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Stellaris Dev Diary #228 - New Content & Features in 3.2

Hello everyone!

For today’s dev diary we’ll be talking a little bit about a new wave of changes coming in the upcoming 3.2 update.

3.2 will feature some new content and features, some of which didn’t make it into 3.1, and some of which are new. The reason why I mention that is because I also wanted to shed some light on the process itself. With this new way of working, it’s fine if something isn’t done for a certain update, because it can simply spill into the next update. With our ambition of only having 3 months between the updates, it will not be long before the new piece of content will be out in the public. Speaking of which, the new Pompous Purists Civic is just such an example.

Pompous Purists Civic
This civic was designed to be added to the Humanoids Species Pack with our Buffing the Backlog initiative, but it didn’t quite make it in time to be released in 3.1. In 3.2 you will be able to try out this new addition to the Humanoids Species Pack.

The Pompous Purists Civic is a civic that allows for a diplomatic playstyle, but for xenophobes. The idea is based on an elven fantasy, where they are willing to negotiate with other species, but only as long as it's on their own terms.

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Friends? Maybe if you keep a respectable distance.

Ship Browser Experiment
Back in dev diary 213 we briefly talked about the improvements to a part of the empire creation process – namely the part of the UI where you select your ship appearance. The experiment meant that only about half of you got to experience those improvements, while the rest kept the ship appearance selection as it has looked like since 2016. The reason why we ran this improvement as an experiment is because we wanted to measure how successful doing these kinds of improvements can be.

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The Ship Appearance part of the empire creation screen allows you to browse different ship sizes and appearances.

The improved ship browser will be available to everyone with the release of 3.2.

Now I’ll hand over to Victor who will be talking a little bit about some new content for anomalies.

Anomaly Variety
Hello everyone! I am Victor, a Custodian Content Designer that you might have seen around on the weekly streams these past few months.

Back in 2018, we removed anomaly failure from the game. This meant that every single time you encountered the Gigantic Skeleton anomaly category, you would always get the Gigantic Skeleton anomaly, for it was the only one in the category. No longer! As one of my tasks for this patch, I decided to simply go through every single anomaly category and add new anomalies to orphaned categories that I could for the development cycle.

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This is not only limited to new anomalies, but I also revisited some old classics adding options to events that previous designers created before a lot of the resources we now use were added to the game.

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While this is not anything that will revolutionize the game, it is a great and interesting direction for a Custodian content designer to explore, which we are still establishing on the team. I do hope you enjoy your (slightly) more exciting and varied early game!

Terraforming Events and AI behavioral changes
Yes, hello, I am still here. My other task for this patch was to create a few varied random events for terraforming. These events vary in power and complexity and mainly break the monotony of pressing a button and getting a better planet. These bonuses vary from getting more districts of a chosen type to perhaps uncovering a dig site left by a species to enamored with war.

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Before you start thinking, you will sit there and terraform a planet back and forth between two different types and fishing for events. Do know that you can only get events the first time you terraform a world, and it’s never guaranteed. Terraforming is quite the unexplored space for Stellaris events, and these were a lot of fun to create.

Finally, @Caligula Caesar has managed to restore the AI’s terraforming hunger! Previously the AI needed to gather an absurd amount of energy credits even to consider terraforming, but that has now been rectified. The AI has been spotted changing and creating optimal planets in our internal testing. They also are more likely to pick terraforming techs and appropriate ascension perks in certain circumstances.

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That is all for this week folks! Next week we’ll be back with some exciting news!
 
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Does Pompous Purists also stop other empires from trying to drag me into wars?
Stopping the desperate begging for migration treaties is good enough, but that'd be even better.
Civ 6 finally added a "no, and stop asking" option to their AI diplomacy proposals. I think Stellaris would benefit from that as well.
 
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I decided to simply go through every single anomaly category and add new anomalies to orphaned categories that I could for the development cycle.
New content is one of the most exciting features for the Custodian initiative, so how many are we talking about for this patch (or what kind of rough target do you have per patch)?
 
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Regarding the terraforming events: might I suggest they interact with ascension perks that deal with terraforming? Specifically, that you are significantly more likely to get these terraforming events if you have Mastery of Nature, and have more (powerful) options if you have World Shaper?
 
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New content is one of the most exciting features for the Custodian initiative, so how many are we talking about for this patch (or what kind of rough target do you have per patch)?

We did mention that Lem would be a lot bigger than most of the other Custodian patches, at every opportunity, like right now. :D To my knowledge, there's no target for features added in Custodians patches. It's meant to be a way to make our development more responsive to the needs of the community, adding a target number of features would artificially limit this.
 
