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Stellaris Dev Diary #205: Announcing the 3.0 ‘Dick’ Update

Hello everyone!

I hope the word about the release date for Nemesis has already reached you, but in case it has somewhat eluded your perception, here is a refresher:

Nemesis will release on April 15th, and here is the second story trailer:

As per usual, our expansions are released together with a significant free update, and this time is no different!

We’re happy to announce that Nemesis will release together with the 3.0 ‘Dick’ Update on April 15th! The update is of course named after author Philip K. Dick, famous for works which inspired, among other things, movies like Blade Runner and Total Recall (which also happens to be one of my favorite movies!).

Why 3.0?
We felt that the changes introduced with the new Intel system and the reworked First Contact system has enough impact on how different the game feels to warrant the change. Early- and mid game feel quite different now, in a very positive manner. Alien empires feel so much more mysterious, and charting the entire galaxy is no longer so easy. Changes like the pop growth system and the addition of industrial districts also felt impactful enough to want us to make the change.

Going forwards, we’re also gearing up to be able to be a bit more agile and deliver updates to the game a bit more frequently. I don’t want to make any grand promises quite yet, but 2021 is looking to be a very good year for Stellaris!

3.0 ‘Dick’ Features:
  • New Intel system
  • Reworked First Contact
  • Reworked Pop Growth
  • New Industrial Districts & some changes to production of Alloys/Consumer Goods
  • New Espionage system & Gather Intelligence Operation (other Operations will be a part of Nemesis)
  • Numerous bug fixes & improvements

Espionage Update
The Espionage system has undergone some changes since the Dev Diaries that previewed them. Based on playtesting and qualitative feedback, we simplified a few of the systems that seemed to be adding unnecessary complexity or were difficult or awkward to understand. The way Encryption, Decryption, and Counter-Espionage all interacted were one of these points of frequent confusion, so we decided to scrap Counter-Espionage entirely, renamed Decryption to Codebreaking, and apply standardized rules when using them:

Encryption is always used as "Espionage Defense"
Codebreaking is always used as "Espionage Offense"

In earlier iterations, which modifier was being referenced varied based on the exact circumstances, which muddled the stats a bit and made it difficult to tell which one would help you more when you're attempting to infiltrate an empire. We renamed Decryption in order to further reduce confusion. Relative Encryption is used often in the system, and will now always compare the "offensive" Empire's Codebreaking with the "defending" Empire's Encryption.

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Relative Encryption tooltip. In this example, our Codebreaking is lower than their Encryption and their Codebreaking is higher than our Encryption.

1616066587607.png

The refined Operations UI. Envoy on the top left, Infiltration Level (current/max) as progress bar & value. Intel categories in the top-right.

We've streamlined the Operations UI significantly, reducing the sheer amount of numbers associated with a network and the Operations themselves. As part of this streamlining, we've removed the concept of spy power and bandwidth, so it's no longer possible to run multiple simultaneous Operations on a single Empire simultaneously - you'll have to run them one at a time. This change also alleviates a problem we had where it wouldn't always be immediately perfectly clear which mission random events were affecting, so the "mental burden" of running Operations is lower.

Upon completion, Operations will now almost always cause a significant hit to Infiltration to represent lost contacts and heightened security. Operations also used to have varying difficulty per chapter - we've standardized them so we can now list the Operation difficulty on the UI, and let you know if you have an Asset that is especially good at this one.

First Contact Update
Although not much has changed with the system itself since we first showcased it in dev diary #193, there’s still some changes that can be interesting to see.

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The finished first contact UI. The silhouette in the bottom-right is supposed to be generic, and will reveal a portrait once you’ve progressed far enough into the first contact chain.

Early hostilities can now lead to pre-contact conflicts as well. If you anger a neighboring alien civilization, there’s the chance that they will come and visit you.

More aggressive empires like fanatic purifiers or devouring swarms are also less likely to take your encroachment into their lands very kindly early on.

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Abducting aliens is no longer a risk-free undertaking.

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It seems like they weren’t too happy about our abductions…

Outliner Update
We’ve added some small quality-of-life improvement to the outliner. One of these improvements lets you reorder planets in the outliner.

1616066662736.png

Planets will be reordered within the sector listing or planet listing, depending on which option is active.

1616066679716.png

The outliner can also be toggled to show the icons for the designations instead of the icon for the planet class.

With these two options it's now possible to list all your planets as you wish, and to show the designation icons. Our product manager, Simon, can now finally list his Mining 01, Mining 02, Mining 03 etc. planets in the correct, and fanatically organized, order.

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That’s all for this week folks! I hope you’re as excited for the upcoming Nemesis release as we are!
 
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SERIOUS QUESTION FOR THE DEVS

The patch is named after the author of the book that Blade Runner is based on.
Blade Runner is strongly associated with manufactured biological people being treated inhumanely.
A common trope in science fiction is that manufactured people, replicants, clones, in vitroes, et cetera are not seen as real people.
This is also, supposedly, the patch that adds the manufacturing of biological pops.

Will the Dick patch (or the Nemesis expansion) feature any of the following?
* A special trait for manufactured biological pops, similar to how there is a trait to designate self-modified pops?
* Potential restrictions on the ability of manufactured biological pops to reproduce naturally, or natural chemical deficiencies to ensure their loyalty?
* Policies that regulate what rights manufactured biological pops have, similar to the policy for AI rights?
* Potential revolts by manufactured biological pops?
* Policies that regulate which biological pops the government can genetically engineer? (possible values: none, xenos, replicants, slaves, everyone)
* Policies that allow pops to consume research points to self-modify according to their current climate and job requirements, if modification points are available?
* Events inspired by Blade Runner and other works of science fiction dealing with replicants, clones, et cetera?
 
