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Stellaris Dev Diary #205: Announcing the 3.0 ‘Dick’ Update

Hello everyone!

I hope the word about the release date for Nemesis has already reached you, but in case it has somewhat eluded your perception, here is a refresher:

Nemesis will release on April 15th, and here is the second story trailer:

As per usual, our expansions are released together with a significant free update, and this time is no different!

We’re happy to announce that Nemesis will release together with the 3.0 ‘Dick’ Update on April 15th! The update is of course named after author Philip K. Dick, famous for works which inspired, among other things, movies like Blade Runner and Total Recall (which also happens to be one of my favorite movies!).

Why 3.0?
We felt that the changes introduced with the new Intel system and the reworked First Contact system has enough impact on how different the game feels to warrant the change. Early- and mid game feel quite different now, in a very positive manner. Alien empires feel so much more mysterious, and charting the entire galaxy is no longer so easy. Changes like the pop growth system and the addition of industrial districts also felt impactful enough to want us to make the change.

Going forwards, we’re also gearing up to be able to be a bit more agile and deliver updates to the game a bit more frequently. I don’t want to make any grand promises quite yet, but 2021 is looking to be a very good year for Stellaris!

3.0 ‘Dick’ Features:
  • New Intel system
  • Reworked First Contact
  • Reworked Pop Growth
  • New Industrial Districts & some changes to production of Alloys/Consumer Goods
  • New Espionage system & Gather Intelligence Operation (other Operations will be a part of Nemesis)
  • Numerous bug fixes & improvements

Espionage Update
The Espionage system has undergone some changes since the Dev Diaries that previewed them. Based on playtesting and qualitative feedback, we simplified a few of the systems that seemed to be adding unnecessary complexity or were difficult or awkward to understand. The way Encryption, Decryption, and Counter-Espionage all interacted were one of these points of frequent confusion, so we decided to scrap Counter-Espionage entirely, renamed Decryption to Codebreaking, and apply standardized rules when using them:

Encryption is always used as "Espionage Defense"
Codebreaking is always used as "Espionage Offense"

In earlier iterations, which modifier was being referenced varied based on the exact circumstances, which muddled the stats a bit and made it difficult to tell which one would help you more when you're attempting to infiltrate an empire. We renamed Decryption in order to further reduce confusion. Relative Encryption is used often in the system, and will now always compare the "offensive" Empire's Codebreaking with the "defending" Empire's Encryption.

1616066569235.png

Relative Encryption tooltip. In this example, our Codebreaking is lower than their Encryption and their Codebreaking is higher than our Encryption.

1616066587607.png

The refined Operations UI. Envoy on the top left, Infiltration Level (current/max) as progress bar & value. Intel categories in the top-right.

We've streamlined the Operations UI significantly, reducing the sheer amount of numbers associated with a network and the Operations themselves. As part of this streamlining, we've removed the concept of spy power and bandwidth, so it's no longer possible to run multiple simultaneous Operations on a single Empire simultaneously - you'll have to run them one at a time. This change also alleviates a problem we had where it wouldn't always be immediately perfectly clear which mission random events were affecting, so the "mental burden" of running Operations is lower.

Upon completion, Operations will now almost always cause a significant hit to Infiltration to represent lost contacts and heightened security. Operations also used to have varying difficulty per chapter - we've standardized them so we can now list the Operation difficulty on the UI, and let you know if you have an Asset that is especially good at this one.

First Contact Update
Although not much has changed with the system itself since we first showcased it in dev diary #193, there’s still some changes that can be interesting to see.

1616066605514.png

The finished first contact UI. The silhouette in the bottom-right is supposed to be generic, and will reveal a portrait once you’ve progressed far enough into the first contact chain.

Early hostilities can now lead to pre-contact conflicts as well. If you anger a neighboring alien civilization, there’s the chance that they will come and visit you.

