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Stellaris Dev Diary #33 - The Maiden Voyage

Hi everyone!

Well folks, here we are again, one week later… The development team has mostly weathered the release jitters and nerves are starting to calm down. The ship we worked so hard on for the last three years has been successfully launched and is currently on its maiden voyage. The crew seems mostly happy but some of the inspectors have raised concerns about mid-ship structural issues. As chief architect, I am not entirely surprised, but the reports will allow us to commence upgrades as soon as HMS Stellaris returns from its round-trip to Alpha Centauri. Alright, enough with the metaphor, let’s talk about our future plans for Stellaris!

First off, for those of you who are unfamiliar with our post-release policies, we will release a lot of expansions over the coming years. Each expansion will be accompanied by a major update (for Stellaris, these free updates will be named after famous science fiction authors) containing a whole bunch of completely free upgrades and improvements to the game in addition to regular bug fixes. As long as enough players keep buying paid content for the game, we promise to keep improving the game for everyone, almost like an MMO.

Now, before we begin the expansion cycle in earnest, we will spend the rest of May and June only focusing on bug fixes and free upgrades to the game. We carefully listen to all your feedback, which has already made us alter our priorities a bit. As a veteran designer of our complex historical games, I was anticipating a fair amount of criticism regarding the mid-game in Stellaris compared to that of our historical games, but I was more concerned with the depth of the economy than the relative lack of diplomatic options, for example. I also find much of the feedback on the Sector system interesting; the GUI and AI concerns will receive the highest priority. One area I was not at all surprised to get flak for is the lack of mid-game scripted content, however. We simply took too long getting all the early and late game stuff in, and neglected a whole category of events called “colony events”, which were supposed to be the bread and butter of the mid-game for the Science Ships.

We’ve been digesting and discussing your feedback and how to best go about improving the mid-game to make it more dynamic, both in the short and long run. Let’s start with our short term plans. When the game was released, we had already proceeded to fix a lot of issues. Together with some other pressing issues that have been reported, the plan is to release the 1.1 update - “Clarke” - near the end of May. We will try to cram as much as we can into this update, but the more fundamental stuff will have to wait until the next update (“Asimov”), which is scheduled for the end of June. The “Clarke” patch will mainly be a bug fix and GUI improvement update. Here are some of the highlights:

"CLARKE" HIGHLIGHTS
  • Fixes to the Ethic Divergence and Convergence issues. Currently, Pops tend to get more and more neutral (they lose Ethics, but rarely gain new ones.)
  • The End of Combat Summary. This screen looks bad and also doesn’t tell you what you need to know in order to revise your ship designs, etc.
  • Sector Management GUI: There are many issues with this, and we will try to get most of them fixed.
  • Diplomacy GUI issues. This includes the Diplomatic Pop-Ups when other empires contact you, but also more and better looking Notifications, and more informative tooltips on wars, etc.
  • AI improvements: Notably the Sector AI, but also plenty of other things. This kind of work is never "finished"...
  • Myriads of bug fixes and smaller GUI improvements.
  • Late game crises bugs. There were some nasty bugs in there, blocking certain subplots and various surprising developments.
  • EDIT: Remaining Performance Issues. We know about them; they might even be hotfixed before Clarke.
  • EDIT: Corvettes are too good.

Stellaris_new_Diplo_Notification_Mockup.png

New Diplomatic Notification. This is a mock-up, not an actual screenshot!

Stellaris_End_of_Combat_Mockup.png

New Fleet Combat Summary. This is a mock-up, not an actual screenshot!


After that, we’re moving on to the “Asimov” update, and this is when we can start making some major gameplay improvements to especially the mid-game. As you might have guessed, we plan to add some new diplomatic actions and treaties. Another thing that struck me during our discussions is that the normal lack of access to the space of other empires makes the game feel more constricted than intended. It limits your options since you can’t really interact much with the galaxy beyond the borders of your empire, and you only tend to concern yourself with your direct neighbors. This is bad for your Science Ships too, of course, since they might not be able to finish some of the grander “quests”. Compare the situation with Europa Universalis, where you usually have access to the oceans and can thus reach most of the world, or Crusader Kings, where you can even move through neutral territory with your armies. We also intend to add as much mid-game scripted content as we can. Thus, this is currently the plan for “Asimov”, but it’s not set in stone yet, so please bear with us if something gets pushed or altered:

"ASIMOV" HIGHLIGHTS (NOT SET IN STONE!)
  • Border Access Revision: Borders are now open to your ships by default, although empires can choose to Close their borders for another empire (lowering your relations, of course.)
  • Tributaries: New diplomatic status and corresponding war goals.
  • Joint Declarations of War: You can ask other empires to join you for a temporary alliance in a war against a specific target.
  • Defensive Pacts.
  • Harder to form and maintain proper Alliances.
  • More war goals: Humiliate, Open Borders, Make Tributary, etc.
  • Emancipation Faction. We had to cut this one at the last minute. Needs redesign.
  • Diplomatic Map Mode. Much requested!
  • Diplomatic Incidents: This is a whole class of new scripted events that causes more interaction with the other empires.
Past “Asimov”, I can’t give you any kind of specifics yet, but I am currently leaning towards honing in on the following general areas for the “Heinlein” update (these are not promises!):

CURRENT "HEINLEIN" INTENTIONS
  • Sector and Faction Politics: We are working on a design for this. I always wanted to make Factions more closely tied to Sectors, for example...
  • Federation and Alliance Politics: As a player, you need more ways of interacting with the other members, push your will through, and get elected, etc.
  • Giving Directions to Allies and Subject States.
  • Strategic Resource Overhaul: You should need these and search for them far and wide. They should be extremely important.
  • Battleship Class Weapons. Some Battleship front sections will be repurposed for an XL size weapon slot. There are currently four ship sizes but only three sizes to weapons, creating an imbalance. Also, Battleships should have fewer small weapon slots and have to rely on screens of smaller ships.
  • Fleet Combat Mechanics: Formations and/or more complex ship behavior is needed.
  • Mid-game scripted content: Guarded “treasures”, mid-game crises, colony events, etc.
  • Living Solar Systems: Little civilian ships moving around, etc.
Again, remember that we need to be somewhat flexible when things don't work out or when something else takes priority, so please take these later plans with a large grain of salt. As always, we also listen keenly to your feedback, so keep it coming!

Now, I am sure you are full of questions about the details, but hold your horses; it will all be explained in the coming dev diaries!
 
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First of all, I applaud Paradox for the transparancy of future updates and the concern of the players. I find that kind of unique, so thank you.

Secondly, the updates seems nice and necessary. I look forward to them!

Lastly, I hope that you will (eventually) look at the economic system of Stellaris. More specifically trade. Prior grand strategy games of your had trade-concepts either from the beginning or being expanded by updates and DLC's, but an entire galaxy of sentient, more or less, beings not being able to trade is not optimal. Some things that could be added, which would both be trade mechanics and diplomatic mechanics:

  1. Trade lanes
    1. The establishment of trade lanes with other empires
    2. The common understanding between empire to protect these trade lanes
  2. Trade Banning
    1. Aggressive economic banning of flow of goods and ressources through ones empire (fits with the close border diplomatic decision)
  3. Free Trade Arrangements
    1. Establish between multiple entities a free trade zone, which would reduce tariffs and promote further trade within such FTA. This would not be an alliance, but a trade agreement.

Those were just some thoughts. I think that you have created a magnificent framework. Time to fill it in with the help of the fanbase :)

Cheers

Factor this into species biology and your golden, some species will find certain substances toxic, psychotropic or addictive in some way and this shouldn't be under a generic "banned substances" trade good as each species would find something different to put in the list. Hell perhaps out there in the galaxy is a species that is horribly allergic to Cat hair or Gluten and eats Cyanide biscuits :p
 
Instead, I would favor a rework of the armor mechanic. The % based damage reduction is truly underwhelming. If armor were to reduce a flat amount of damage, there would be a reason to get big weapons and big ships. Think of small corvette guns hardly able to penetrate battleship armor - way more elegant of a solution!

Or even just some L / XL crowd control weapons.
 
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Happy to hear this, I'm looking forward to a lot of these. One thing I'm ambivalent about is giving everyone access to everyone's borders. Currently cutting off your neighbour is a strategic choice, with the new one you'd need to basically rival them to do so. Also how does this work with wormhole species, are they automatically allowed to build their stations? Will they keep working when borders grow over them?
 
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  • The End of Combat Summary. This screen looks bad and also doesn’t tell you what you need to know in order to revise your ship designs, etc.
I had made a thread about this as it was one of the first things I noticed. I'm glad this is getting reworked.
 
I'm glad you guys are so open about your future plans for the game, thanks for doing this.

I hope those AI improvements in the Clarke update involve making it more aggressive!
 
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This game has done something I NEVER thought possible. interesting things to do in peace time, I actually love the first 2 X's more than the latter 2, and that's....... never been me. :D
Good job Doom and team, great game. If I'm ever in Sweden, drinks are on me.
 
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index.php

New Fleet Combat Summary. This is a mock-up, not an actual screenshot!
While I get that this is just a mock up, may I suggest that for the final version, you list the class names of the ships, not just the sizes? I've been playing with having a few different models of the same size ships (mainly to have multiple battleship auras at the moment), and being able to easily tell which ones I need to rebuild would be very nice.

