoys could be fun, but its also easy to see how it would be really annoying to have to manually adjust which envoys are working on what. Especially with a re-assignment cooldown. I think a better option would be to be able to specialize your foreign office somehow. No promises! :)

I can see where you're coming from, but I disagree wholeheartedly. Specialising your foreign office gives more control and easier control of the optimisation of your empire. However that level of leader micromanagement you are looking to avoid is already present in stellaris and engaging with it is optional. We can spend time ensuring we have the right scientist with the right traits for the right exploration/archaeology/technology research job at the right time, or we can simply ensure that we have a blue tech scientist researching physics etc. Similarly a player could choose not to micromanage and simply send any envoy on any assignment.

However giving envoys traits and levels gives identity and attachment to your leaders. This is why certain events give special traits to leaders. It transforms the leader of a fleet from a level 7 admiral with scout to your admiral who defeated the stellar devourer. Traits are not just a mechanical device, they are an important hook to the narrative flow of the game. Imagine how much better the random envoy events could be with traits (positive and negative) to gain, but also to potentially change the outcome of these events.

Currently The deployment cooldown isn't much of an obstacle 90+% of the time while "Do I put my level 5 envoy in charge of negotiations or wait 3 months and use my level 7?" is a good example of a meaningful game-play decision. Do you want the deployment cooldown to be a complication or obstacle to be overcome? In it's current state it may as well go and join Empire Cohesion which had a larger role in gameplay, but was discarded due to irrelevance.

Without traits and levels you may as well replace envoys portraits with a number available and plus and minus buttons to assign them.

Furthermore envoys as full leaders makes them potential rulers with further RP potential.

Do the right thing. Envoys are people too.
 
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I don't have any envoy with Inward Perfection so ?...

I'm also curious about the impacts on purifiers...
 
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Ooooo this is really nice, I have always wanted more flavor and RP in talking to new contacts, and saying stuff on first contact makes a difference
Great job!
And:
hmmmm interesting interface....
 

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Envoys do still currently not have traits or levels, but it is something we are actively discussing.
Well... my suggestion is:
  1. Do a test build with envoy traits and levels.
  2. Play it.
  3. Concede I was right.
Everything else looks great!
 
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A few questions:

- How does this system interact with Marauders and Fallen Empires?
- How does this system work if you are meeting members of your own species in a different empire? Say the first empire you run into is the empire you are a Lost Colony of, or Commonwealth of Man meeting the UNE, or just simply two Empires with the same species portrait and name? Will it have unique events / outcomes?
- Does this system interact at all with meeting Primitives if they are the first aliens you encounter?

EDIT: Also, I've pushed hard since the beginning to make Envoys full leaders. It's worth it! You're reducing micro elsewhere, and it'll make the galaxy feel far more interesting. Imagine an Envoy that first established contact with an important ally later become President, and forming a Federation with said empire? Awesome emergent stories.
 
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Very nice changes!
But, shouldn't Xenophobes be unable to use Proactive first-contact protocols?

The images contain examples from two different empires.

That image show great promise, but it really need some reworking. You can hardly tell what's going on here.

It's a bit easier when you can control the camera yourself in-game.
 
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