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Hello everyone and welcome to another Stellaris development diary. Today is the second week of post-Synthetic Dawn 'filler' dev diaries, as mentioned in dev diary 87.

This dev diary is really just an update on the 1.8.1 beta that we put out last week to fix the major issues reported in 1.8. We have gotten a lot of good feedback from it both externally and internally, and we are now in the process of putting together a 1.8.2 update that contains all the fixes from the beta, as well as fixes for some issues introduced in 1.8.1 and some additional issues that were previously missed. 1.8.2 is currently in internal testing, and we hope to roll it out as soon as it clears QA. Once 1.8.2 is out, if no further critical issues are discovered, we will be wrapping up the 1.8 post-release support and fully move on to future development priorities.

Here is a list of the fixes and changes in 1.8.2 compared to 1.8. Note that bugs that were introduced in 1.8.1 but fixes in 1.8.2 is not included in this list!

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# Balance
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- Increased the distance at which empires are forced apart in random setups
- Changed the shape of ring galaxies to have a thicker ring, fixes many generation bugs (such as Fallen Empires not appearing) associated with them
- Contingency ships now use energy lances instead of Arc Emitters
- Reduced the rate of Contingency reinforcment fleets somewhat
- It is now possible to spawn 5 fallen empires in a Huge galaxy if you have Synthetic Dawn
- Buffed Processing Hub and Hive Node buildings to produce Unity
- Buffed Machine Worlds to 25% robot production output
- 200 years must pass in-game before a Crisis can occur, up from 150
- Cost of "Blocking the Ghost Signal" project now calculated based on number of owned Pops.
- Successfully assimilating a Pop as a Driven Assimilator now generates one month's worth of Unity and Society Research
- Driven Assimilators can now allow Cyborgs to procreate (they do not need food to grow)
- Buffed Devouring Swarm, Purifiers and Exterminators
- Assimilators can now research most Genetics techs
- Driven Assimilators can now derive Assault and Defense Armies from Cyborg Pops
- Pops are now assimilated much faster, on a per-planet basis rather than per-species basis
- Doubled the chance of getting the ""Hotfix"" Warning Signs event
- Reduced fleet power calc for very powerful ships, as exponential effects would cause it to get much larger than the ship's actual combat ability
- Fixed Flak being strictly better than regular Point-Defense rather than a tracking vs damage trade-off
- Planets now only start repairing at full speed 60 days after bombardment ends
- Added some armor penetration to Scourge weapons
- Reduced the effect of Admiral skill level on ship fire rate from 5% to 3% & changed general modifier to not overflow interface
- Reduced consumer goods cost of Chemical Bliss, Utopian Abundance and Social Welfare
- Increased the likelihood of High and Medium probability reward options in Shroud events
- Increased likelihood of several unique Shroud events granting special boons to fire
- Warning Signs (and Machine Uprisings) can no longer occur before 50 in-game years have passed
- Empires that have outlawed robotic workers before any Warning Signs events occur will no longer experience Warning Signs or Machine Uprisings

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# AI
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- Fixed some issues with sector AI not properly prioritizing tile resources when told to
- Fixed a bug where the AI would overprioritize food when food stockpile was not full
- Sectors now build robots by default
- Fixed unbidden AI sometimes freezing up when other ED factions spawned
- Fixed AI stopping colonization in some cases if it gained a high-habitability species without colonization rights
- AIs will no longer terraform while under crisis attack
- Fixed AI repeatedly asking player to join in a war they had already declined to join
- Fixed a bug where AI fleets would sometimes stop following their allies if fighting a defensive war against a powerful foe
- Fixed an issue where Guardians of the Galaxy would not fight the crisis because of the presence of another Awakened Empire
- Fixed an issue where the AI would not defend planets it had occupied from enemies from being taken back
- Fixed AI overprioritizing power plants even when it did not need energy due to only wanting to build energy-producing buildings on unpopulated tiles
- Fixed a case where AI would get stuck on enemy mining stations, unable to move their fleet away
- Fixed machine AI personalities having an excessive penalty to diplomacy, even with other machines
- Fixed a bug where the Scourge would build military stations in systems it didn't need to defend, instead of systems it does in fact need to defend
- Fixed AI Machine Empires ceasing to build armies under some circumstances

