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Aww a bit of a pity that we won't get any new portraits. Was hoping we might get like one new portrait or something. But defenitely exited for more species packs.

I agree that we need Lithoids now that they can be properly simulated with LeGuin, in addition to that I want Piscoids.

And "Sky Beasts", you know, theoretical organisms that float via organs filled with lighter-than-air gases, like this:
http://aliens.wikia.com/wiki/Eosapien
I'm not a huge fan of Barlowe's aliens (too many of them look like he got his inspirations from sketching carcasses at a butcher's shop) but the Eosapiens look alright.
 
Colonization UI
" In the 2.2 "Le Guin" update, we're working to improve the planet and colonization UI. :)

What do you think? Feedback is welcome, as long as we're clear that this is still WIP. ;)
"

DpD2eBuWwAAqqtd.jpg:large


https://twitter.com/StellarisGame/status/1049610024341950464
 
@Wiz

It would be nice to have an indicator somewhere that if build a colony there the max possible district (before clearing blocks) is.

I am saying something because I noticed that the total district blocked by blocker is 4. But There is only two food district blocked and one energy/commercial district blocked. So I am assuming the 4th is block the total from 18 down to 17.

The rest looks good.
 
The new tile blockers are more interesting it seems, they both block total amount of districts you can build and can block terrain which would increase the number of districts:

- Volcano, only blocks 2 total districts.
- Noxious swamp, blocks 1 total district and blocks a (fungal forest?), which would give 2 additional farm districts available when cleared.
- Massive glacier, blocks 1 total district and some other tile which gives one available energy district.

For a total of -4 max districts, -2 farm districts, -1 energy district.
 
@Wiz

It would be nice to have an indicator somewhere that if build a colony there the max possible district (before clearing blocks) is.

I am saying something because I noticed that the total district blocked by blocker is 4. But There is only two food district blocked and one energy/commercial district blocked. So I am assuming the 4th is block the total from 18 down to 17.

The rest looks good.
No, blockers block individual deposits, and can reduce the Maximum amount of districts. In this case, 2 Food and 1 Generator districts are blocked, and the Maximum amount of districts is 14, down from 18.
 
That planet doesn't really look "untamed" in the same way that they do with the tile system. I don't doubt it'll be an improvement for gameplay, but I'd be happier if there was a bit more background art in that interface.
 
This (besides immigration) etc is what irks me, this "chance". Can we control it in any way? Like, lock a pop in a certain job?
We can no longer micro-manage pops. The Planets now manage pop/job asignments. The Tile System mini-puzzlegame is gone. That prevents us players from wasting tons of attention to micro the pop. And the AI from wasting only-the-devs-know how much calcualtion time on the proper tile choices only to still be inferior.

They give each pop a weight for a specific job. Or it just plain calculates wich pop woulkd produce more Net yield.

We can in broad strokes define wich species is allowed for wich stratum/job:
Residency will lock pops out of Rulership roles and may penalize them for Specialsit jobs. That measn they need more of a advantage to take a specialist job. Will "Intelligent" be enough to get that pop over the "you are only Residency"
Slaves are limited to worker stratum Jobs
Robots are limited to Worker Stratum Jobs. Droid to Specialist Stratum Jobs. With very specific exceptions.
The Servant job can only be done by Domestic Servitude Slaves/Domestic Protocoll Droids.

If a pop is put out of work by a better fitting pop, it will first try to find a job on it's current stratum (potentialyl knocking out a pop on that stratum). If it can not find one, it goes into "Stratum Decay" wich takes about 10 years. Then it tries again on the lower stratum. Until it either finds a job or is at rock-bottom, still unemplyoed and propably incentivised to migrate.

No, blockers block individual deposits, and can reduce the Maximum amount of districts. In this case, 2 Food and 1 Generator districts are blocked, and the Maximum amount of districts is 14, down from 18.
That is exactly how I understand it too.

Active volcano taking 2 district slots:eek:
Active Volcanos are a intersting tileblocker, as they are the closest to a universal tileblocker. So maybe it has a higher blocking ratio and clearing cost to offset it being that common? Or maybe how much global district cap it blocks is actually non-standartized?
 
" In the 2.2 "Le Guin" update, we're working to improve the planet and colonization UI. :)

What do you think? Feedback is welcome, as long as we're clear that this is still WIP. ;)
"

DpD2eBuWwAAqqtd.jpg:large


https://twitter.com/StellarisGame/status/1049610024341950464
I do not understand the planetary features.
How much energy fields do the frozen gas lakes give and how many mineral deposits are gained by the mineral fields?
Does the gas lake give you 8 districts ?(2x4)
 
I do not understand the planetary features.
How much energy fields do the frozen gas lakes give and how many mineral deposits are gained by the mineral fields?
Does the gas lake give you 8 districts ?(2x4)
They give 4, 2x2, Mineral fields give also 4, 4x1.
 