More aggressive empires like fanatic purifiers or devouring swarms are also less likely to take your encroachment into their lands very kindly early on.

1616066627081.png

Abducting aliens is no longer a risk-free undertaking.

1616066643790.png

It seems like they weren’t too happy about our abductions…

Outliner Update
We’ve added some small quality-of-life improvement to the outliner. One of these improvements lets you reorder planets in the outliner.

1616066662736.png

Planets will be reordered within the sector listing or planet listing, depending on which option is active.

1616066679716.png

The outliner can also be toggled to show the icons for the designations instead of the icon for the planet class.

With these two options it's now possible to list all your planets as you wish, and to show the designation icons. Our product manager, Simon, can now finally list his Mining 01, Mining 02, Mining 03 etc. planets in the correct, and fanatically organized, order.

---------

That’s all for this week folks! I hope you’re as excited for the upcoming Nemesis release as we are!
 
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How will the pop changes impact tech pacing and snowballing?

There's an impact. Since pops are a rarer resource, and there's a slight counter-snowball mechanic since each pop increases the cost of the next, it takes a longer to spiral out of control. (Which does make the game somewhat harder in some ways.)

Now, I don't expect that it will stop the most skilled players, but in theory it's a bit more challenging.

How much from dev diary 191 is going to make it in?
The changes listed there are in the 3.0 'Dick' update. (Though in Dev Diary 192 I listed some major changes we made to automatic resettlement.)

Is there a way to take a planet out of the outliner?
World Crackers are an extremely effective way.

Why not the "Philip" update :p
Stellaris updates have all used the last names of sci-fi authors.
 
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Great, three blues are answering my question and all three of them are trolling :p

I would like to keep the planet intact, in my control and with it's population unharmed, please. I just would like it to not be in the list of important things I care about!
(because currently all your planets come before all your fleets, so sorting the unimportant/finished planets to the bottom would not actually make the UI any less cluttered with unimportant information and you would still have to scroll down all the way to your fleets, as soon as you own more planets than the UI can handle.

Unfortunately, I don't believe you can remove a planet from the outliner in that way, but you can use the UI shown below to reorder the outliner so your fleets are displayed first.
1616066679716.png

The outliner can also be toggled to show the icons for the designations instead of the icon for the planet class.
 
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This is actually visible from the occupation flag.

1616075440657.png


In this example, I fully occupy Ydria, but only partially occupy Rabinoc. The little spikes on the occupation flag show the difference.
I have to agree with the others, this genuinely hurts my eyes, particularly when panning around and looking at like 20 stars. It's basically "pixel hunting" given how small they are and how easily they fade into the background sometimes.

Maybe make the icons bigger?
1616077098484.png


Or shade the space underneath the system itself in your empire colour [i assume purple based on the border to the right] or just green (for occupied) and amber for unoccupied?
1616077331946.png


Or bring back the dynamic border colours? (i imagine this would take a bit more work) when there are 2+ empires contesting a system?
1616077423085.png
 
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Why would all of my spies become three times as productive just because I started spying on a country three times the size of my previous target?
Infiltration speed is scaled by a modifier based on the target empire's size. Larger empires are easier to build a spy network in. (Which also means that you'll be able to recover from an operation faster against a sprawling opponent.)

I would add my voice to the chorus that those spikes are FAR too small.
I was just pointing out that it already exists, not that I love how tiny the markers are.
 
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Oh, and please show whether the system is inhabited SEPARATELY from whether it's occupied. It's currently very hard to find your enemy's planets after you've occupied all their systems, because the flag that normally indicates an inhabited system is overwritten by your occupation flag, for both inhabited and uninhabited systems.
This is actually visible from the occupation flag.

1616075440657.png


In this example, I fully occupy Ydria, but only partially occupy Rabinoc. The little spikes on the occupation flag show the difference.

There was nothing wrong with "decryption".
Both ending in "-cryption" was causing issues.

