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Stellaris Dev Diary #72: Crises & The Contingency

Hello everyone and welcome to another Stellaris development diary. We are now officially back from our break in communication and will be resuming weekly dev diaries and streams as usual. Today's dev diary is going to be about crises, and how we're changing them in the future, particularly in regards to the AI crisis. Before I dive into it, I also want to mention that we are still working to address the issues caused by 1.6 and get another bugfixing patch out, the process has just been somewhat complicated by the Bradbury multiplayer beta. See this post for details and discussion of Bradbury/1.6.2 and keep this thread focused on the topic at hand.

Crisis Improvements & AI
Some time back, when I was asked about issues with the crises and the AI crisis in particular, I said that I did not want to put a great deal of resources into improving the end-game when those resources could be put into the mid-game instead, and that these improvements and fixes would come when we felt the mid-game were in a good enough place to justify them. I now feel that we are in that place, and as such we are going to make a major push to improve, balance and rework the endgame crises for future updates.

Probably the most significant change to the non-AI crises is the addition of a Crisis Strength setting in game setup, replacing the old setting to turn endgame crises on or off. It also replaces the scaling to galaxy size and habitable worlds, and has a default setting for each of the galaxy sizes. This setting allows you to control the strength of crises, all the way down from 0.25x of their base power to a massive and likely unstoppable 5x power boost to their fleets. As before, you can also turn off crises entirely.
2017_06_01_2.png


Additionally, we've also spent a considerable amount of time improving the crisis AI, both in terms of how the crises themselves behave and how regular AI empires react to them. Crises should now expand in a more logical fashion and be better at defending and fortifying the space they have taken over. AI empires, in turn, should be far better at understanding when they are under mortal threat and react to a rapidly spreading crisis by banding together against it and coordinating their fleets to fight it.
2017_06_01_3.png


The Contingency
The old AI rebellion crisis suffers from a number of issues, mostly stemming from the fact that it's so different from the other crises. While the Extradimensionals and Scourge are large invasions that have to be fought with fleets, the AI rebellion is supposed to be primarily an internal crisis, with the dangers stemming from infiltration and subversion rather than outright warfare. The problem with this is twofold: The game mechanics do not support it, and it is inherently unsatisfying. Whereas huge fleets roaming around scourging the galaxy of life is an easily understood threat that can be fought by empires coming together and pooling their resources against the invaders, the AI crisis mostly ends up as a series of frustrating events affecting empires in isolation, or 'Spaceport Destruction Simulator' as it's been called.

In addition to the gameplay problems, there is also the narrative problems: Why exactly do rebelling synths pose a galaxy-wide threat? If sapient machines are so powerful, why are ascended synthetic empires not on the power level of an endgame crisis? Even if we were to simply boost the AI crisis by giving it massive fleets, this really doesn't make much sense that a handful of rebelling synths from a handful of regular empires were able to amass such fleet assets in the first place. It's for this reason that we decided to go back to the drawing board and remake the AI crisis in the mold of the other two endgame crises, while retaining as much as possible of the 'synth infiltration' flavor from the old crisis. Enter the Contingency.
2017_06_01_1.png


Without wishing to spoil too much, The Contingency is an ancient AI whose purpose appears to be to sterilize the galaxy of all higher biological life and control or destroy all other Synthetic life forms. At the start of the game, it is dormant, broadcasting a weak signal across the galaxy that affects Synthetics in unpredictable ways. The chance of the Contingency waking up is directly tied to the prevalence of Synthetic life in the galaxy, and should it wake, it will attempt to use its signal to control Synthetics and force them to aid it in its implacable task of galactic sterilization. Unlike the previous AI crisis, the Contingency has formidable fleet assets with which to carry out this task and has to be fought both in space and at home, as it makes use of subversion and infiltration to soften up its targets before the sterilization units arrive.
2017_06_01_4.png


Just as with the Extradimensionals and Scourge, there is additional events and hidden lore to be discovered regarding the Contingency, and synthetic empires will have special interactions and challenges related to it. The Contingency completely replaces the old AI uprising crisis, but we are currently looking at also implementing a new AI uprising, not as a galactic scale crisis but as a midgame event localized to one or a few empires. But more on that later!
 

Bromatheos

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Hell yeah! Von Neumann devices. Glad to see it. Can you please please pleasse include a toggle to allow multiple crises in a single playthrough though? I'm so tired of Unbidden all the time.
 