I do not understand the planetary features.
How much energy fields do the frozen gas lakes give and how many mineral deposits are gained by the mineral fields?
Does the gas lake give you 8 districts ?(2x4)
The Planetrary cap is:
4 Mining
5 Agricultre
5 Energy district
18 total districts

However 1 Farming, 2 Energy and 4 total districts only become avalible after you remove all those tileblcokers. A lot of the readabiliyt depends on us having learned the Deposti Symbols. But as I read it:
Active Volcano: Blocks 2 Total Districs
Noxious Swamps: 1 Total and 1 Agriculture Districts
Massive Glacier: 1 Total and 2 Energy districts
 
@Wiz

It would be nice to have an indicator somewhere that if build a colony there the max possible district (before clearing blocks) is.

I am saying something because I noticed that the total district blocked by blocker is 4. But There is only two food district blocked and one energy/commercial district blocked. So I am assuming the 4th is block the total from 18 down to 17.

The rest looks good.

No, blockers block individual deposits, and can reduce the Maximum amount of districts. In this case, 2 Food and 1 Generator districts are blocked, and the Maximum amount of districts is 14, down from 18.

That is exactly how I understand it too.

I don't think they necessarily block a deposit at all...
Tile blockers always block total districts. However, based on previous screenshots, they don't always allow access to a deposit upon clearing them. Sometimes they provide a pop, or some other benefit.

So, blockers always reduce the maximum number of districts, and may block deposits. The other way around.

The new tile blockers are more interesting it seems, they both block total amount of districts you can build and can block terrain which would increase the number of districts:

- Volcano, only blocks 2 total districts.
- Noxious swamp, blocks 1 total district and blocks a (fungal forest?), which would give 2 additional farm districts available when cleared.
- Massive glacier, blocks 1 total district and some other tile which gives one available energy district.

For a total of -4 max districts, -2 farm districts, -1 energy district.

Yah, this is what I see.

Edit: and what the founder just posted.
 
I don't think they necessarily block a deposit at all...
Tile blockers always block total districts. However, based on previous screenshots, they don't always allow access to a deposit upon clearing them. Sometimes they provide a pop, or some other benefit.
Ther are only two things that block a District Slot:
a) Being out of Planetary District Cap. On a uncolonized planet of size 18 (14 useable) this can not apply to a limit of a mere 4-5
b) A tileblocker blocks that specific feature

However 1 Farming, 2 Energy and 4 total districts only become avalible after you remove all those tileblcokers. A lot of the readabiliyt depends on us having learned the Deposti Symbols. But as I read it:
Active Volcano: Blocks 2 Total Districs
Noxious Swamps: 1 Total and 1 Agriculture Districts
Massive Glacier: 1 Total and 2 Energy districts
How many districts they block might depend on what they block. Whatever that green gas from the ground Feature is, it propably provides +2 Energy District Cap. With other features providing anywhere from 1-3
 
I'm fairly certain we're getting an espionage Story Pack followed by a diplomacy Expansion Pack after 2.2. Going by what the devs have said before on streams and the following DD, it's fairly reasonable to assume diplomacy and espionage are coming sooner rather than later.

Old Goals
  • A 'galactic community' with interstellar politics and a 'space UN'.
  • Deeper Federations that start out as loose alliances and can eventually be turned into single states through diplomatic manuevering.
  • More story events and reactive narratives that give a sense of an unfolding story as you play.
  • More interesting mechanics for pre-FTL civilizations.
  • 'Living systems', making empire systems feel more alive and lived in
New Goals
  • Less micromanagement and more focus on interesting choices in regards to planets, the ability to grow planets beyond current fixed size.
  • Empire trade mechanics and trade agreements.
  • A galactic market where resources and strategic resources can be imported and exported.
  • Espionage and sabotage mechanics.
  • Improved galaxy/hyperlane generation with better placed systems and dangers.
  • More anomalies and unique systems to explore.

This list is from before Distant Stars, so I've crossed out DS and teased 2.2 content. What's interesting is that all the new goals bar one will be completed with 2.2. Also, if they don't come with 2.2, chances are living systems never will due to performance constraints.

There's 3 main reasons why I think espionage will be part of a story pack. With 2.0 and now 2.2's additions there'll be a lot of places to hook espionage into, story Packs generally focus on something cool and specific over general things and diplomacy is important enough to have a full expansions worth of content.