Is there a define in 00_defines.txt to set this pop cost increase to zero?
Yes.
 
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i know. I'm talking about the species revealed at the end. The silhouette doesn't macht to any existing portrait in the game

Again, The silhouette is not supposed to match anything, its supposed to be generic. You know a generic shape that could match any number of species rather then the actual silhouette of one of the portraits.
 
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2 Weeks too early, guys.
 
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I can tell you right now I'm going to absolutely love the Dick update. Once I grab it, I'm going to play a game right away to test out the Dick changes. It'll probably take a few games to truly get the whole Dick experience, but my body is so ready! :D
 
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Hello everyone!

I hope the word about the release date for Nemesis has already reached you, but in case it has somewhat eluded your perception, here is a refresher:

Nemesis will release on April 15th, and here is the second story trailer:

As per usual, our expansions are released together with a significant free update, and this time is no different!

We’re happy to announce that Nemesis will release together with the 3.0 ‘Dick’ Update on April 15th! The update is of course named after author Philip K. Dick, famous for works which inspired, among other things, movies like Blade Runner and Total Recall (which also happens to be one of my favorite movies!).

Why 3.0?
We felt that the changes introduced with the new Intel system and the reworked First Contact system has enough impact on how different the game feels to warrant the change. Early- and mid game feel quite different now, in a very positive manner. Alien empires feel so much more mysterious, and charting the entire galaxy is no longer so easy. Changes like the pop growth system and the addition of industrial districts also felt impactful enough to want us to make the change.

Going forwards, we’re also gearing up to be able to be a bit more agile and deliver updates to the game a bit more frequently. I don’t want to make any grand promises quite yet, but 2021 is looking to be a very good year for Stellaris!

3.0 ‘Dick’ Features:
  • New Intel system
  • Reworked First Contact
  • Reworked Pop Growth
  • New Industrial Districts & some changes to production of Alloys/Consumer Goods
  • New Espionage system & Gather Intelligence Operation (other Operations will be a part of Nemesis)
  • Numerous bug fixes & improvements

Espionage Update
The Espionage system has undergone some changes since the Dev Diaries that previewed them. Based on playtesting and qualitative feedback, we simplified a few of the systems that seemed to be adding unnecessary complexity or were difficult or awkward to understand. The way Encryption, Decryption, and Counter-Espionage all interacted were one of these points of frequent confusion, so we decided to scrap Counter-Espionage entirely, renamed Decryption to Codebreaking, and apply standardized rules when using them:

Encryption is always used as "Espionage Defense"
Codebreaking is always used as "Espionage Offense"

In earlier iterations, which modifier was being referenced varied based on the exact circumstances, which muddled the stats a bit and made it difficult to tell which one would help you more when you're attempting to infiltrate an empire. We renamed Decryption in order to further reduce confusion. Relative Encryption is used often in the system, and will now always compare the "offensive" Empire's Codebreaking with the "defending" Empire's Encryption.

View attachment 694377
Relative Encryption tooltip. In this example, our Codebreaking is lower than their Encryption and their Codebreaking is higher than our Encryption.

View attachment 694378
The refined Operations UI. Envoy on the top left, Infiltration Level (current/max) as progress bar & value. Intel categories in the top-right.

We've streamlined the Operations UI significantly, reducing the sheer amount of numbers associated with a network and the Operations themselves. As part of this streamlining, we've removed the concept of spy power and bandwidth, so it's no longer possible to run multiple simultaneous Operations on a single Empire simultaneously - you'll have to run them one at a time. This change also alleviates a problem we had where it wouldn't always be immediately perfectly clear which mission random events were affecting, so the "mental burden" of running Operations is lower.

Upon completion, Operations will now almost always cause a significant hit to Infiltration to represent lost contacts and heightened security. Operations also used to have varying difficulty per chapter - we've standardized them so we can now list the Operation difficulty on the UI, and let you know if you have an Asset that is especially good at this one.

