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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.
lNDDyT7.png


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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TheGrinningMan

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If I might be so humble as to ask for the excess food information to be put on the "surface" tab so I don't have to keep switching back and forth between the two. Thank you.
please.jpg

I'd expand it to "net loss/production" for all the tile yields, but I can see why food has a particular need for this; figuring out which farms I can squash and all.
 

Zhuljin

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oke so i have taken over arid planets same as where my species thrive i put them in a sector they are not full but my planets are they have capitals why doest the ai put my species on the conquered planets?????
 
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blue emu

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Love the new features. This game is going to rock!
 
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jdrou

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I've seen this asked twice now. Its like they cannot see this part of what Wiz wrote: until they have range with all of their weapons.
Exactly. So don't mix short-range weapons with long-range if you want to stay at long-range. (Hopefully it doesn't include range of point-defense weapons for this purpose.)
 
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Axe99

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Cheers for the DD Wiz, and hope you keep feeling better :). Changes sound great, and am a big fan of the introduction of more diplomatic depth, as well as map modes (the ones being added are the ones I miss the most, although a mode/s relating to colonisable planets/surveyable worlds would also be one I'd find handy, as well as one that highlighted primitive and proto-civs, and planets being terraformed - at the moment, it's pen-and-paper time with me when I'm dealing with that. Appreciate the moddability, and if the modes aren't there by the time I've finished modding HoI4, will see whether I can mod 'em m'self :)).

On the UI side of things, message notifications (optional, pausable) when fleets arrive at a location and when battle start would be very handy at some stage in the future. Options for 'interesting empire' notifications would also be handy. Happy if you just make it moddable and let the community sort it, but at the moment Stellaris still has a ways to go to have as functional a UI as EU4 (not a criticism, EU4's UI is actually very, very good once you know how to use it, hardly fair to expect Stellaris to be there early on, although the complete omission of pausable, optional message notifications was both a surprise, as well as an (what felt like an unnecessary) added handicap to enjoying the game).
 

cmwhelan

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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.

Actually now you mention it, the peace conference system from HoI4 would actually work really well in Stellaris - particularly for Federation wars.
 
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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.
If I put a mixture of L long-range weapons (or hangars, for that matter) and point defence systems on, say, a battleship, will its Bombardment computer know to stop closing once all the long-range weapons are in range (and ignore the fact that the point defence systems aren't in range)?

In general, all the changes in this dev diary and the last one sound like good changes to the game.
 
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WiseGreen

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Are colony events still up for Asimov?
 

semper_fitz

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I love it. I'm using all of the Star Trek species (portraits) mods right now. It's really making for interesting games. Knowing the guys at Paradox, this game will just get deeper and deeper for years. I once was a Total War addict, but on a whim I purchased CK2. My gaming life has never been the same since. Three cheers for Paradox!
 

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Will AI empires consider using the Abandon planet War goal as "purging" if yes will fallen empires take a reputation hit with other AI empires for using the aforementioned war goal?
 

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View attachment 190565

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.

.


when will the Sector AI be changed to allow for more than one single thing on one single planet in the sector being built at a time? my sectors have starving and unemployed pops, while the Sector AI is ROLLING in funds and minerals.... please, allow multiple AI construction queues, if not per planet, at least 2-3 per sector. the current one is far too slow.

Thank you.
 

milamber81

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I've seen this asked twice now. Its like they cannot see this part of what Wiz wrote: until they have range with all of their weapons.
Well... Does Point defense count as weapon? If so, we will have powerfull battleships with superior range an lances, going next to the enemy in order to destroy those alien ships with their pd-weaponry...
 

TheRealJimmious

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I believe that the Combat Computers should be like this:

  • Defensive: Stay in Position to fire only with longest Range weapon. Use the others only if enemy approaches.
  • Offensive: Charge ahead and attack enemy with everything you have asap
  • Balanced/Advanced: The way Defensive is described in this DD. Start from Max Range and slowly/carefully move towards firing the close range weapons.
 
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Wuddel

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- 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.

Is this permanent, like a vassal? I assume this will remove any other vassal/overlord relationships for the target. It also would be cool if you could vassalize part of an empire in order to create a buffer zone - a march if you will.

Overall great stuff!
 
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OBRkenobi

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Oh my God this is AMAZING! :D
 

nick012000

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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.
- 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.
What about the other types of combat computer, like the Precog Computer or the Sentient AI Computer?

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.
Please tell me that if you've researched the tech to unlock the Slave Processing Facillity, that there'll be a way to forcibly convert Malcontent Slaves into Docile Slaves through cybernetic implants. Once you start implanting computers into people's brains, your slaves really shouldn't be capable of rebelling.
 
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