With 2.0 alone, there wasn't enough content to warrant the addition of espionage but with 2.2's additions, shit can get real. Here's some random thoughts on how the new mechanics make espionage juicy:
  • FTL Rework: Every empire now has the same FTL. So the devs will have an easier time implementing and balancing points of sabotage and players will know said sabotage affects everyone the same. You could mine wormholes, hack enemy gateways to make them spit fleets to a random gateway, hide hyperplanes with a chance to detect them based on sensor strength etc. There's tonnes of possibilities now and they don't have to be balanced relative to each other. And let's be real, a balanced strategy game is a pipe dream so the less balance required the better.
  • Border Rework: Understanding border growth is no longer a dark art, plus space stations are nice. Currently, Stellaris gives you almost full knowledge of other empires the instant you meet them. They could add a sort of infiltration level to the diplomacy screen where the higher it is the more knowledge you have of their systems, starting from most distant from their capital to least. As system's are infiltrated you "unlock" their survey data get the option to sabotage the starbase/system. You could cripple shipyards, induce system wide penalties, increase FTL-windup etc.
  • War Rework: While I doubt we'll see anything like this, the new war system does have some interesting possibilities, such as ulterior motives. So you'd choose and go through with a cassus belli as usual, but instead of getting it's rewards, you get the ulterior motives rewards. E.g. going to war with Space-Iran via a fake Stop Colossus CB but instead of stopping their "Space-WMDs" you get that sweet Space-Halliburton money (Make Tributory?). Also, in general there's a bunch of things they could add for war/space combat like cloaked fleets or fake fleets (the red [!] icon).
  • Pop/Planet Rework: This is where shit get's real. You could fund crime syndicates, slander nobles putting them out of a job, decrease worker happiness, fund terrorists to drop stability/create tile blocker, sabotage buildings (which naturally will have knock on effects now), increase weightings for negative trait pops to grow next etc. Due to how there'll be a bunch of interacting systems and how much more organic planets will be you could have some really cool things happen. For example, you fund crime and terrorism on the enemies forge-world world making them enact martial law, dropping their output significantly. Then you could kick the planets rulers out of their jobs pushing the planet towards emigration and causing their pops to decline, making the output stay nerfed even after you stop funding crime/terrorism. You could even use espionage on your own planets to decrease ethics divergence or as a way to limit the impact of crime jobs without suppressing crime.
  • Trade: While it will be fairly basic in it's initial implementation, trade routes represent a great avenue for espionage. Even without any changes, going by what we know currently, the espionage update could add the options fund piracy, sabotage efficiency of trade value transfer or cause "traffic jams" increasing FTL-windup along a route. With the diplomacy update they'll probably add the ability to join up with your neighbours/allies trade routes. The code for which could be used to add a siphon trade value ability to espionage, re-routing part of a neighbouring routes trade value to your nearby trade-station.
  • Galactic Market: This is where it gets tricky. I see this as being a nightmare to balance while not having anything meaningful to hook espionage into. From what I understand, everyone is hard-coded to see the same market prices, with the only difference being their market fees. Being able to modify other peoples market values seems a bit OP and you can already manipulate resource costs by simply buying/selling on the market. Which leaves nothing other than who gets the market capital every X years, which isn't that meaningful for espionage (an option to spam influence is enough).
And this is ignoring research, empire management, diplomacy, factions etc. It might seem like espionage is meaty enough to be an expansion but if you think about it, espionage isn't really a mechanic, it's more of a unified UI for interacting with existing mechanics. So there's no need for a large rework or introduction of a hefty new mechanic. The dev's could just add an espionage screen and slowly hook things into it over time. The only real changes needed would be the removal of hard-coded perfect knowledge of systems, ship designs, species traits etc. They could, for example, refactor knowledge to be represented via economic units.

Why am I writing all this in a twitter teaser thread, you ask? Because it's been 6 days without a Wiz teaser, I'm no longer the same man I was 6 days ago.
 
That planet doesn't really look "untamed" in the same way that they do with the tile system. I don't doubt it'll be an improvement for gameplay, but I'd be happier if there was a bit more background art in that interface.

I like this, maybe some art in the interface before we colonize showing some stuff like the relevant tile blockers and rare resources in a summary. It might give that same feeling you get as you are considering planets in the tile system, also one of my favorite parts of the current game. I like the other interface areas to access the information, but I feel like the game should make a good visual case that we "totally need to colonize this planet asap, it's full of awesome stuff" before I even mouse over all the deposits and info.
 
I'm fairly certain we're getting an espionage Story Pack followed by a diplomacy Expansion Pack after 2.2. Going by what the devs have said before on streams and the following DD, it's fairly reasonable to assume diplomacy and espionage are coming sooner rather than later.



