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Stellaris Dev Diary #193: Signal Discovered

Hello everyone!

This week we are going to talk about something new that we’ve been working on - namely improving first contact and extending the exploration aspects of the game. All of this is work in progress and may not accurately represent what the game will look like once all of this work is finished. A lot of UI is very much work in progress, so don't pay too much attention to icons or such.

Background
Exploration has always been one of the best parts of Stellaris, and it is perhaps what sets us apart from other games that follow similar themes. Looking back, Stellaris has mostly revolved around the physical exploration of space, discovering an ancient galaxy full of wonders. We believe that exploring and uncovering the galaxy is such an important and fun aspect of the game that we really want to dive deeper into those experiences. We intend to take the next steps by improving the means by which you can establish communication and make the process of learning more about alien civilizations a part of the exploration gameplay.

In this dev diary we will be outlining some of the changes and additions that we are currently working on, so that you can get an idea of what to expect from our next big update.

First Contact
The first steps we are taking is that we are changing how first contact works. First contact is now a much more engaging process with interesting choices that are supported by great narrative.

When you first have an alien encounter you are able to set a policy for what your approach will be. First Contact Protocols is a policy option that lets you dictate your stance when it comes to dealing with newly discovered alien civilizations. Each option has different effects that should suit different types of diplomacy.

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Friends..?

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First Contact Protocol Policy options.

First Contact Investigation
In order to establish communication with the alien contact, an Envoy will need to be assigned to the First Contact Investigation. The investigation will then be able to begin, and it will run through stages and will contain events similar to an archaeological dig site. The reason why we chose a system similar to archaeology is because its a great way of letting a process run over time in a way where it can also deliver some narrative along the way. The difficulty of the first contact investigation will be affected by things like how friendly the target is, or how difficult it is to translate their signals.

Since First Contact now uses an Envoy, that also means that it no longer pauses Society Research, and it is possible to run multiple first contact investigations simultaneously as long as you have the Envoys required.

(Envoys do still currently not have traits or levels, but it is something we are actively discussing.)

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The events that you can get depend on the type of empire you are, and on the type of alien you are trying to contact.

There are friendly/peaceful paths as well as ... less so.

As a xenophobic empire with an aggressive first contact protocol it is possible to secure a couple of specimen for a closer look.

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The choices you make during first contact can also have long-term effects on your relationship with the alien empire. Choose wisely and decide which trade-offs you are willing to make. Are you perhaps a materialistic and xenophobic empire that values scientific progress above all?

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Stay on your side of the galaxy and all can be well.

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Let’s agree to disagree.

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That is all for this week! Next week we’ll be showing you some new features that allow you to explore maps like the one posted here below.

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Very nice changes!
But, shouldn't Xenophobes be unable to use Proactive first-contact protocols?

The images contain examples from two different empires.

That image show great promise, but it really need some reworking. You can hardly tell what's going on here.

It's a bit easier when you can control the camera yourself in-game.
 
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Can both sides work on their first contact at the same time? Do we get events to notice that someone else is doing their first contact with us? And does our first contact mission just stop when the other one finishes his?

But looking really cool, and I am excited for the Intel stuff that can be seen in the picture!
 
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Seems like a promising change.

I just you’ll talk about it more next week, but when you say “extending” exploration, does that mean extending it further into the game? Currently I have such a great time right up until all my exploration and event options run out, at which point my interest in any given game drops precipitously. Having exploration throughout the game would really go a long way.
 
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This looks like a great change! One question; when a first contact event is started does it create this kind of narrative quest for both parties? Or is it just the initiator of first contact?

Both sides get it immediately, and it's a race to finish it! Though it's rigged in favour of the player a bit with the timers (since the AI doesn't have to manually click options and can do it instantly).

How this will work with special empire like marauder, enclave or Fallen empire ?
Will we have special option, special event ?

There are special events for a bunch of different kinds of countries, basically all the ones you currently have to do first contact projects with (e.g. marauders, enclaves, tiyanki) plus a couple more (caravaneers, for instance).

Fallen Empires are so far advanced that they have known how to communicate with you ever since you left your puny planet, so nope, they will still tell you to keep off the grass as soon as you get anywhere near their systems!

- How does this system work if you are meeting members of your own species in a different empire? Say the first empire you run into is the empire you are a Lost Colony of, or Commonwealth of Man meeting the UNE, or just simply two Empires with the same species portrait and name? Will it have unique events / outcomes?

It's much easier - as soon as they realise they are speaking the same language, communications are established. (I.e. there's some special flavour events)

- Does this system interact at all with meeting Primitives if they are the first aliens you encounter?

Encountering primitives still works the old way, I'm afraid.
 
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omg I didn't know I needed this but... I need this!

And the map changes look awesome too, very excited to get more info about that!

And I don't really want to hijack but I really hope we get 2.8.2 very soon, because there are some nasty bugs that would be pain to wait months for a fix when the next major update hits.
 
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Both sides get it immediately, and it's a race to finish it! Though it's rigged in favour of the player a bit with the timers (since the AI doesn't have to manually click options and can do it instantly).
So that begs the question, how does that stack up in a PvP scenario compared to a PvE scenario? Player skill? Or is there more to it?
 
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Looks really good. One thing I hope you pay special attention to, is getting AI with aggressive first contact to act on that behavior. Right now, starting fleets mostly just sit around doing nothing for the first 20 years. This is a big waste of potential gameplay IMO. If these aggressive AI were sending its 3 starting corvettes out roaming around and causing problems for your science and construction vessels, it could make things much more interesting (and personal!).

Definitely! It would be a huge missed opportunity if things couldn't devolve into a first contact war.
From the response you your post though that doesn't seem to be the case :(
 
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I love this, I always thought it was a weak point in the game.
 
This up coming expansion looks like a dream, tons of revamped core features, better performance, AND tons of long requested features, you're all doing a great job!

And, to comment on the envoys, I do see where each envoy having their own traits might be annoying or restrictive, but I feel like they should at least have levels like other leaders. That would let players get a bit more attached to them, and the choice of where exactly to place your highest level envoys making you chose what you want to focus on diplomatically I feel would be interesting.
 
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or how difficult it is to translate their signals.

Like when you have Enigmatic engineering? :)

and it is possible to run multiple first contact investigations simultaneously as long as you have the Envoys required.

Will the number on envoys keep the same?

(Envoys do still currently not have traits or levels, but it is something we are actively discussing.)

YES, PLEASE :D


I dissected the xeno-scum and all i got where those lousy processors :D
Xeno-scum, now with Intel Inside! :p
 
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So, with espionnage comes the fact that you don't want other empires to know what's going on within your borders.
Like jamming modules for starbases competing against sensor techs, determining the depth of detection and the level of information gathered?
 
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Just a question: does anyone here NOT want Envoys to be full leaders with Traits and Levels?

Agree = I want them to have traits and levels
Respectfully Disagree = I do not want them to have traits and levels

I want to take the temperature here, and see if it can help convince @grekulf to follow through on making them full leaders.
 
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