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So... lets not assume Stellaris players are intelligent or can/want to handle too much.

Mental burden. What a poor choice of words. It translates clearly into dumb-down, which is something I have been sensing as a intentional goal ever since the dev team leadership change, and now became a explicit thing. Trully sadening. The espionage feature was one of the best, most rich and meaningful developments in years and yet you guys thought "nah, let's throttle down here".

This bottleneck feature is so senseless..... so I can't receive messagens from simultaneous intel attacks in one empire because I am too dumb to manage them at the same time, but I can receive sereval messages at the same time from operations in different empires and that is not a "mental burden"? If one, why not the other? Isn't it obvious that most people will prefer to concentrate all their efforts in one or two larger threats or rivals (which now you can't do) instead of a little effort in all empires all over the galaxy at the same time (which ironically you CAN do, and would generate an even larger spam of messages)?

I can't help to feel that what trully happened is that you couldn't come up with a good UI for it, or performance was affected, or some other coding reason, so it was decided to advertise this as a design choice when it wasn't. It is preferable to being labeled TOO DUMB to play the game, viz the "mental burden" of not managing two messages at the same time, when anyway I WILL be getting messages at the same time, if I do run simultaneous operations in many different empires. Which is something I won't be doing too much but you guys will allow me to.

Congrats on depreciating a potentially good thing. I kinda expected that already.
I wouldn't mind if they "streamlined" the notification spam for shit i don't care about, then maybe I wouldn't be so "mentally burdened" clicking them off over and over when they inevitably fill up the top portion of the screen.

Instead of dumbing other shit down Paradox, fix this.
 
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We've streamlined the Operations UI significantly, reducing the sheer amount of numbers associated with a network and the Operations themselves. As part of this streamlining, we've removed the concept of spy power and bandwidth, so it's no longer possible to run multiple simultaneous Operations on a single Empire simultaneously - you'll have to run them one at a time. This change also alleviates a problem we had where it wouldn't always be immediately perfectly clear which mission random events were affecting, so the "mental burden" of running Operations is lower.

Upon completion, Operations will now almost always cause a significant hit to Infiltration to represent lost contacts and heightened security. Operations also used to have varying difficulty per chapter - we've standardized them so we can now list the Operation difficulty on the UI, and let you know if you have an Asset that is especially good at this one.

This sounds like a bad decision.

The reasoning behind the demands for the last couple big additions (Diplomacy, Espionage) has been the extreme limits of influencing other empires outside of war. (Ethics drift is workable for some builds and targets, and that's about all). In the diplomacy update the primary way to do that, ultimately, were the higher level Galactic Community policy changes, which were extremely limited by two issues:
  1. You can only do one of them at a time;
  2. Each of them takes a long time to do and has a cooldown.
The first makes sense here, but the combination failed to the extent you've had multiple patches (time shortening, change in policy prioritization) and paid features (Council, Custodian) to actually attempt to reach the intended design.

Now, the new espionage system, in which you influence another empire outside of war -
  1. You can only do one of them at a time to an empire;
  2. They have a long cooldown (significant hit of infiltration -> rebuild network) so each will take a long time to do.
Which is making the same mistake again, adding a new system and gutting its effectiveness. I could be wrong, having not played yet (for obvious reasons) but I can see this, very easily, falling into "you do trivial/minor damage that will be repaired by the time you do another operation or can take advantage" outside maybe taking out a single starbase then immediately declaring war.
 
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This sounds like a bad decision.

The reasoning behind the demands for the last couple big additions (Diplomacy, Espionage) has been the extreme limits of influencing other empires outside of war. (Ethics drift is workable for some builds and targets, and that's about all). In the diplomacy update the primary way to do that, ultimately, were the higher level Galactic Community policy changes, which were extremely limited by two issues:
  1. You can only do one of them at a time;
  2. Each of them takes a long time to do and has a cooldown.
The first makes sense here, but the combination failed to the extent you've had multiple patches (time shortening, change in policy prioritization) and paid features (Council, Custodian) to actually attempt to reach the intended design.

Now, the new espionage system, in which you influence another empire outside of war -
  1. You can only do one of them at a time to an empire;
  2. They have a long cooldown (significant hit of infiltration -> rebuild network) so each will take a long time to do.
Which is making the same mistake again, adding a new system and gutting its effectiveness. I could be wrong, having not played yet (for obvious reasons) but I can see this, very easily, falling into "you do trivial/minor damage that will be repaired by the time you do another operation or can take advantage" outside maybe taking out a single starbase then immediately declaring war.
This.
 
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Which is making the same mistake again, adding a new system and gutting its effectiveness.
Destructive/disruptive covert ops have to be weak enough that having six AIs sabotage you at once doesn't make you uninstall.
 
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Presumably this would incentivise megacorps to focus on first contact missions and diplomacy. Those nations seeking out new markets would have great intel, and probably end up linking a lot of the galaxy.
I hope this can be taken further to make Intel tradeable and let us play as Megacorp information brokers.
 
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Yay! So we can now have first contact war finally? Can we also have one where we get attacked for opening dormant gateways? By avians?
And then have every empire ignore an Admiral who repeatedly tries to warn the GC against the End Game Crisis which will hit Soon(TM)?

"We have dismissed that claim."
 
So this means there will be something next week and week after etc, right? ;P

I absolutely love the new look of the First Contact screen. Whoever thought about adding the "unknown species" screen deserves a raise!

Also I hope that you not only have taken feedback from Espionage, but also from the Dev Diary related to Custodian, cause it feels like the weakest link of the whole DLC.
Probably new Origins. Would be nice to see some origin choices that pre-dispose either Becoming the Crisis or the Galactic Custodian/Imperium.