This list is from before Distant Stars, so I've crossed out DS and teased 2.2 content. What's interesting is that all the new goals bar one will be completed with 2.2. Also, if they don't come with 2.2, chances are living systems never will due to performance constraints.

There's 3 main reasons why I think espionage will be part of a story pack. With 2.0 and now 2.2's additions there'll be a lot of places to hook espionage into, story Packs generally focus on something cool and specific over general things and diplomacy is important enough to have a full expansions worth of content.

With 2.0 alone, there wasn't enough content to warrant the addition of espionage but with 2.2's additions, shit can get real. Here's some random thoughts on how the new mechanics make espionage juicy:
  • FTL Rework: Every empire now has the same FTL. So the devs will have an easier time implementing and balancing points of sabotage and players will know said sabotage affects everyone the same. You could mine wormholes, hack enemy gateways to make them spit fleets to a random gateway, hide hyperplanes with a chance to detect them based on sensor strength etc. There's tonnes of possibilities now and they don't have to be balanced relative to each other. And let's be real, a balanced strategy game is a pipe dream so the less balance required the better.
  • Border Rework: Understanding border growth is no longer a dark art, plus space stations are nice. Currently, Stellaris gives you almost full knowledge of other empires the instant you meet them. They could add a sort of infiltration level to the diplomacy screen where the higher it is the more knowledge you have of their systems, starting from most distant from their capital to least. As system's are infiltrated you "unlock" their survey data get the option to sabotage the starbase/system. You could cripple shipyards, induce system wide penalties, increase FTL-windup etc.
  • War Rework: While I doubt we'll see anything like this, the new war system does have some interesting possibilities, such as ulterior motives. So you'd choose and go through with a cassus belli as usual, but instead of getting it's rewards, you get the ulterior motives rewards. E.g. going to war with Space-Iran via a fake Stop Colossus CB but instead of stopping their "Space-WMDs" you get that sweet Space-Halliburton money (Make Tributory?). Also, in general there's a bunch of things they could add for war/space combat like cloaked fleets or fake fleets (the red [!] icon).
  • Pop/Planet Rework: This is where shit get's real. You could fund crime syndicates, slander nobles putting them out of a job, decrease worker happiness, fund terrorists to drop stability/create tile blocker, sabotage buildings (which naturally will have knock on effects now), increase weightings for negative trait pops to grow next etc. Due to how there'll be a bunch of interacting systems and how much more organic planets will be you could have some really cool things happen. For example, you fund crime and terrorism on the enemies forge-world world making them enact martial law, dropping their output significantly. Then you could kick the planets rulers out of their jobs pushing the planet towards emigration and causing their pops to decline, making the output stay nerfed even after you stop funding crime/terrorism. You could even use espionage on your own planets to decrease ethics divergence or as a way to limit the impact of crime jobs without suppressing crime.
  • Trade: While it will be fairly basic in it's initial implementation, trade routes represent a great avenue for espionage. Even without any changes, going by what we know currently, the espionage update could add the options fund piracy, sabotage efficiency of trade value transfer or cause "traffic jams" increasing FTL-windup along a route. With the diplomacy update they'll probably add the ability to join up with your neighbours/allies trade routes. The code for which could be used to add a siphon trade value ability to espionage, re-routing part of a neighbouring routes trade value to your nearby trade-station.
  • Galactic Market: This is where it gets tricky. I see this as being a nightmare to balance while not having anything meaningful to hook espionage into. From what I understand, everyone is hard-coded to see the same market prices, with the only difference being their market fees. Being able to modify other peoples market values seems a bit OP and you can already manipulate resource costs by simply buying/selling on the market. Which leaves nothing other than who gets the market capital every X years, which isn't that meaningful for espionage (an option to spam influence is enough).
And this is ignoring research, empire management, diplomacy, factions etc. It might seem like espionage is meaty enough to be an expansion but if you think about it, espionage isn't really a mechanic, it's more of a unified UI for interacting with existing mechanics. So there's no need for a large rework or introduction of a hefty new mechanic. The dev's could just add an espionage screen and slowly hook things into it over time. The only real changes needed would be the removal of hard-coded perfect knowledge of systems, ship designs, species traits etc. They could, for example, refactor knowledge to be represented via economic units.

Why am I writing all this in a twitter teaser thread, you ask? Because it's been 6 days without a Wiz teaser, I'm no longer the same man I was 6 days ago.

