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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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The two main notifications I'd like to see changed are the production completed, and trade deal completed ones.

Its great that they exist, but it would help a lot if they both noted What has just been completed.
When you have a few long term deals with multiple empires it can take some figuring to remember exactly what is was you were trading for/with and if you want to 'renew' it.
 
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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!

In agreement, partly. I like variation within a campaign. Diversifying the aggression levels of species a bit more - based on their underlying government type and traits - would be great to see. Excuse me if this already happens and I didn't notice... in which case I'll shut up.
 
you guys are amazing...

also i would love to see slave revolts, as it is now, i see so many people just enslaving anything with no downsides.

would love a way to turn off the entire UI, so i can enjoy the awesome game you have created and take some beautiful screenshots.

and please oh please make it so that whenever the game is paused, only pressing space unpauses it again, not by other ui actions.
 
Hi Doomdark! The game is really good, as in how much fun I'm getting with it. It lacks polish though and- if you want to polish it a lot as everybody wants and make it a GREAT game- you should work a lot in performance issues. I understand the game has lot of stuff but if you're going to add more stuff through the years, it should run relatively fluid.
 
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I love this! This is my first Paradox game and I am completely blown away by you guys. I love that you released a fun game and are supporting it to ensure it becomes a great game.

I do have one concern that was not mentioned. There is currently a bug that will not let you win a war if a third empire takes a planet from your enemy before the war ends.

Example I notice Empire a is at war with empire B. I declare a war on Empire A and claim my war goal as planets A1, A2 and A3. I capture planets A1 and A3 but empire B cedes planet A2 before I can get it. At this point there is no way to end the war without ceding planets to empire A (Even with 100% warscore). I know you have a lot of bugs to fix but I was a little worried that you didn't mention this one as it is a big one.

I like where your roadmap is taking us and look forward to playing this game for years to come.
 
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Thank you for these updates. I hope to see more victory conditions other than conquest and domination in next updates. It'll be even great if some victory conditions are tied to ethos and/or government type.

Also, I'd love to see "Heralds from other empires" for some big event (enlightened / new empire spawn, annexed, starting late / midgame crisis, etc) and historical narratives of your gameplay like in EU4.
 
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Sounds really good, and good to see that you've picked up what's most needed fixing (although I'd argue the ally AI behavior needs to be top priority).

Really hope you look into 'non-scripted' mechanics as well though. As much as scripted stuff is fun, it tends to not be so great on the replayability side of things. It'd be more interesting to see more indepth economy mechanics and espionage which would require attention to keep balanced and healthy for your empire. Like organizing trade routes, discussing opening them with other factions, dealing with piracy, stealing technology from opponents and gaining intel, warding off hostile agents etc...
 
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Hi Doomdark! The game is really good, as in how much fun I'm getting with it. It lacks polish though and- if you want to polish it a lot as everybody wants and make it a GREAT game- you should work a lot in performance issues. I understand the game has lot of stuff but if you're going to add more stuff through the years, it should run relatively fluid.

It is basically the highest priority for the programmers. It really helps when we get laggy saves from our players to test with. I didn't mention it in dev diary because it should be a given (we've already hotfixed some other performance issues.)
 
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If you toggle auto-complete ships on and off again, all your future transports are going to get latest technology. If you delete the auto-completed designs that were created, no other ships are going to change.

What on Earth are people disagreeing with here? I'm not saying that this is WAD, neither am I saying this is a permanent solution, but it is a good workaround since once you got good sensors and maybe even a better hyper-/warp-/wormhole drive it is a significant upgrade to get, especially since it's free except for two clicks and maybe a dozen ship designs you have to delete, if you don't use auto-create ship designs. But it permanently upgrades your transport fleets (you can upgrade the ones in space by landing them and relaunching them), which is why I wanted to tell in case it's going to help.
 
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Thanks for the dev diary. It is good to hear that there are plans to fix/add things to improve Stellaris from a good game to a great game. Then again I don't have to worry about the game not being patched or fixed. It is a Paradox game after all. Sooner or later it is gonna be turned in to a classic.
 
Living Solar Systems: Little civilian ships moving around, etc.
Really like this, as well as the XL Battleship slots and Mid-Game events/Colony events.

It's already a great game, just needs bug fixing and more content, that being modded, free update or expansions.
 
Sweet!!! Then it will be a good game! In the mean time I'm not playing this trash and will be playing Eve online and Distant Worlds Universe.


3 years for this?!!! Look at Vicky 1/2 and compare it to this!!! Graphics over gameplay!
 
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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.

As far as I understand it they intend to do as they've always done: Make free patches/upgrades to the game release alongside the DLCs. May and June are basically just an initial patch-period to hammer out the release kinks of the game. I wouldn't worry too much, Paradox have been pretty good at this so far :)

As for the Dev Diary, the planned future content is looking good. Especially looking forward to Asimov (who is incidentally also one of my favourite scif-fi authors) release.

Your game may have a few rough edges to be ironed out, but I'm honestly impressed with the level of polish a game of this magnitude and ambition already has on release. I suppose the fact I've played it for 75 hours total even when working full-time the last week is a testament to that. I am in fact so satisfied with Stellaris that I may skip the traditional "wait-for-the-DLC-to-go-on-sale" behaviour for the first couple of expansions at least :D
 
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Make a "Fermi" patch with, as an option, of course, the possibility to play in a galaxy where you are the only intelligent life.

(that's mostly a joke, but it could be interesting)
 
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