First Contact Update
Although not much has changed with the system itself since we first showcased it in dev diary #193, there’s still some changes that can be interesting to see.

View attachment 694379
The finished first contact UI. The silhouette in the bottom-right is supposed to be generic, and will reveal a portrait once you’ve progressed far enough into the first contact chain.

Early hostilities can now lead to pre-contact conflicts as well. If you anger a neighboring alien civilization, there’s the chance that they will come and visit you.

More aggressive empires like fanatic purifiers or devouring swarms are also less likely to take your encroachment into their lands very kindly early on.

View attachment 694380
Abducting aliens is no longer a risk-free undertaking.

View attachment 694381
It seems like they weren’t too happy about our abductions…

Outliner Update
We’ve added some small quality-of-life improvement to the outliner. One of these improvements lets you reorder planets in the outliner.

View attachment 694382
Planets will be reordered within the sector listing or planet listing, depending on which option is active.

View attachment 694383
The outliner can also be toggled to show the icons for the designations instead of the icon for the planet class.

With these two options it's now possible to list all your planets as you wish, and to show the designation icons. Our product manager, Simon, can now finally list his Mining 01, Mining 02, Mining 03 etc. planets in the correct, and very German, order.

---------

That’s all for this week folks! I hope you’re as excited for the upcoming Nemesis release as we are!

Looks nice. BUT I BEG YOU, allow us to "ban" certain building/district sector by sector through the automated ai. I BEG YOU. Like even now it s pretty decent, and with nemesis + banning building it s almost guaranted to satisfy everyone.

Might make machine strong tho...
 
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Thanks for your response, I will try to explain the issue as best as I can.

First of all, I'm not playing Lithoid Hivemind, so I cannot comment on that. I can see that Lithoid Hivemind is easy to manage and has little trouble with economy, since usually you only need Minerals and Energy and can ignore food. I am talking about biological Hiveminds.

If you take a look at food output, you will realize that the base output for food is higher than for Energy. If you add modifiers like +15% from traits ontop, then your gain is even greater. The optimal way to make energy thus becomes making food and selling it on the market, while keeping the price low. This works perfectly until the galactic market is established, because its much harder to control the food price.

This is the issue I'm talking about. The best way to make Energy as a non-Lithoid Hivemind, is to not produce Energy, but produce food instead and stack a bunch of output modifiers. This requires alot of micromanagement to pull off and I call this bad design. If you want Energy, you should simply create more Energy districts. This should be the most efficient way to make Energy, not via market shenanigans. This is why I want the base Energy and base food output to be looked at, to not force players into market shenanigans.

Eventually, you are going to have to make a switch to Energy output since you will gain output bonuses on Energy. But until that point, selling food is strictly superiour to use Energy drones, which should be adjusted in my opinion.
So...you are not complaining that HIveminds have an inbuilt energy-death-spiral from the way that they are set up, but that there is something you consider an exploit which hasn't been patched out.
Not to discourage you, but I don't think that counts as "Organic hive mind economy is broken" and it definitly doesn't show up on any standard-parameter test playthrough you might do. You exploit the system to do this, and as such gain more energy than generator districts. Thats a nice optimisation, but by any metric not something broken.
Edit: You might want to check the wording of your inital complaint, since it very much implies that a standard-playthough requires such abuse. Which by you own admission, it doesn't. Its just an optimisation.
I mostly care about the economic rework and the pop management changes. This is your chance to fix the Hivemind energy economy. Because of their terrible Energy output, Hiveminds are deep in negative Energy output for the first 50 years and must sell food to get by.

Everyone knows Hivemind economy is extremely micromanagement intensive, because you need to produce only food and keep selling that food daily on the market to keep it at high price. This could easily be fixed if you Increase the base Energy output of pops and decrease the base food output to be the same level. Machine Empires are of course drowning in Energy credits. And so are regular empires because the best use of artifacts from archaeology is to just sell them.
 
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