When you think about it, the trade system had to go in when the tile rework was done to make sense, and the trade system doesn't make sense without the FTL rework, which had to coincide with the rework of wargoals. Absolutely, with all these systems in place, they can expand and spice them up with diplomacy and espionage. Otherwise, they would have needed to redo diplomacy and espionage anyways after either the FTL or tile system rework, so I understand why they have avoided it so far.
 
" In the 2.2 "Le Guin" update, we're working to improve the planet and colonization UI. :)

What do you think? Feedback is welcome, as long as we're clear that this is still WIP. ;)
"

DpD2eBuWwAAqqtd.jpg:large


https://twitter.com/StellarisGame/status/1049610024341950464

Well, if they are asking for feedback, here's mine.

Why are districts shown on an uncolonized planet? Will we be colonizing built up planets? Then Districts can be shown as part of blockers or features (only 4 images after all)
I would like the image of the planetary surface to be bigger (this is even more desirable for the colonized planet screen)
I would suggest to:
  • Remove Districts section from the pic and leave only features (blockers might be part of features, but considering there can be a lot of them, it does make sense to have both as sort of different tabs)
  • Move Decisions and Colonize to where the top part of "Districts" part of the screen is currently and make the images for Features and Blockers bigger. Together, this image block should be as big as the text description blurb, so that together they form a distinct bottom part of the planetary screen.
  • Make the planetary surface image bigger, it should take the whole width of the top part of the screen, i.e end where current Colonize and Decisions buttons end. Some vertical size increase wouldn't hurt either. This way it will be a big distinct top part of the planetary screen.

    Edit: left a list on twitter.
 
Last edited:
I'm fairly certain we're getting an espionage Story Pack followed by a diplomacy Expansion Pack after 2.2. Going by what the devs have said before on streams and the following DD, it's fairly reasonable to assume diplomacy and espionage are coming sooner rather than later.

Whilst I’m pretty confident we’ll get an espionage patch/DLC I don’t expect we’ll get it until 2.3/4. It would fit well with lots of the updates we’re getting in 2.2 but espionage without a big diplomacy rework seems very half baked, and unless 2.2 turns out to be the one patch to rule them all we’re not getting diplomacy with it.

However there is something on that list not crossed off that does fit: Primitive expansion. It might not seemingly fit with the theme of economy/planetary overhaul (maybe the latter a bit) but last week they spent 5 days teasing synthetics locating and invading a primitive planet on the stellaris Twitter. There was an EU4 tie in, a patch made it possible to spawn a synthetic race via the console, but given that the patch dropped Monday and the teases lasted all week it doesn’t feel like they’re done with that idea yet.
 
Well, if they are asking for feedback, here's mine.

Why are districts shown on an uncolonized planet? Will we be colonizing built up planets? Then Districts can be shown as part of blockers or features (only 4 images after all)
I would like the image of the planetary surface to be bigger (this is even more desirable for the colonized planet screen)
I would suggest to:
  • Remove Districts section from the pic and leave only features (blockers might be part of features, but considering there can be a lot of them, it does make sense to have both as sort of different tabs)
  • Move Decisions and Colonize to where the top part of "Districts" part of the screen is currently and make the images for Features and Blockers bigger. Together, this image block should be as big as the text description blurb, so that together they form a distinct bottom part of the planetary screen.
  • Make the planetary surface image bigger, it should take the whole width of the top part of the screen, i.e end where current Colonize and Decisions buttons end. Some vertical size increase wouldn't hurt either. This way it will be a big distinct top part of the planetary screen.

    Edit: left a list on twitter.

Each planets has unique different amount of possible max district for farm/mine/energy.

It would make no sense to not have that info before you put down a colony there. IE for example, if you really need lot of farms and you land on a planet to only find out too late that it only support 3 instead of 8 that you need.
 
Whilst I’m pretty confident we’ll get an espionage patch/DLC I don’t expect we’ll get it until 2.3/4. It would fit well with lots of the updates we’re getting in 2.2 but espionage without a big diplomacy rework seems very half baked, and unless 2.2 turns out to be the one patch to rule them all we’re not getting diplomacy with it.

However there is something on that list not crossed off that does fit: Primitive expansion. It might not seemingly fit with the theme of economy/planetary overhaul (maybe the latter a bit) but last week they spent 5 days teasing synthetics locating and invading a primitive planet on the stellaris Twitter. There was an EU4 tie in, a patch made it possible to spawn a synthetic race via the console, but given that the patch dropped Monday and the teases lasted all week it doesn’t feel like they’re done with that idea yet.
By next I meant after 2.2.
With how much is in the free patch, its hard to imagine what will be in the paid DLC Expansion Pack. Ecumenopolis are a pretty obvious pick but what else could there be?
The lack of any DLC content teasers shows just how far away 2.2 is.