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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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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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This sounds mostly good, but I must warn that civic is just not good enough, and that terraforming will still be pretty boring when all you've got added to it is "well it's done, so here's a choice of minor bonuses", especially since terraforming candidates are incredibly rare outside of Mars and Proxima Centauri b due to them being put in the overcrowded anomaly list. Please make terraforming candidates preset at map generation.

For terraforming, it should really use the dig site system, so we need a project leader, and get events along the way.
 
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Not everyone has interest in min/max their empires -- many of us are just interested in the RP aspect of Stellaris. Everything else is just an additional bonus.
This is a very short sighted attitude. Mechanics do influence RP. If you take a civic called Ultimate Science Mans that is much worse at boosting ultimate science mans gameplay than another civic not called Ultimate Science Mans then that's going to negatively impact your RP of playing the ultimate science mans. If you're in a position where the civic with the right RP name is just flat worse than another near identical civic then that's a problem and the solution isn't to stick your fingers in your ears and complain about filthy min maxers rargle bargle. Good mechanics and good rp are not opposite ends of a line and increasing one doesn't automatically mean reducing the other, and shutting down discussion with the same fake min-max vs RP tribalism nonsense is not cool.

That said, the civic itself is absolutely fine.
 
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As there is some work done about the ship browser (sorry, but IMHO that's a really useless thing to do) can we hope to have some improvement for the disaster of ship designer and fleet manager in the near future?

Because yeah... It's nice to put some efforts into a menu you spend like 7 second into at best per game, but having a fonctionnal fleet manager seems kinda like more important, maybe?
These experimental features that are rolled out to only a subset of our players are generally not made by the game teams themselves, so there is no tradeoff like that.
I'm actually one of the devs that made this before I moved from the experiments team to the Custodian team.
Even if it was made by the Stellaris team, there is nothing saying we can't work on both things for the same patch.
 
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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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This looks very good!
Regarding Anomaly Variety - is there any chance that we might get the option to decrease anomaly frequency in the galaxy setup? I always feel like there are too many to actually pay attention and read them, especially since you know most of them already anyway. As a future direction, it would be good to buff them, but make them a bit more rare and add a timer, so you cannot ignore that mysterious signal for decades and them come back and it's still there.
 
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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?
 
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New anomaly changes make me super excited. I love anomaly stuff, and changing them up so the old ones feel different again is definitely something I approve of! Looking forward to it.

The terraforming stuff is also neat. I wonder if there'll be unique events for certain world types, like Hive and Machine worlds? Could be cool to see.
 
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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.
 
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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!
+2 envoys and +30% trust growth is nothing to sneeze at, and it's stackable with diplomatic corps. Very fun looking if you want to play smug puppetmasters with the peasants. From an NPC variety front it's also very cool, a close neighbour spawning with this civic will feel very different to a regular empire. I'd like a lot more interaction changing civics like this.
 
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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.
This is the most beautiful comment I've ever seen. We need to make our voices heard before the min-maxers completely trash the game in favor of the devs only adding "optimal" civics for them to cheese the game with.
 
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The underlying idea is reasonable, but this implementation seems very strange. Why would I have *more* trust in the standoffish jerk who won't answer my calls, and only talks to me when he wants something?

Also, as others have mentioned, this seems like a cheap way to avoid wars and CBs. War IS diplomacy, after all.
 
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For those wondering what the point is behind 30% trust growth and how that can even be worthwhile when diplomatic corps exists. As nice as 10% diplomatic wait is, and it really is nice, early game it doesn't do much for you when there is no galactic community and when you may very well not be in a federation. What trust growth lets you do is get to a point where you can get other empires to strike deals with you and if you want, to form federations. 30% trust growth means you can hit certain points in galactic relations sooner and without having to possible do trade deals. Also I don't know how many people observe AI behavior, but being able to crank out trust with an AI quicker means you can get it to stop harming relations or move things to a point where it's not inclined to start harming relations because all good will from a trade deal ran out. I think people are really underestimating how useful it is to get a federation up and running quicker or having more tools to delay or head off potential wars happening when you don't want them.

Early game it has a ton of use and I'd say it probably is going to be more useful early game than diplomatic corps. By the time you get federations and the galactic community, sure the benefits fall off. At that point the player can either stick with it for the RP or they can switch it out for another civic.
 
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