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# Interface
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- Made Artisan Troupe button tooltips consistently display what resources the player is lacking, rather than just a "We cannot afford this" message

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# Modding
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- Traits are now restricted by moddable species archetypes rather than species classes, so new species classes need only be assigned the correct archetype instead of having to be added to every trait. Archetypes can be set to inherit the traits of other archetypes for easy creation of new archetypes with unique traits
- Added support for species archetypes to inherit their trait points from another archetype

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# Bugfixes
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- Breaking a guarantee no longer creates a bilateral truce
- Disabled Selected Lineages techs for Assimilators
- Organic sanctuaries are now properly assigned to primitives when conquered
- Fixed some Fanatic Purifier dialogue referring to the wrong empire
- Planets in outliner are now properly sorted by distance to capital in all circumstances
- It is no longer possible to declare on the tributary of an empire that you have a truce, non-aggression or other war-blocking status with
- Fixed stacking -%unrest modifiers that added up to more than 100% reduction resulting in a negative modifier that applied massive unrest
- Hive Minds can no longer use the decadent trait
- Fixed Synthetic Ascension disabling the ability to set species rights and potentially locking in invalid species rights
- Neuro-Electric Amplifier building is now available in habitats
- Uplink Node building can now be upgraded in habitats
- Spare Parts Depot and Gene Clinic can now be upgraded on Habitats
- Fixed an OOS when some player(s) have Plantoids DLC while others don't
- Fixed Determined Exterminators and Devouring Swarms not getting the swapped Purity tradition tree name and description
- Fixed Determined Exterminators not getting the Autonomous AI tradition swap
- Fixed Synthetically Ascended empires being unable to assimilate cyborgs
- Ghost Signal no longer affects Synthetically Ascended empires
- Fixed Fallen Empires not making demands due to believing they had been defeated in a war
- Fixed the calculation for winner in democratic election not working correctly in some cases
- Fleets on passive stance can now be ordered to make manual attacks on mining & research stations
- Fixed Spare Parts Depot line of buildings not being researchable for Machine Empires
- Fixed Social Engineering Edict (it was strictly worse than the basic one non Authoritarians get)
- Fixed vassals not being able to colonize within their own borders
- Symbol of Purity is now properly restricted to one per planet
- Restored old keyboard shortcut for increasing speed
- Fixed rebel countries sometimes getting one Ethic too many
- Enigmatic Observer Fallen Empires now hate Fanatic Purifiers, Devouring Swarms, and Determined Exterminators slightly less, removing instant war declarations
- Fixed tributary war demand not working
- Fixed a bug where releasing vassals as a Hive Mind or Machine Authority would result in broken ethics/authority setups
- Fixed non-swapped modifier names being used for name-swapped traditions
- Added a cap on planet combat repair, as crisis planets were otherwise nearly impossible to destroy with light stance
- Fixed military power of robotic/synth armies being overvalued to the point where the AI would not invade planets defended by them
- Fixed Psionic Ascension not changing founder species, creating a variety of bugs
- Fixed cyborgs getting double leader age boost from species and leader trait
- Fixed the End of the Cycle not properly preying on colonized worlds
- Fixed some issues with fleet reinforcements for crises
- Fixed sector colonization setting not working properly
- Fixed Synthetic Ruler Trait not having an effect
- Fixed the Machine Uprising not taking control of Military Stations properly
- Fixed some Warning Signs events potentially reoccurring after a Machine Uprising
- Machine Empires can no longer research Positronic AI
- Fixed liberating planets as a Machine Intelligence giving rise to Despicable Neutrals
- Fixed issue where Machine Empire capitals did not produce additional Unity from Distributed Computer tradition.
- Fixed Prethoryn Scourge ceasing to spawn reinforcements once they had 100 armies built
- Fixed an exploit where you could have one more than one Dyson Sphere/Science Nexus at a time by releasing the system to a vassal while under construction
- Fixed issues with not being able to repair Megastructures
- Fixed Decent living standards being available to Assimilating pops
- Psionic expertise can no longer be given as a trait to Machine scientists
- Fixed erroneously getting the 'Hopeless War' notification when attacked by an Awakened Fallen Empire
- Removed duplicate percentage sign in Adaptive Ecology Tradition description
- Fixed minor color issue in Contingency diplomatic text
- Fixed a bug where the Contingency would get stuck trying to withdraw its fleets to the final machine world
- 'Country destroyed' notification disabled for when nationalist rebels defect to their former empire
- Species that are set to be assimilated will no longer be targeted by Land Appropriation
- Removed Atmospheric Filtering for non-Serv, non-Assim MIs since it is useless for them
- Fix food surplus not being calculated correctly with sectors (sector pops were twice as hungry as they should be)
- Fixed MI namelist to avoid use of the word ""Habitat"" to distinguish between AP Habitats"
- Fixed a missing ID that was resulting in an unlocalized string during colonization (BUILDING_CONSTRUCTION_COLONIZATION)
- Created a leader event called from on_actions that removes the Sapient/Custom AI Assistant traits from any leaders that have them when a player changes their policy to Outlaw AI.
- Fixed leaders with Arrested Development gaining negative experience rather than simply not leveling up
- Fixed CTD when attempting to randomize secondary species name without selecting a portrait first
- CTD fix when using a mod with duplicate species class
- CTD fix when using a country that doesn't have a tech module
- Fixed an overflow error causing purged pops to produce massive amounts of resources
- Defeating the Machine Uprising no longer results in biological pops saved from it having recently conquered malus
- Fixed refugees being able to flee to planets that are occupied, under bombardment or under colonization
- Fixed bio-trophies not being given an organic sanctuary on migration
- Fix CTD related to modded planet classes

