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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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The new Habitability system sound promising. I hope it ends my constant "Who could possibly live on XY"-pain.

One Question: How dose Genetic Modification of Planet Preference fit in? Is it Changes in any way? I think it now takes me 2 gen-Mods to get 60% on every planet, now its only 5/7. (is that correct?) Is this evened out in any way?

Thanks in advance.
 
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.
Are you planning something to make Federations fall? Like Federation becoming ultra-corrupt, having some troublesome members and some stuff like that?
 
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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.
Oh good news ! To be a great fan of CKII and EUIV, I know Stellaris is a long time project and will develop its potential patch after patch. Thank you all for your work. I've never experience a such captivating space-opera-4X since Sins of a Solar Empire in 2008.
 
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Great news on the Colonization tweaks!

I always felt there were too many habital worlds and will be glad to see their numbers reduced. It will make colonization much more tactical and political.
 
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Would it be possible to have an option for the end game crisises that allows all of them to be able to happen, not just the one?
 
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I can't really well imagine "Alpine World" - if whole planet is covered by mountains, then average high of that mountains will be smaller, because there just won't be place for lowlands - and where aren't lowlands, there can't be "Alps". Or actually... perhaps it's just planet with really thin atmosphere so life on "surface" looks like life on mountain summits...
 
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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.

Unanimous votes won't work. There's always that one empire that wants to be special. End result is paralysis. This is already happening with current feds/alliances

Which brings me to second point: diplomacy buff. Purging/conquering seems to be the only way to achieve the victory conditions right now. A diplomacy run is quite frustrating and limited right now. I hope the new federations allow the player to have more control and expand or even influence member ethos/policies.
 
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I don't quite like the Federation/Alliance merge but I can get over it. This patch looks incredible and it seems that this one is really worth the wait. Looking forward for the next Dev Diary!
 
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I like how Heinlein is shaping up, but I think alliances should be modifiedinstead of removed. I like the idea of alliances being a stepping stone to a federation but not as restrictive and require votes for war. Instead I'd like to see them operate like alliances in EU4 and essentially give you a call to arms type deal when it comes to war.
 
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Unanimous votes won't work. There's always that one empire that wants to be special. End result is paralysis. This is already happening with current feds/alliances

Which brings me to second point: diplomacy buff. Purging/conquering seems to be the only way to achieve the victory conditions right now. A diplomacy run is quite frustrating and limited right now. I hope the new federations allow the player to have more control and expand or even influence member ethos/policies.

Diplomacy is tweaked quite a lot in Heinlein.
 
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Diplomacy is tweaked quite a lot in Heinlein.

Does this include vassals and border friction? I have so much trouble with a friendly empire that happens to border me. We can't be more than defensive pact buddies because of it. And my vassals all hate me no matter what I do, forcing me to integrate them to keep them from revolting at the worst times.
 
All the changes sound absolutely fantastic.

Federation Association Status

And the Mass Effect mod gets another shot in the arm. Looks like the mechanics will model the divide between council races and ordinary members perfectly.
 
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More boring planet types? Where are the Lava worlds? The floating island worlds? The crazy exotic alien worlds?

It's all just variants of Earth climates, and it's incredibly dull. The planets in this game seem to straddle an uncomfortable line between ""realistic"" and fantasy sci-fi, when really it should be embracing the latter completely, since it's not like anything else in this game is realistic.

Please, someone make your case for why Earth duplicates are better, but honestly they straight up aren't.

You have the whole breadth of Sci-Fi to explore Paradox, why are you not capitalising on it and instead opting for the "Amazon Planet", the "Norway Planet", the "Arabia Planet" etc.
 
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