Bromatheos

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Also reworking armor to provide a damage threshold and giving high end weps flat penetration to the threshold would fix a lot of the problems you're having with low end weapons. If a tier 1 weapon can't damage tier 5 armor at all then both weapon and armor upgrades gain gravitas.
 

Matt516

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Also reworking armor to provide a damage threshold and giving high end weps flat penetration to the threshold would fix a lot of the problems you're having with low end weapons. If a tier 1 weapon can't damage tier 5 armor at all then both weapon and armor upgrades gain gravitas.

A massive armor rework is one option for fixing the corvette spam, but that takes a lot of time and balancing. Like... a LOT of time and balancing. Unlikely to happen.

Making fleet cap matter, on the other hand... that's quick and easy. The tech progression only looks bad if you are operating in the current paradigm of exceeding fleet cap not being a big deal. They obviously never intended people to build 10x their fleet cap in ships, so it shouldn't be a big deal to just make that... not an attractive option.
 

Mann42

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Also reworking armor to provide a damage threshold and giving high end weps flat penetration to the threshold would fix a lot of the problems you're having with low end weapons. If a tier 1 weapon can't damage tier 5 armor at all then both weapon and armor upgrades gain gravitas.
Didn't they try this during development and ended up scrapping it because the AI had such a hard time understanding it?

I don't remember which dev diary or stream or article it was - it was before the game launched, but I'll look for it - but I swear I remember they said they went down this path at one point and ended up cutting it because of AI challenges.
 
Last edited:

grommile

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How, in practice, would this "sleeping hive mind FE" materially differ from the Prethoryn Scourge?
 

__Dwaine__

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Looking very interesting, an alternative to unbidden/swarm is welcome.

Also, please continue adding more customization options when starting a new game, this allow players to play the game as they want.
 

Orinsul

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I liked how AI was your fault. it doesnt just happen, its a consequence.
that made it the interesting one, now thats gone?

could they not be made more a threat by giving them more powers? maybe a virus that spreads to other empires faster and causes their robots but also AI machines, ships defecting, AI troops spawning on random planets without warning, or etc to make them a galatic threat?
instead of just making them, exactly the same as the other two just with different graphics??
 

_Sohei_

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I have actually never had an end game crisis trigger even though I have hundreds of hours in Stellaris. Every time I get close I wind up restarting with a new empire for one reason or another. Sometimes I got bored with a play through and other times there was an update that gave me reason enough.

As for spamming small ships I think a solution is a gradually increasing debuff based on fleet size. This would express the difficulty in coordinating the actions of increasingly larger fleets. However the size of each ship in the fleet would be irrelevant since each ship captain would handle commands in their own ships. Thus the debuff would be based on number of ships in a fleet and not command points or fleet power. Fleets with an admiral could have a much higher soft cap before the debuff begins while those without an admiral would have a fairly low soft cap. Perhaps 250 ships with an admiral or 25 ships without an admiral before the penalty starts to gradually set in. It should be a negligible penalty at first but gradually become more relevant as the number of ships in a fleet increases This would address two separate issues with the game: the tendency to use a lot of small ships and the tendency to throw most ships into one giant doom fleet. Possible debuff effects could be things such as slight firing rate reduction and sublight speed reduction from the insufficient coordination. This should encourage using more large ships and having a few main fleets plus several smaller patrol fleets.
 

Pizzarugi

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What is the Contingency awakening chance based on when it comes to pops? How many synths need to be in the galaxy to have a high chance to cause the crisis?

It seems to me that synthetic empires are now going to be punished for choosing that playstyle. While players can avoid things like the Unbidden by avoiding jump drives altogether, transcendent empires not bringing The Reckoning upon all life, and the Prethoryn Scourge possibly appearing regardless of what anyone does, The Contingency will awaken based on the prevalence of synthetic life in the galaxy. For synthetic empires that have 100% synth pops and grows by conquering and purging lesser organics, they'll become major contributors to this crisis compared to anyone else.

That means if you want to try and avoid triggering this crisis, you'll have to avoid becoming a synthetic empire and force everyone else to disassemble their synths.
 

Summercat

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What is the Contingency awakening chance based on when it comes to pops? How many synths need to be in the galaxy to have a high chance to cause the crisis?