That's all for today! As with last week, I leave you with another screenshot of the internal Stellaris development build, presented without context or explanation.
2017_10_03_3.png
 
I don't really understand the "hate" for doomstacks since it's a usual strategy to minimize the losses in a battle, but the thing is, that the game doesn't really encourage multiple fleets ...

The USA or Russia have the ability to bomb this world within seconds, whereas it takes ingame-years or at least ingame-months to damage / kill a single building / POP, so that there's no need to attack or to defend multiple colonies with multiple fleets since any attacking fleet can't really cause significant damage until the opponent-fleet arrives ...
This leads to the other point, that the the FTL-engines are too fast, so that there's no need to station multiple fleets at multiple strategic points like the home-world or multiple borders since any fleet can reach any destination within ingame-days or at least within a few ingame-weeks + To slow down the FTL-engines is also necessary (for the player) to have enough time to respond to the attack of multiple AI-fleets ...
This leads to the last point, that the AI doesn't use multiple fleets, so that it's natural, that the player tries to hunt down the AI-doomstack with its own one to minimize his/her losses in a battle.

Nether of the two Superpowers, USA or the Russian Federation, have the capability to "bomb this world within seconds". A thermonuclear extinction level conflict, between the two Superpowers, would take 3 to 4 hours, from start to finish. Assuming, hundreds of ICBMs where used by both parties; It would take at least another 78 hours after that, for our planet, to be no longer able to support life. (It takes on average 300 thermonuclear ICBMs to destroy life on entire planet. Each superpower has only about 500 in total, ready to launch. The rest are warheads in storage, or air dropped munitions, or short to medium range missiles; and tactical) Chances are, even in a thermonuclear conflict, before it becomes such, there would be a few months, days or at least hours, of gradual escalation (Real world example, is the ongoing deterioration of relations between the Russian Federation and the USA. The hypothetical end result, unless redirected, is war. However, this process is slow, and relations between the two Superpowers have been steadily deteriorating over past two years. The two Superpowers confiscated each other diplomatic properties and expelled many of each other diplomats, only recently. Proxy conflicts lead to direct engagements by special forces, also, only recently. This may continue some few more years, before the process ends in total brake of relations. The process, that leads two Superpowers to war, does take considerable time, and provides plenty of potential opportunity for redirection). Even in this case, after 78 hours or so, then our planet is no longer able to sustain life in principle, it would take anywhere between 5 months to 2 years, for all life on the surface to perish from lack of food, radiation and drop of temperature.

