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Stellaris Dev Diary #42 - Heinlein patch (part 3)

Hello everyone and welcome to another Stellaris development diary. This is the third part in a multi-part dev diary about the 'Heinlein' 1.3 patch that we are currently working on. This week's dev diary will be about more miscellaneous changes and improvements coming in the patch, currently planned for release sometime in October.

Federation/Alliance Merger
When Federations were given the ability to vote on invites and wars, alliances became a bit of an odd duck in the Stellaris diplomacy. A middle layer between the 'loose' diplomacy of defensive pacts and joint DOWs, they ended up as little more than a weak form of Federation that's usually swapped out the moment the latter becomes available. In Heinlein, we've decided to retire alliances altogether and have Federations be the only form of 'permanent' alliance. When you unlock the technology for Federations, you will immediately be able to invite another empire into a Federation with you, 4 empires no longer being necessary to start one. Once a Federation has been formed, the technology is not required to invite new members or to ask to join it.

Federation Association Status
Another issue we ran into with the changes to diplomacy in Asimov is that Alliances and Federations had trouble bringing in new members - since non-aggression pacts, defensive pacts and guarantees were no longer possible with outside powers, building trust is difficult and you have to mostly rely on large bribes to get new members to join, something that just didn't feel right. To address this, we're adding a new diplomatic option to Heinlein called 'Federation Association Status'. This works similarly to an invite to the Federation in that it can be offered and asked for with any member of the Federation, but must be approved via unanimous vote. A country that has Federation Association Status is not actually a part of the Federation, but has a non-aggression pact with all Federation members and will gain trust with them up to a maximum value of 100. Revoking association status can be done via majority vote, or on the part of the associate at any time they like.
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Planet Habitability Changes
The planet habitability wheel is a mechanic we were never quite happy with - it makes some degree of sense, but it's hard to keep track of how each planet relates to your homeworld type, and it ends up nonsensical in quite a few cases (Desert being perfectly fine for Tropical inhabitants, or Arid for Tundra, etc). We found that most players tend to intuitively divide planets into desert/arid tundra/arctic and ocean/tropical/continental, and so we decided to change the mechanic to fit player intuition. Instead of a wheel, planets are now divided into three climate groups (Dry, Wet and Cold) and two new planet types (Alpine and Savanna) were added so that each group has 3 planet types. Habitability for the climates now works as follows (numbers may be subject to change):
  • Habitability for your main planet type is 80% (as before)
  • Habitability for planets of your climate is 60%
  • Habitability for planets of other climates is 20%
As such, you no longer have to keep track of anything other than which climate your planet type has to know whether a particular type of world is suitable for your species.
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We also felt that the number of habitable planets in the galaxy was too large overall, but that we couldn't really decrease it so long as the player only had access to 1/7 of those types at start, which would now become 1/9. We also felt the colonization tech gating could be rather arbitrary, particularly if you had a species suited to a particular planet type but still couldn't colonize it due to lacking the tech. As such, we've done away with the tech gating on colonization, and instead instituted a 30% minimum habitability requirement to colonize a planet. You will also be unable to relocate pops to a planet if their habitability there would be under the 30% minimum. With this change we've also majorly slashed the number of habitable worlds in the galaxy, though if you prefer a galaxy lush with life you will be able to make it so through a new option outlined below. We are, of course, looking into and tweaking the effects that having less habitable worlds overall will have on empire borders.

More Galaxy Setup Options
There is an old gamer's adage that says 'more player choice is always better'. We do not actually agree with this, as adding unnecessary/uninteresting choices can just as well bog a game down as it can improve it, but in the case of galaxy setup in a game such as Stellaris, it is pretty much true. With that in mind, the following new galaxy setup options are planned to be included in Heinlein:
  • Maximum number of Fallen Empires (actually setting a fixed number is difficult due to the way they spawn and how it's affected by regular empires)
  • Chance of habitable worlds spawning
  • Whether to allow advanced empires to start near players
  • Whether to use empire clustering
  • Whether endgame crises should be allowed to appear

Sector Improvements
Since barely a day goes by without a new thread on the topic of sectors and enslavement, we would of course be remiss not to deal with this particular bugbear. We intend to spend a considerable amount of time on the sector AI for Heinlein, but I'm not going to go into specifics on bug fixing/AI improvements but rather on a series of new toggles that we intend to introduce to give the player more control over their sector. In addition to the current redevelopment/respect tile resource toggles, the following new toggles are planned for Heinlein:
  • Whether sector is allowed to enslave/emancipate
  • Whether sector is allowed to build spaceports and construction ships
  • Whether sector is allowed to build military stations (this will replace the military sector focus)
We're also discussing having a sector toggle for building and maintaining local defense fleets, but we don't think we'll have time for it in Heinlein.

That's all for today! Next week we'll be talking about Fallen Empires, how they can awaken, and the War in Heaven.
 
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However my point about the classification being weird still stands. You cannot compare humidity and temperature :)
Oh, definitely. The two main factors for classifying ecosystems for real are humidity and temperature. I'm all for realism (within reason), hence being excited by your idea.
If there is a good way to balance the extreme cases, though, it could still work. Like giving continental natives less habitability everywhere else, or something. Not sure what to do for the corner case natives, though.
 
