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Stellaris Dev Diary #37 - Asimov Patch, part 2

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Hello everyone and welcome to another Stellaris development diary. Today we will once again be talking about the Asimov 1.2 patch, that is planned to be released before the end of June. Last week's dev diary covered most of the diplomatic changes, here we'll be covering a variety of other changes and additions, though it will by no means be an exhaustive list. Full patch notes will be posted at some point before the patch is made available to the public, and include a large number of balance changes, bug fixes and UI improvements.

Better Looking Battles
One thing we were not quite happy with in the release of Stellaris is the way battles look - when small numbers of ships are engaged, it generally looks fine, but large fleet battles turn into disorganized heaps of ships, or 'beeswarms' as they have been described by players. A number of mods (such as the Beautiful Battles mod) emerged quickly to tweak this part of the game, and we've been looking at them for inspiration on how to improve the battle visuals. We plan to look more in detail at ship roles and fleet engagements in the future, but for Asimov we've made the following changes:
- The range of all weapons have been increased, so that fleets will engage at longer ranges and spend more time advancing at each other before close-up engagements happen.
- Combat computers were changed from Aggressive and Defensive into Swarm and Bombardment computers, to better describe their roles. Ships with Swarm computers will move in closely and engage, similar to old combat behaviour, and have bonuses to damage, speed and evasion. Ships with Bombardment computers will advance into weapons range and then slowly drift towards the enemy until they have range with all of their weapons, and have bonuses to accuracy, fire speed and weapons range.
- The default combat behaviour of ships was changed from that of orbiting 'swarm' mode into one where they make passes at the enemy and attempt to engage with 'broadsides', which should help make large battles look like less of an angry beeswarm unless all ships involved are using aggressive computers.
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Map Modes
A highly requested feature ever since release has been the addition of more map modes, so that players can more easily keep track of things such as who their allies are, which empires they are at war with, or who has a positive attitude towards them. For Asimov, we've added a map modes feature with fully scriptable map modes that let modders at their own map modes, with three new map modes coming as part of the patch:
- Diplomatic Map Mode: Shows diplomatic relations with other Empires, such as whether you are at war, are allies with them, or are blocked from entering their borders.
- Opinion Map Mode: Shows their opinion of you.
- Attitude Map Mode: Shows the AI's attitude towards you.
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Nomad Fleets
Another feature that we decided to expand on for Asimov is Space Nomads. A rather rare encounter in the base game, all they do is share contacts with other empires, and we felt they're an interesting concept that can be used in far better ways. Nomads are now a roaming fleet that can enter the galaxy sometime during the course of the game, and will then plot a course through the galaxy, visiting a variety of locations before they leave it again for destinations unknown. If they pass through your space on the way, they may interact with you in a variety of ways, such as offering to sell you some ships, or requesting permission to settle some of their people within your borders.
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Slave Factions
As you likely know if you've been reading these forums, slaves were not intended to be as docile as they were in the release of the game, but rather we had to cut slave revolts for lack of time because slaves were completely unmanageable and threatened to make the feature entirely useless. For Asimov, we've reworked the Slaves faction into a pair of factions called the Docile and Malcontent Slave Factions. As the names imply, Docile Slaves are slaves that are relatively content with their lot in life, and will at most demand that regulations are placed on the worst excesses suffered by slaves, while Malcontent Slaves are far more riotous and will demand their freedom. There is also an Aboltionist factions that can be joined by free pops who are sympathetic to the plights of the slaves.

New Wargoals
Something that has been frequently requested is more variety in the wargoals you can use on others, so that war can happen for other reasons than simply to transfer territory. This is an area we'll be looking at fleshing out long-term, but for Asimov we've added at least a few new wargoals to spice things up:
- Make Tributary: You can now take tributaries in war. Tributaries is a type of subject that pays 20% of their Energy and Mineral income to their overlord, but do not join their overlord's wars and are free to declare their own wars and colonize planets.
- Abandon Planet: If you have Purge policies allowed, you can force an enemy to abandon a planet, killing all pops on that planet in the process.
- Humiliate: You can humiliate enemy empires, making them suffer a negative modifier and giving you a chunk of influence.
- Open Borders: Forces the other Empire to open their borders towards you for 10 years.
- Stop Atrocity: Forces the other Empire to ban slavery and purging.

Diplomatic Incidents
A big part of the aim with the Asimov patch is to make the diplomatic game more interesting, and have more interaction between neighbouring empires. Diplomatic Incidents is a series of events that can occur between empires which shake up relations, usually related to the actions of one empire towards the others. An example is that an empire might suspect that a foreign science ship surveying inside their borders is there to spy on them, and will demand humiliating assurances from the owning empire that their secrets are safe, or else close their borders to the 'transgressor'.

That's it for today! Next week will be the last development diary before we all disappear on vacation, and will talk about what the future holds for Stellaris.
 
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I utterly and strongly feel repulsive to this Asimov 1.2 Since while i discovered Crystal Elites at a Pulsar starsystem and wanted to send a fleet all the sudden within 5 days
the pulsar and 6 starsystems behind got occupied by a "new contact". Like try not the crystal elites they are reserved for AI.
 
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I utterly and strongly feel repulsive to this Asimov 1.2 Since while i discovered Crystal Elites at a Pulsar starsystem and wanted to send a fleet all the sudden within 5 days
the pulsar and 6 starsystems behind got occupied by a "new contact". Like try not the crystal elites they are reserved for AI.
With the information provided, and the apparent sample size of 1, that sounds like it could perfectly well be described as "AI nation received your comms details from the nomads" or "AI nation that had seen your ships finished a comms research project".