The simple truth is, there is only one way to efficiently destroy all life on the planet, quickly. That is not with thermonuclear weapons. That would be a bacteriological weapon, a pathogen; preferably genetic and airborn. One idea, would be to take HIV and bird flew, and combine them. One is genetic, and would assault the immune system, the other would kill the host. If it can be made airborn, it would make for a perfect life ending weapon. It may even be possible to genetically tailor this weapon to attack particular nationalities or population groups, who share specific genetic traits. There is no verifiable data, if such weapons even exist at this time. Frankly, if I where an alien, who wanted to conquer another alien world, I would use those kinds of genetic weapons against native population, rather then destroying the world it self, with kinetic detonations.

Now to Stellaris. Those buildings, on planet, are less specific buildings, and more a representation of particular infrastructure. Same with population. Each population unit, is also a representation of 100s of millions of beings. There is in fact, a rather effective raiding strategy I use, before I commit my navy into a single location. I split my fleet into raiding gangs, and raid, 15-20 enemy systems at a time, destroying their infrastructure. Once I have achieved the damage I wanted, I settle (warscore goes up by then), or commit everything into one place for final killing blow. So, no, doomstacks are not the only way to use the navy.
 
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Now that 1.82 is out, I genuinely hope the bar for "if no further critical issues are discovered" is not too high. From what I can see on forum and reddit, there are still plenty of bugs around.
Gonna play some more during weekends, but after losing a 8 hour run in 1.81 to bug, for now I guess play without iron man so I can have backup saves and console commands in case things goes wrong again.
 
I am hoping, yes, that we will see a warfare rework. That being said, the introduction of massive shipyards alone would change a lot of the warfare system just by the virtue of creating valuable strategic targets for warfare rather than keeping empires a mass of same-ness as it is now, because that would mean that where and when do you strike with your doomstack would matter. As of now, that type of situation only arises with galactic crises, me thinks.


Surely we have to take mouch more into consideratio if we want an improvement, the starbases are a great , valuable and logically soound target , but without changes in combat that depict what would happen in reality if a space faring nation was attacked would happen this will only mean, that there are fewer targets within the empire to attack, wouldn't it ? instead of going after 120 systsm each with a starport, teh doomstack would now go for 8-10 systems with large starport/starbase. Or It would be split depending on fleet size in relevece ti opponent, plus distance between starbases (so perhpas this is it) the remaining starbases would still be able to spit out more ships faster than individual starports. As long as there are minerals are available, which means the resources now would get depleted much quicker, and teh defender would be able to recreate his/hers fleet in a considerable shorter period of time. I still think should be much more, attriton, logistics, most importantly lack of defenses or fleet presence in your territory should affect minerl/energy outcome through morale/unrest/riots so that an undefended population, be it aggressors or defendeer's forces their "government" to take them into consideration, which is presently nonexistant. I do not mean hardwired and preset penalties "per se" , but a system that changes. I.e. There was a battle 2 hyperlanes from our system and we lost, there is an enemy fleet there, with engough strenght to overwhelm our system defenses and our fnearest fleet is 5 hyerlane jumps out. I guarantee that a normal population would thing about running away and not go to work in the mine every day as nothing happens, without soldiers forcing them to, and even so the efficiency would drop etc.

For now I see that the placement of starbases will lead to a split of force in the first phase of war, depending on intel you could trap the enmy and if correctly forseen would be able to allocate more ships to defend vs the attacker. Let's say 3 starbases are attacked, in 2 cases it is a vicoy for the defender as he "guessed" correctly and had enough force there to win, and in 1 a victory fro the attacker. Now the defender even if he started with a smaller fleet, could have more combined fleet power than the attacker so he rtaliates, etc. Still after that first phase it could go back to doomstack vs doomstack or doomstack vs lonely starbases. The fact that we have so little info makes such a hype of the things that could be :)