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To be honest, the Pompous Purists civic seems a little underwhelming.
There's not much going on there that really justifies to me spending a whole civic point on that.

As for the new ship viewer, it's good, but being able to pick a different ship set for each class of ship would be even better!
Well... half of the civics are underwhelming from a min-max pov. It's called RP, give it a try sometime instead of min-maxing everytime.
 
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Feel like people are underestimating the new civic. Sure it's not S tier but two more envoys can be extremely useful during certain stages of the game. Also trust growth has it's uses as well because that sometimes can be the difference to get relations to a point where it can be the difference of the AI tolerating you or deciding to declare war on you. Could also have some added value if that also means that other empires can't demand you become their vassal because that does take some tools off the table for pacifist empires that you are at odds with.

I'm excited about the terraforming events because that mean we probably get at least some more interesting things to do in the midgame, where we need more interesting things. Right now, I know I sort of lose interest in playthroughs once I hit the midgame. Doesn't help that I currently have to settle for a potato PC, so that's also where game speed tends to take a noticeable hit.

Less sure about the anomaly end. One one hand it's cool that we get more options, on the other I tend to min/max how I handle those, so I might still make he same choices. I mean, still great for people that like to RP or RNG their pick. I'll just hope that some of the new options mean that even from a min/max angle, certain empires are going to make different picks because the new options end up being better than old ones. I want more anomalies like the pond scum one where my machine empires have the option to destroy it for a chunk of unity, while that isn't an option for my other empires.
 
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Please remove the terraforming candidate event. Stop this neverending nightmare. :eek:
This. have the candidate status be assigned at galaxy creation instead.

Regarding the main topic, as always, I like the addition of new anomaly options. The galaxy needs a fresh influx of mysteries every once in a while.
 
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This is some good work!

I hope you also have a look at some events that were based off earlier, depreciated systems at some point. For instance, the self-modification event that adds habitability traits if you settle low-habitability worlds.

It's rather ridiculous that even Biologically Ascended empires can't meddle with those event-spawned traits, and currently the specific events involved in that chain interact very weirdly with each other ("Neo-humans" have attacked "Neo-humans" because they can't tolerate "Neo-humans", stuff like that).
 
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We did mention that Lem would be a lot bigger than most of the other Custodian patches, at every opportunity, like right now. :D To my knowledge, there's no target for features added in Custodians patches. It's meant to be a way to make our development more responsive to the needs of the community, adding a target number of features would artificially limit this.
Thanks, but I was not talking about features in general, but rather specifically about the events.
 
New content is always welcome!

May I have some suggestions:
1. Something that changes hyperlanes availability/configuration on map will be nice - this can give a nice stir-up to rigid positional stand-offs that occur in mid-game. For example "a star goes supernova - some hyperlanes disappear" or "supernova calms down - new hyperlanes open" or "fallen empire tries to wake, messes up an ancient device and re-arranges hyperlanes in the region".

2. More cultural and political "background interaction" events - such as "alien music drives some of our specie mad" or "our soft-drink became so popular in an alien system, that they all died from obesity and new territories are up for grabs"
 
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Please make terraforming candidate generate evenly at the start of the game. The way it's Implemented now is absurd, you get none at the beginning, but ton at the end.
 
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I don't mean this in a hostile way, i'm earnest in this question, what would be the reason for The Pompous Purists Civic. Besides being on better terms with other xenophobes is it enough of a bonus to be a whole civic?

It's comparable to diplomatic corps, only with a trust instead of diplo weight bonus, or a less extreme inward perfection. Might be good for vassal play. Not every civic has to be a complete reinterpretation of game mechanics, sometimes a few extra numbers is all you need.

Civ 6 finally added a "no, and stop asking" option to their AI diplomacy proposals. I think Stellaris would benefit from that as well.

Devs? Are you here? Do you see this? This is WISDOM, please steal the wisdom and apply it to Stellaris. Diplo proposals could do with this, as could offers from the Caravaneers. Especially the Caravaneers. I do not, nor do I ever, want that temporary 10% housing bonus, stop trying to take my pops in return for a 10% bonus to housing on one planet that disappears.
 
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View attachment 764997

I see Maros Sefcovic nodding furiously.


I might even start a playthrough as the Brexiteerian Sovereignty.
I think you'll find that's supposed to be spelled "Sovrinty" ;)

I do love this 'civic'. too; maybe add in an option where you can ignore your side of any deal you sign up to at the cost of (global) trust?

For any Devs reading, the use of "utterly" twice in the first paragraph is a tad clunky. Maybe replace the second instance with "completely"?
 
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