So I'm thinking you're just feeling hard done by and are looking for an explanation that involves Paradox being evil rather than you being unlucky.
 
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Disassembled ship structures (or whatever they are on new planets) now gives -5% divergence. Has the divergence shifted to the "base" divergence so that you can't eliminate divergence by just not working the ship?
Yes. This is explicitly mentioned in the patch notes.
 
No redo do it right- Stop This asimov dev evereything cost Influence even moving Pops between own planets. Unitl next time hope they redo all of it.
Have you actually played with the beta yet?
I had the same concerns reading the patch notes, but after playing with the patch I've been finding it nowhere near as bad as I imagined it would be. I didn't even humilate anyone, which is now a major source of influence.
 
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Looks very good.

Abandon Planet: If you have Purge policies allowed, you can force an enemy to abandon a planet, killing all pops on that planet in the process.

This should not kill the pops, it should produce a fleet of refugee transports that suck energy credits from the host empire much like colony ships but without the ability to actually colonise new worlds, only to settle on already-colonised worlds. The host empire can then choose whether to purge them (atrocity), resettle them in colonies with empty spaces or expel them into a neighbouring territory - much to the chagrin of their neighbours. Perhaps they could also choose to defund them, in which case the transports may form themselves into pirate fleets or spontaneously choose to flee into a neighbouring territory.

Come on guys, refugee mechanics! This game was made for them.
I really hope that it makes it to Asimov, but your mechanic sounds a little bit more complicated than that. Don't get me wrong, I want to see it implemented, but because of time constrains it might as well come later (after better planning, thinking, and testing).
 
Have you actually played with the beta yet?
I had the same concerns reading the patch notes, but after playing with the patch I've been finding it nowhere near as bad as I imagined it would be. I didn't even humilate anyone, which is now a major source of influence.

Yes i play the Beta and it disturbs me cost of influence of everything i can accept the cost of colonization but the diplomacy deal and the risen cost of dev. planetary administration and so on no its too much since the base of gaining influence depends on your ethos/rivalry etc and that is the same principle in clarke, no special gain or increase.
EDT: by the way i closed borders i still see science vessel from that particular AI withing my borders noozing around.
 
No stream today?
 
EDT: by the way i closed borders i still see science vessel from that particular AI withing my borders noozing around.
If you've closed borders with someone and their ships are still moving around freely in your territory, you should file a bug report and attach the save, because that sounds like a bug.
 
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- Abandon Planet: If you have Purge policies allowed, you can force an enemy to abandon a planet, killing all pops on that planet in the process.

This doesn't quite seem right; one would imagine that 'Abandoning' a planet would involve some kind of evacuation. The population might not all be able to get out in time, but it seems like that kind of event would send a wave of refugee pops out into the galaxy... mostly to their home empire, but possibly to other nearby empires as well. Maybe add a policy to let you choose whether or not to accept refugees?
 
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"Direct Democracy
* Core Systems effect removed
* (NEW) Happiness increased by 5%
* (NEW) Leader Experience Gain increased by 15%"

From the patch notes. There's no bug.
 
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Theres a bug with this patch where government modifiers are not implemented. I am a direct democracy and my total planets should be 7, but with the new patch they are only 5. The patch isnt accounting for the +2 planet limit from direct democracy
  1. This thread isn't for bug reports with the 1.2.0 beta, the bug report forum is.
  2. Reading the patch notes is strongly recommended. What you've spotted is working as designed and explicitly mentioned in them. Governments were greatly changed.
 
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Looks very good.

Abandon Planet: If you have Purge policies allowed, you can force an enemy to abandon a planet, killing all pops on that planet in the process.

This should not kill the pops, it should produce a fleet of refugee transports that suck energy credits from the host empire much like colony ships but without the ability to actually colonise new worlds, only to settle on already-colonised worlds. The host empire can then choose whether to purge them (atrocity), resettle them in colonies with empty spaces or expel them into a neighbouring territory - much to the chagrin of their neighbours. Perhaps they could also choose to defund them, in which case the transports may form themselves into pirate fleets or spontaneously choose to flee into a neighbouring territory.

Come on guys, refugee mechanics! This game was made for them.

Or better still, have them become a Nomad fleet!
 
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- Combat computers were changed from Aggressive and Defensive into Swarm and Bombardment computers, to better describe their roles. Ships with Swarm computers will move in closely and engage, similar to old combat behaviour, and have bonuses to damage, speed and evasion. Ships with Bombardment computers will advance into weapons range and then slowly drift towards the enemy until they have range with all of their weapons, and have bonuses to accuracy, fire speed and weapons range.

Thank you. This always annoyed the hell out of me. I wanted my close ships to get the defensive computer bonuses and offensive computer tactics, and my long range ships to get the offensive computer bonuses and the defensive computer tactics. I hope that sometime in the future tactics and bonuses will be separate computer slots to let us further customize our fleets.
 
First off love the new patch, plenty of great changes and a real new feel to the game which I find enjoyable.

BUG REPORTING:

Scientist Leaders: Careful and Archeologist Traits; the % for anomaly risk seems to be stated incorrectly for these traits.

Robot Pops: Generally broken; can't be moved on the surface view and don't work structures. Might have been researching Droids at the time.