Joint Declarations of War: You can ask other empires to join you for a temporary alliance in a war against a specific target.
Federation and Alliance Politics: As a player, you need more ways of interacting with the other members, push your will through, and get elected, etc.
Do either of those mean that when my AI ally suggests declaring war, it will actually set a wargoal to offer me something? Or perhaps we'd be able to alter the proposed wargoals and suggest that back to our allies, turning the proposal for war into a negotiation?
 
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  • Late game crises bugs. There were some nasty bugs in there, blocking certain subplots and various surprising developments.

@Doomdark Can you at least fix the trigger for Prethoryn in a hotfix ? It's not quite acceptable to have 1/3 of our games broken because of this event.
 
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These update plans look fantastic!

Just a thought: in that fleet combat report, the breakdown of which weapons did how much damage would be more readable if it displayed damage in terms of percentage. For example, at later points in the game you might be dealing hundreds of thousands of damage with each type of weapon. It would be difficult to fit those numbers in those boxes to begin with, and if you do manage it I think it would be really annoying having to count digits to see which of your weapons was an order of magnitude stronger than your others!

Also, if possible it would be good to see under each weapon type how *many* of those your ships currently have. Potentially weighted so that small weapons count as 1 unit, medium 2 and large 4 units. So if you have a fleet of 10 corvettes with 1 small autocannon and 1 medium laser, that would show up as 10 units of autocannon but 20 units of lasers. And then perhaps the lasers did 90% of the damage; that tells you that it might be worth swapping out the autocannon for more lasers.

Of course if the lasers were only doing 40% of the damage, you might deduce that the enemy has good shields, so you either swap the laser for something with shield penetration or you swap the autocannon for some disruptors.
 
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There had better be an update named "Adams" sometime in the future or I will be bitterly disappointed.

Realtalk though, those highlights/intentions all sound great.
 
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I was more concerned with the depth of the economy

Good, goood. That could use some DLC.

  • Late game crises bugs. There were some nasty bugs in there, blocking certain subplots and various surprising developments.
What could use improvement is also the strength of late game crisis. Sometimes invaders are just too weak. I wonder if some script could be devised that would measure general strength of the universe (game does this already for every fleet), take set difficulty into account and then spawn force big enough to threaten even the biggest empires.

CURRENT "HEINLEIN" INTENTIONS
  • Sector and Faction Politics: We are working on a design for this. I always wanted to make Factions more closely tied to Sectors, for example...
  • Federation and Alliance Politics: As a player, you need more ways of interacting with the other members, push your will through, and get elected, etc.
  • Giving Directions to Allies and Subject States.
  • Strategic Resource Overhaul: You should need these and search for them far and wide. They should be extremely important.
  • Battleship Class Weapons. Some Battleship front sections will be repurposed for an XL size weapon slot. There are currently four ship sizes but only three sizes to weapons, creating an imbalance. Also, Battleships should have fewer small weapon slots and have to rely on screens of smaller ships.
  • Fleet Combat Mechanics: Formations and/or more complex ship behavior is needed.
  • Mid-game scripted content: Guarded “treasures”, mid-game crises, colony events, etc.
  • Living Solar Systems: Little civilian ships moving around, etc.

That is so beautiful! Especially three last ones!

Thank you for the game!
 
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  • More war goals: Humiliate, Open Borders, Make Tributary, etc.

I would love one more addition here. War goal to destroy frontier outpost. And make them little tougher. This would allow some early very small scale action if you just needed to make sure your up and coming star empire gets access to wherever you wanna go.

Although you could use any other wargoal and destroy the outpost anyway. So it's maybe juste wanting the niche things.

Anyway thumbs up and hope all the plans work out, looking forward to it.
 
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I am very excited about the content you are planning, with some luck we might be able to play a lot of sci fi stories we have read about (to some extent) :)
 
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First off, for those of you who are unfamiliar with our post-release policies, we will release a lot of expansions over the coming years. Each expansion will be accompanied by a major update (for Stellaris, these free updates will be named after famous science fiction authors) containing a whole bunch of completely free upgrades and improvements to the game in addition to regular bug fixes. As long as enough players keep buying paid content for the game, we promise to keep improving the game for everyone, almost like an MMO.

Now, before we begin the expansion cycle in earnest, we will spend the rest of May and June only focusing on bug fixes and free upgrades to the game.
I am really happy to hear about pretty much everything about the updates, the only thing worrying me a bit is this statement, i really hope that you don't start to put some of the things that the game really needed and was expected to have from the beginning behind a paywall on the DLC's and personaly i would love if you included July in the months that you focus on balancing and updating the game for free, i am just not sure if 1½ month is enough time to fix alot of the stuff that left alot of people dissappointed.
 
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