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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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Another small(ish) thing...

Is it possible to add peacetime claims to systems as part of the first contact rework? I'd really like to establish the systems that my empire wants or considers important. I feel like this would create a good mechanism for both helping shape empires early on and setting the stage for conflict.

We might not have a base orbiting this star yet, but we consider it ours. And we might not know who the aliens in the red ships are yet, but we know they took it...

Or we might not know you yet, but we want to get off on the right foot. So when our science vessel finds a Claim Beacon, we choose to honor it.
 
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I like how the shaded "still unknown" image of the new contact looks like GIORGIO TSOUKALOS.

"I'm not saying the unknown contact was aliens... but it was definitely aliens."
 
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This is actually visible from the occupation flag.

View attachment 694425

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


Both ending in "-cryption" was causing issues.


Yes.
Both ending in "cryption" was causing issues? Your audience should be sophisticated enough to delineate the meaning of those prefixes. My goodness, is this a Paradox game or what?
 
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Those changes seem to devalue espionage a lot. Only one operation at the same time and an additional waiting time because of the "significant hit to Infiltration"
I don't normally review dlc, but I'll probably give this one a negative review if it's not a big element. Although I am excited about terra incognito and first contact operations, espionage operations have been a MAJOR request for years.
 
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I do realize these are named after scifi authors, but I still find it funny that the update that comes with DLC that allows you to become ultimate bad guy of the galaxy is "Dick" x'D
 
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For highly advanced ancients, they haven't quite kept up with the times. I'm kind of hoping as the Crisis DLC, Nemesis would have something for them as well.

From all the flavour of FEs I interpret them as not even trying to innovate. There's a shroud event where you peer into the mind of two FE citizens and it shows they don't even understand their technology anymore. The FEs are ancient palaces running mostly on automatic, housing some hedonistic squatters. It's only when some galvanising movement/leader has them look outwards again that they begin to relearn.
 
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I don't normally review dlc, but I'll probably give this one a negative review if it's not a big element. Although I am excited about terra incognito and first contact operations, espionage operations have been a MAJOR request for years.
Which I find strange because honeslty, espionage was always just a very minor feature and it was clear from the start that it would not enhance the game much, if at all.
I was only commenting on my percived effect of this change.
 
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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.
No, no, no! This is entirely backwards line of thinking. If it was unclear which mission an event is affecting, the solution is not to only allow one mission, but to frickin' improve the event dialog to make it clear.

This "dumbification" of the game is something I'd expect from Ubisoft, not PDX...
 
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Great! It's just kidding but could you please name it PKD instead?
I asked if they could call it the "Philip" update early in the thread, the reply i got was "Stellaris updates have all used the last names of sci-fi authors".

So it seems like they (or at least the dev that responded) are a tad resistant to the idea of not using his last name. It seems to be something of a tradition.

I mean it is a actual name, so i can see where they are coming from, but we all know that 90% of the people seeing it will get the wrong idea (or willingly choose to interpret it wrong). ;)
 
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This is cool. The name of the update is meme heaven lol. Onto thoughts they may have plans for down the line before they say lets do stellairs 2. Im not shore if spying was already In the game and they just reworked it to be more interesting. If so then I hope they have plans to look into governments system and Redo some not all. ( I won't get into specific) that and how to make capturing plants more interesting. War name like Beta-Bree conflict for the outer system.
 

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all interacted were one of these points of frequent confusion, so we decided to scrap Counter-Espionage entirely

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.

So... lets not assume Stellaris players are intelligent or can/want to handle too much.

Mental burden. What a poor choice of words. It translates clearly into dumb-down, which is something I have been sensing as a intentional goal ever since the dev team leadership change, and now became a explicit thing. Trully sadening. The espionage feature was one of the best, most rich and meaningful developments in years and yet you guys thought "nah, let's throttle down here".

This bottleneck feature is so senseless..... so I can't receive messagens from simultaneous intel attacks in one empire because I am too dumb to manage them at the same time, but I can receive sereval messages at the same time from operations in different empires and that is not a "mental burden"? If one, why not the other? Isn't it obvious that most people will prefer to concentrate all their efforts in one or two larger threats or rivals (which now you can't do) instead of a little effort in all empires all over the galaxy at the same time (which ironically you CAN do, and would generate an even larger spam of messages)?

I can't help to feel that what trully happened is that you couldn't come up with a good UI for it, or performance was affected, or some other coding reason, so it was decided to advertise this as a design choice when it wasn't. It is preferable to being labeled TOO DUMB to play the game, viz the "mental burden" of not managing two messages at the same time, when anyway I WILL be getting messages at the same time, if I do run simultaneous operations in many different empires. Which is something I won't be doing too much but you guys will allow me to.

Congrats on depreciating a potentially good thing. I kinda expected that already.
 
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Won't slower galaxy mapping will debuff megacorps as they'll be discovering trade partners much slower?
Are there any countermeasures to that?

Presumably this would incentivise megacorps to focus on first contact missions and diplomacy. Those nations seeking out new markets would have great intel, and probably end up linking a lot of the galaxy.
 
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