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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.
mXznjm6.png


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.
M5uVmVs.png


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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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.

I like that there are new wargoals but what I really wanted to see was a way for Allies to ask the AI to consider your own needs during a war they start when in a Federation. At the moment when you are in a federation the AI goes to war constantly and you get exactly zero out of it. There should be a way for you to request a percentage of the wargoals for your own. Not as much as if you are starting the war, but maybe you can assign 20 points to what ever you like or something, say getting a planet or w/e.

Currently the Federations are not as fun as they should be to be in as they basically mean you are in constant war and have no return of any kind. I think this should be a really high priority issue as it is a deal breaker for many people.
 
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Nice stuff! Let me add two questions in the backlog:

1) Are there performance improvements being made(to make late game playable )?
2) Are there balance changes being made (to bring missiles and ballistic weapons closer to lasers)?

I totally want to know about the performance to. I can't even finish one single player game due to the performance issues. That's a shame though and expected some more information about this. Adding all those other features in the game is very nice, but if you have to stop mid-game due to lag and performance is just weird. Such an issue that prevents gameplay at all should be the highest and first priority to be fixed?
 
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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.

Its kinda useless to give ppl with purge policy more ways of getting rid of planet size 8 worlds colonized by the KI but all the others got to cede those worlds or create vassalls which block you from those juicy 25 tropicals (or whatever you prefer).

And one more thing to fix pls:
I know that pacifists got strong government forms but its kinda rediculous if u compare them with non xenophile/pacifist empires when it comes to planets with stoneage Primitives the amount of social sience u get from those is just out of line. In one game it was 2240 and i had 3 coresector planet researches completet cause i had 3 stoneage primitives worlds with 20+ size.
 
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This sounds really good ! love the nomads. the space was a getting a bit empty.

Not bad the game is shaping up really exciting with those changes.

Anyway to open ad a slavery war declaration ? am tired of not able to make vassals but protectorates.
So basically they would be vassals then. but enslaved ! and very negative opnion of you.
 
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View attachment 190565
- 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.
Why should my large ships with superior range to anything the enemy has slowly drift into the enemy's firing range?
 
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I like the direction of Asimov and the game in general. With the new "abandon planet" wargoal and the nomads an idea sprung to my mind.

What if refugees would become a thing, like others in this thread suggested and what would happen to them, if they can't flee to a planet of there species or some third party? Wouldn't it be cool if they would then become a nomad fleet in search for a new home, with 0.1 pops per transport ship or whatever? Survey data would become even more useful, as well as the new border mechanic.

This could even be used as a game start, where you start with a fleet of refugees, rather a homeworld.

Or, if an empire get's conquered, it could pass an edict to evacuate its core systems for a diaspora of galactic proportions.

Just an additional idea. Good work so far, PDX!
 
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I suspect that still, the best geopolitical strategy is - conquer anyone and all as soon as you have them in sight. At least, thats what I'm doing in my second game now and it seems to work like a charm. There's no Aggressive Expansion modifier, no fear against thirsty aggressor, so.. whats stopping me?
 
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I suspect that still, the best geopolitical strategy is - conquer anyone and all as soon as you have them in sight. At least, thats what I'm doing in my second game now and it seems to work like a charm. There's no Aggressive Expansion modifier, no fear against thirsty aggressor, so.. whats stopping me?
I am sure that we generate threat up to -1000 opinion.
 
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There's no Aggressive Expansion modifier, no fear against thirsty aggressor, so.. whats stopping me?

There in fact is. It's called "Threat". If you conquer and assimilate an empire, it's neighbors will gain such a modifier to their relations with you. It will go away slowly. Liberation - and I think vassalization - don't generate this modifier.
 
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View attachment 190565
- 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.

Do you plan on changing the behavior of missile weapons? Currently all your ships tend to focus the same ennemy and once it's dead all the remaining missiles are lost.

Increasing the range on engagement might make missile weapons even more situational than they are currently because it means even more overkilling and even more missiles lost.
 
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