It seems to me that synthetic empires are now going to be punished for choosing that playstyle. While players can avoid things like the Unbidden by avoiding jump drives altogether, transcendent empires not bringing The Reckoning upon all life, and the Prethoryn Scourge possibly appearing regardless of what anyone does, The Contingency will awaken based on the prevalence of synthetic life in the galaxy. For synthetic empires that have 100% synth pops and grows by conquering and purging lesser organics, they'll become major contributors to this crisis compared to anyone else.

That means if you want to try and avoid triggering this crisis, you'll have to avoid becoming a synthetic empire and force everyone else to disassemble their synths.
Which would be why the Materialist FE tries to stop this. Huh.
 

Gamarasa

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What is the Contingency awakening chance based on when it comes to pops? How many synths need to be in the galaxy to have a high chance to cause the crisis?

It seems to me that synthetic empires are now going to be punished for choosing that playstyle. While players can avoid things like the Unbidden by avoiding jump drives altogether, transcendent empires not bringing The Reckoning upon all life, and the Prethoryn Scourge possibly appearing regardless of what anyone does, The Contingency will awaken based on the prevalence of synthetic life in the galaxy. For synthetic empires that have 100% synth pops and grows by conquering and purging lesser organics, they'll become major contributors to this crisis compared to anyone else.

That means if you want to try and avoid triggering this crisis, you'll have to avoid becoming a synthetic empire and force everyone else to disassemble their synths.

Well, Summercat has a point in that Synth ARE a Dangerous tech that Materialist FEs want to prevent you from using at all.
However, considering it was already mentioned that Synthetically ascended AI Empires are somewhat of a special case for this Crisis (Being allowed to, at least, talk to them), I can imagine how that may actually make them count less for it's awakening than Synth Servitude.

Just a gut feeling, though. Carry on with the theories! :D
 

Me_

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A crisis that grows from an insignificant threat is one the player can and will immediately snuff out.

Not much of a crisis at all, in other words.
You know what would be devious? An event chain that can go in two ways - very good and very bad. Some force would grow over time and it could either benefit you or harm you, only you wouldn't know until it would be strong enough to potentially be a threat. A player would not necessarily snuff it out if they knew that with a 50% chance they are snuffing out a great benefit for their empire.
 

Belaaron

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Multiple crises are an interesting idea, but not necessary for the "always unbidden" problem. All that's really needed is changes to their spawn chance, and/or the availability of Jump Drives to the normal empires. Knocking down their spawn probability slightly, and making Jump Drives available only through killing the Horror or researching FE tech, and making it more expensive...should reduce the frequency of Unbidden showing up.

Though I find it strange that people complain about the Unbidden. For me, it's always the Prethoryn. I haven't once been able to get the Unbidden to show up. And I actively avoid the AI rebellion, because AIs are awesome and they deserve to be people.

As for the space combat issues of corvette spam...really the entire space combat system has to be scrapped and redone. It's just not good. The changes needed to make it anything but a slugging match, would change so much of the current mechanics that it's best to just drop it all and start from scratch. One main problem is that the functionality of armor and shields is entirely backwards. Another worthwhile change would be to reduce hull points precipitously, and reduce chance to hit slightly. Make ships rely entirely on their Armor, Shields, and PD for survival. If something punches through all that, even the biggest ships are only going to survive a few hits at most. That makes ships simultaneously tougher...and more fragile. There'll be a touch more strategic thinking to fleet composition (with reworked components and such), and a bit of a gamble about which successful hit will be the one to end your very very much more expensive ships.

There's more, but I can already feel the haterage burning in everyone who is about to read this in the future, so I'll leave it at that.
 

grommile

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I liked how AI was your fault. it doesnt just happen, its a consequence.
It will still be mechanically your fault - Wiz has clearly indicated that building synths will make the awakening of the Contingency more likely.

And strictly speaking, the appearance of the Unbidden is also the fault of the young empires, because if none of them research jump drives or psi jump drives, the Unbidden will not be attracted to the galaxy.
could they not be made more a threat by giving them more powers? maybe a virus that spreads to other empires faster and causes their robots but also AI machines, ships defecting, AI troops spawning on random planets without warning, or etc to make them a galatic threat?
I got sick of that kind of randomized dispersed spawning of unreasoning hostiles round about the third time I went through Europa Universalis III's westernization process.