Stellaris Dev Diary #50 - The Journey Ahead

Hello everyone and welcome to another Stellaris development diary. Today we'll be talking a bit about where the game stands, where we're going, and what we want to focus on in the future.

Where we stand
As anyone who regularly reads the Stellaris dev diaries should know, the intent for Heinlein changed quite a bit back at the end of the summer. While we had originally planned Heinelin to be an update accompanying a major expansion, we decided instead to scale back the scope of the paid content by making a Story Pack, Leviathans, and focusing most of our resources on the actual free update. Now that Heinlein and Leviathans are out, my conclusion is that this was the right decision on our part. By doing this, we gave ourselves time to iterate on some of our weaker features and add a great deal of UI and quality of life functionality. Heinlein ended up as a *huge* update that we feel moved the game forward in a lot of ways, and judging from the huge amount of positive feedback we have gotten, you guys seem to generally agree with this assessment.

So where *do* we stand? My view is that we now have a very solid base game to build on, and that going forward it's time to scale up our ambitions. To make space even greater, so to speak.

Where we're going
So what's next for Stellaris? I have talked a bit about the planned 'Banks' update, which will be a major update accompanied by a full-sized expansion. This is still the plan, but before we release Banks we have another update, dubbed 'Kennedy', which we aim to release before the end of the year. This will be a small update targeting a few specific key issues, such as precursor event chains and endgame crises, that we did not have time for in Heinlein. After that will be Banks, and while we will not be providing any details about the Banks update or accompanying expansion at this time, I will say that the author name chosen for this update may offer some clues. ;)

What we want
Finally, I just wanted to offer some insight into what we believe are the key areas of the game that we should focus on at this time. We have received, and continue to receive, an amazing amount of good feedback and ideas, and of course we have our own ambitions and ideas for where we want to take Stellaris, but at the moment there are three key areas that we aim to continually target with future updates and content, namely:
  • Fleshing out the mid- and lategame through the addition of more interesting narratives and 'galactic events' akin to Awakened Fallen Empires that shake up the galactic scene.
  • Improving the internal workings of empires, making pops and leaders more interesting, and making empires feel more alive.
  • Expanding on the ethics system, creating more unique playstyles and enhancing roleplaying.

This is of course not the *only* things we aim to focus on, but they are what we consider to be the most important areas going forward right now. Just to give you an idea of what else you can expect in the future, here is a list of some features (in no particular order of priority) that we are looking into adding in the future.

NOTE: THIS IS NOT AN EXHAUSTIVE OR FINAL LIST, AND NOTHING BELOW IS CERTAIN TO HAPPEN!

  • Ship appearance that differs for each empire, so no two empires' ships look exactly the same.
  • More story events and reactive narratives that give a sense of an unfolding story as you play.
  • More potential for empire customization, ability to build competitive 'tall' empires.
  • Deeper Federations that start out as loose alliances and can eventually be turned into single states through diplomatic manuevering.
  • Ability to set rights and obligations for particular species in your empire.
  • Global food that can be shared between planets.
  • Superweapons and planet killers.
  • Ability to construct space habitats and ringworlds.
  • More interesting mechanics for pre-FTL civilizations.
  • Factions that are proper interest groups with specific likes and dislikes and the potential to be a benefit to an empire instead of just being rebels.
  • A 'galactic community' with interstellar politics and a 'space UN'.
  • Buildable Dreadnoughts and Titans.

Again, remember that the above is not a list of promises, that I can't answer any specific questions about future content, and that plans can and will change, but I hope I've at least given you some idea of where Stellaris will be going from here, and that you look forward to the journey ahead of us as much as we do here in the development team.
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runrun

Second Lieutenant
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May 26, 2016
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"Arkangilos, poste: 22022070, membre: 466703"] Le seul problème que j'ai avec le but de la victoire de l'ascension que certains veulent est que le Fallen ont été autour depuis des milliers d'années et ne l'ont pas monté. Pourquoi devrions-nous réussir là où ils échoueraient? Je vois tombé ascendant finalement, et je peux les voir * * aider une espèce choisie montent, mais je ne peux pas voir l'un des plus jeunes races de le faire seul.

This could be a continuation of the precursor event as well as the ancient cult event (and maybe also the event horizon that I have not had the opportunity to experience) united. They had not been there for thousands of years, but for millions of years. Our species, or intelligent life (so numerous) modifying by their care in the galaxy could be a way of safeguarding the intelligent life in the galaxy by those precursors who for lack of time before their extinction. Would leave as a legacy of their civilization the possibility of rising more easily and freeing themselves of millions of years of necessary evolution.
To rise would therefore not be a technological cause specific to each species of the galaxy but a matter of circumstance.
I would take as an example the asgards of stargate who could not ascend because of their technological orientation on cloning, which would alter the legacy left by these precursors.
Any scenario remains possible and credible ;)
 
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tanny

Second Lieutenant
Dec 9, 2016
116
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  • Ship appearance that differs for each empire, so no two empires' ships look exactly the same.
  • More story events and reactive narratives that give a sense of an unfolding story as you play.
  • More potential for empire customization, ability to build competitive 'tall' empires.
  • Deeper Federations that start out as loose alliances and can eventually be turned into single states through diplomatic manuevering.
  • Ability to set rights and obligations for particular species in your empire.
  • Global food that can be shared between planets.
  • Superweapons and planet killers.
  • Ability to construct space habitats and ringworlds.
  • More interesting mechanics for pre-FTL civilizations.
  • Factions that are proper interest groups with specific likes and dislikes and the potential to be a benefit to an empire instead of just being rebels.
  • A 'galactic community' with interstellar politics and a 'space UN'.
  • Buildable Dreadnoughts and Titans.
OK let's look
  • Ship appearance that differs for each empire, so no two empires' ships look exactly the same.: I guess Paradox is lacking artists and using same image. And these requires much harder work. Improbable soon, very probable later.

  • More story events and reactive narratives that give a sense of an unfolding story as you play.: Yes adding events are easy. But I prefer quality over quantity. If new story is less diverse then just cancel. If you have an idea. You might add it.

  • More potential for empire customization, ability to build competitive 'tall' empires.: Yes and is already announced

  • Deeper Federations that start out as loose alliances and can eventually be turned into single states through diplomatic manuevering.: (misspelt?) Maybe but who control? If your empire merge. Then would you still control? Unfair for AI but else you just lose the specialty of player. And what if two player merge? What about 2 Federations merging?

  • Ability to set rights and obligations for particular species in your empire.: Yes and already announced

  • Global food that can be shared between planets.: Yes not so much detail but pretty much needed in habitats. So I guess yes

  • Superweapons and planet killers.: Not yet, but if they come. People would hate you like hell. And some empires might be banned from uses. Like nuclear treaties.

  • Ability to construct space habitats and ringworlds.: Yes they comes in Utopia

  • More interesting mechanics for pre-FTL civilizations.: Maybe

  • Factions that are proper interest groups with specific likes and dislikes and the potential to be a benefit to an empire instead of just being rebels.: Yes and already announced

  • A 'galactic community' with interstellar politics and a 'space UN'.: Maybe, more political depth needed.

  • Buildable Dreadnoughts and Titans.: Not yet I guess

  • Also I see the war in the heaven pretty much replaced the crises. Rendering them unimportant and minor threatening. They need changes. For now they pretty much stay at one place and doesn't affect everyone equally.