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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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Battle of "Yarvin" lol

I hope there will be options for civilian trade and trade agreements; a single interface for building ships/armies would be handy; space piracy events could be more frequent (like the "invisible" piracy mechanism in EUIV ), as it will allow the fleet to have some things (patrolling) to do during times of peace.
Also, it would be nice imo to have an end game crisis in which the fallen empires actively seeking to rebuild its former glory, like the Galactic Empire's attempt to conquer the burgeoning Foundation in Foundation and Empire, or those fallen empires are just big blobs standing in the way mostly doing nothing......
 
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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!

I'd almost argue for a combination, a flat damage reduction with a scaling reduction after it. I'll experiment at length after work.
 
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Is there going to be any work done on the problem with planet limits ? I had an enemy civalisation surrender to me with 6 planets sending all of my stuff in to chaos took a few years even after the new planets were made in to a sector to restore everything
 
Well that sounds REALLY great.
There is one thing I would love to have, maybe it is on the To-do-list. I'd like to rename my Species, whenever I send them to the genetic Alterations :)
 
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  • Doomdark said:
    [*]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.
I forgot to mention : those seem very much to be getting along the line of more interactivity in factions/alliances, which is really good. I hope Stellaris evolves in a proper diplomatic game. The ability to kick out a player from an alliance on certain conditions and to be elected in a federation (or to influence it, as some thread proposed it) would be very great.
 
Here's an idea, I heard a complaint that the AI empires lack character and aren't memorable to some players, so why not have them interact a bit more? Say for instance a trader personality empire trying to actively give you a (most likely much less favorable) trade when you're in a war and need those resources to keep it going. Or a small isolationist nation really wanting to get a peace guarantee from you if you're the big bad neighbor? Or the capitalists threatening war but being willing to be bought off if you comply to their demands? Things like this I think would certainly go a long way to make the AI empires more interesting.
 
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Diplomatic Incidents: This is a whole class of new scripted events that causes more interaction with the other empires.
Emperor randomly "embarasses court". Inexplicably lose 1 stability even when it's not even in the game.

(also, space warriors don't read space books)
 
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It's a mock-up, not an actual screenshot.
Ok, so you pretended it had no shields. I think the poster I was replying to was under the impression that the "damage to hull" was damage dealt whilst "damage taken" was damage taken and they should therefore be different.

Edit: Nevermind, my bad, I went back and read what he said again and I realised he was saying something else.
 
Here's an idea, I heard a complaint that the AI empires lack character and aren't memorable to some players, so why not have them interact a bit more? Say for instance a trader personality empire trying to actively give you a (most likely much less favorable) trade when you're in a war and need those resources to keep it going. Or a small isolationist nation really wanting to get a peace guarantee from you if you're the big bad neighbor? Or the capitalists threatening war but being willing to be bought off if you comply to their demands? Things like this I think would certainly go a long way to make the AI empires more interesting.

Yeah, I'd love to do more stuff like that. :)
 
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1) Thank you for good game and for working on improvements.
I would like to ask if there is a changes to late-game intended (for some undefined future), because (I'm sorry to quote myself. but I would really like devs to hear it):
"1) I think that the late-game focus on aggressive wars/ crisis of purely military nature is not the best decision. The game is so amazingly deep in the beginning and suddenly it turns in "build the largest stack" contests/ Not interesting
2) The source of this problem is earlier decision to make the game "winnable" and only by conquest. Granted, the standard "tech-wins" are boring too, but paradox is famous (IMHO) for creative approach to those problems: EU4/CK dynamic overall prestige system is much more interesting. OK, it needs the adaptation for the game without end-date, but hey, you are game-development studio!
3) 3 types of crisis? Really? You know what it is like? ME3 original endings. The main difference is... green or blue. something like that

4) May be, just may be you can consider DLC which deals not with espionage/trade/who-cares, but with this issue? Give some achievement scores to empires (like EU prestige), give some reason to live to "tall" empires...
I wouldn't object to pay additional money for such DLC...
Pretty Please?"
 
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Will there be balance changes to ethos, government other mechanics in the May patch? Also, what is your vision of Emancipation factions? Do you want happy slaves to rebel? Will slave tolerance get a nerf?
 
Awesome that its released as free updated and not DLC.
 
Excellent. I've played around 15 hours now.

The game is rough around the edges, but still very good for a Paradox vanilla version.

If you guys keep working hard on improvements and listening to players, it has the potential of hooking me as bad as EU4 did.
 
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