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Looking good. Please also make multiple endgame crises an option. They should also take a look at the "War Demand: Demilitarize" mod and perhaps implement that stuff in the game at some point.
 
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Is it possible to add a toggle for the Sector AI's research focus. Have four options: Balanced Research, Engineering Focus, Physics Focus, Social Focus. Right now the AI seems to favor Engineering above all else.
 
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In terms of science - "water" parameter is not the best solution. Who said aliens need water? Who said they have DNA like we do? Alien lifeforms could be not organic (like silicon based lifeforms), and they don't care about water.

Gravity would be more constant. Each specie needs its own gravity level to live. So divide planets in terms of temperature and gravity. You can change temperature by terraforming, but you not able to change gravity.
 
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I am playing through Stellaris and I must say that I am disappointed that Embassies were taken away, I think the Embassies should have stayed since I preferred the Embassies over the current diplomacy now. Why do I prefer Embassies is because just like now in real life outside of games every nation has embassies all over the world and in a game like Stellaris Embassies in my opinion were perfect the way they were
 
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That colonisation and habitability seems much better as there is really no incentive at the minute to not colonise everything, even dark red planets. Are there any improvements to the terraforming mechanic? It's very micromanagement at the moment and I still think it's far too easy to terraform stuff.
 
@Wiz

With the game creation additions can the game also be able to remember the last game settings entered? If setting up a game we want to restart a few times having to constantly change the game settings each time is annoying.

An example would be early civ 5 which remembered your game settings inbetween sessions. In later patches they introduced a reset function ingame if still on the first turn, this was an even better QoL change.
 
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I second the "Dry, Wet, Frozen" classification instead of "Dry, Wet, Cold". When you group something, you group them based on an answer. The question is: "How's that planet in regards to water?" and the answer is "Dry, Wet or Frozen". Cold would only make sense if the classification was "Hot, Mild, Cold".}

TL;DR: Change the name of the planet groups from "Dry, Wet, Cold" to "Dry, Wet, Frozen".
 
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In terms of science - "water" parameter is not the best solution. Who said aliens need water? Who said they have DNA like we do? Alien lifeforms could be not organic (like silicon based lifeforms), and they don't care about water.

Gravity would be more constant. Each specie needs its own gravity level to live. So divide planets in terms of temperature and gravity. You can change temperature by terraforming, but you not able to change gravity.

All habitable planets in stellaris have oxygen-nitrogen atmosphere, and all aliens eat the same food.

Therefore, all sentient species in Stellaris are carbon based and similar to life on Earth.
 
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It all nice, but deleting alliances seems strange.
Actually, i think there is a big mistake not in alliances, but in federation role.

Alliance must present as military offensive and defensive pact.

But federation must be not a military at all.
It must be more as politic and trade pact. Like same ethics-governments rules, trading and research treaties. Something acting more like in babylon5. open borders, some tech trade and diplomats working for problems like "crysis" in galaxy or sanctions against slaver empire.
 
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I am happy to see alliances go, for immersion reasons. While such pragmatic relations make sense between polities that have much in common like in EU IV, the degree of "alienness" between realms in Stellaris in much greater. Tuscany allied with Milan? Makes sense. Humans with [your preferred Stellaris alien species]? Somehow it sounds odd. Until you introduce such mechanis as Federations, where indeed long term cooperation can be the product of a "deal" that makes it possible.
 
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However my point about the classification being weird still stands. You cannot compare humidity and temperature :)
Cold places are, for many practical purposes, implicitly dry if you aren't right next to a body of open water, simply because the equilibrium vapour pressure of water is much lower there. As such, cold vs. dry vs. wet is a perfectly reasonable distinction.

In terms of science - "water" parameter is not the best solution. Who said aliens need water?
Paradox did, and it's their universe. All currently-alive shipbuilding material sapients in the current time frame of the Stellaris multiverse eat food, use oxygen to facilitate metabolism, and thrive at temperatures where water is not a gas. (The gas giant dwellers don't build ships. The Unbidden are energy beings. Crystals and amoebas and void clouds and space whales don't build ships and might or might not be sapient. The ammonia breathers alluded to in the worst outcome of the "abandoned terraforming equipment" event chain do not appear to be currently alive.)

This is useful for gameplay: it limits the number of potentially habitable worlds and thus serves as a driver for exploration and conflict.
 
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I'm really happy of these changes especially according to planet habitability.
Concerning Federation, do you think you will work on a way for diplo-annexation ( such as Europa Universalis IV with Holy Empire but simplified ) ?
That could be a way for player to play diplomatically : create a federation, then work to gain reputation towars others nations by helping them, to then invite them into the federation, eventually centralize the federation mandate after mandate thanks to some "internal influence point" or "population ration" or vote. The final act of centralization could be the global integration or total subjugation of other members of the federation.
I think that would be an harsh and challenging gameplay for diplomatic players and federation could earn in interest.
 
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I want to flesh out Federations more in the future, yes. For now we're gonna focus on fixing up what mechanics we have currently.
 
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