• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Hello everyone and welcome to another Stellaris development diary. Today's dev diary will be focusing on the road ahead after Cherryh and Apocalypse, and our long-term priorities going forward.

Cherryh Post-Release Support
As mention in last week's dev diary, the immediate priority for the team is post-release support for Cherryh and Apocalypse, fixing bugs, addressing balance/feature feedback, and working on quality of life and performance improvements. We are maintaining a running 2.0.2 beta patch which we will continue to update every few days or so until we are happy with the state of the game.

The Post-Apocalypse
Apocalypse and Cherryh were an expansion/patch focused almost exclusively on war, and with it out, we are now going to be moving on to other, non-war related priorities for future updates, expansions and story packs. To give you an idea of what's coming, we're going to revisit the list of long-term goals for Stellaris I made and updated for Dev Diary #50 and Dev Diary #69. This time, we're going to organize the goals into the ones we feel have been delivered on, old goals that were added to the list before 2.0, and new goals that we have set for ourselves after 2.0 (there is no prioritization difference between goals based on when they were added or whether they are considered old or new for this particular list).

As before, the list is NOT in order of priority, and something being considered completed NOT mean we aren't going to continue to improve on it in future updates, just that we consider it to be at a satisfactory level.

As before, THIS IS NOT AN EXHAUSTIVE OR FINAL LIST, NOTHING NOT ALREADY COMPLETED IS CERTAIN TO HAPPEN AND THERE ARE NO ETAS

Completed Goals
  • Ship appearance that differs for each empire, so no two empires' ships look exactly the same.
  • More potential for empire customization, ability to build competitive 'tall' empires.
  • Global food that can be shared between planets.
  • Ability to construct space habitats and ringworlds.
  • Factions that are proper interest groups with specific likes and dislikes and the potential to be a benefit to an empire instead of just being rebels.
  • Ability to set rights and obligations for particular species in your empire.
  • Buildable Dreadnoughts and Titans.
  • Deeper mechanics and unique portraits for synthetics.
  • Reworking the endgame crises to be more balanced against each other and the size/state of the galaxy.
  • Reworks to war to address the 'doomstacks' issue and make the strategic and tactical layers of warfare more interesting and less micro-intensive.
  • Superweapons and planet killers.
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.

That's all for today! Over the next few weeks, dev diaries will continue to focus on post-release support. Feature dev diaries will resume when we have new features to talk about. Finishing off this dev diary is a screenshot of how we're reworking difficulty modes in the next update to the rolling 2.0.2 beta:
2018_03_08_1.png
 
Last edited:
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.
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.

hype.gif


Okay, really now! Who are you, who sent you to Earth and for what purpose are you making the best game in history? HM?
 
Before anything elese: GREAT JOB with everything about 2.0, it really made Stellaris the game I wished it was when it initially launched, mainly because of how warfare now works.
New goals are all great additions, especially trade since I think it's very lacking in its current state.

But I have to say I'm sad that the old "living systems goal" (more activity in systems, perhaps even civilian shipping) was removed altogether from the list... :( I was really looking forward to that, since Distant Worlds completely spoiled me in that regard.
 
Titans/Colossi were actually originally called Dreadnoughts/Titans but we renamed them to avoid confusion due to Fallen Empire Titans.

On the same topic, there's plans to buff (adding more L slots per module, as a example) or add module customization/T-slot weapon options for Titans ?
 
Before anything elese: GREAT JOB with everything about 2.0, it really made Stellaris the game I wished it was when it initially launched, mainly because of how warfare now works.
New goals are all great additions, especially trade since I think it's very lacking in its current state.

But I have to say I'm sad that the old "living systems goal" (more activity in systems, perhaps even civilian shipping) was removed altogether from the list... :( I was really looking forward to that, since Distant Worlds completely spoiled me in that regard.

That goal was not meant to be removed! It's still very much a goal. I'll find out what happened to it and put it back.
 
Warp could only be a late-game tech or defensive starbases in border systems would become irrelevant (again) and we have the reworked Jump Drive in that area. Punching holes in space-time to create your own wormholes would be pretty sweet though.

Edit: Also, mods.
They need to make gates build more like habitats, where you can build them while building other megastructures. I guess they want them to be rare, but late game I think you should be able to have an extensive network in your territory.
 
Less micromanagement and more focus on interesting choices in regards to planets, the ability to grow planets beyond current fixed size.

Revamp the simplistic Energy/Food/Minerals/Research/Unity buildings and instead have buildings that accomplish everything at varying degrees -> Allow the creation of mega-city complexes on planets that can allow for more than 1 pop on each tile. Different types of mega cities according to what the planet is aimed to do.

Introduce pollution and overcrowding mechanics.

Make resource exploitation slider a thing.

Techs that expand planet size.

Ability to divide pops into social classes (preferably set up by the player on race creation), which change throughout the game. Creates a more meaningful and deep political arena and generates interesting stories for each planet. Empire instability becomes more real.
 
Warp could only be a late-game tech or defensive starbases in border systems would become irrelevant (again) and we have the reworked Jump Drive in that area. Punching holes in space-time to create your own wormholes would be pretty sweet though.

Edit: Also, mods.
At least. It's just very odd for me that galactic-wide empire able to harvesting planets and creating Dyson spheres locked up with one (and, be honest, really boring) FTL type.
Mods will not fix this. Devs've removed code, aren't they?
 
All those look really good! Would it be a lot of effort to add the "Build multiple"-option that already exists for building robots to buildings, so that you can lay out your planets more quickly?
 
So the Scaling AI starts as a Ensign and reach Grand Admiral or is the "maximum" lower ?

The maximum is somewhere around Admiral level (it's not the exact same bonuses).
 
Can we please have Imperial mechanics? Feudal Empire is still problematic since released vassals usually have the emperor title for their rulers, not very feudal to have your vassals have the same title. It would be nice for us to be able to name titles for created vassals.

Even letting the heir be recruited as a leader or disinherited would make imperial play so much more interesting than it is.
 
This is good design (maximum transparency), but I'm sad because it makes it extremely clear to me that this game is NOT for me and NOT made in the tradition of CK2 / Victoria / EU.

This is not another sandbox where a single player rolls the dice of the massive systems simulator to see an endogenous, dynamic world develop that is completely unique from any other run at the game (like a traditional Paradox game). This isn't like CK2, which made it so any religion could become the new orthodoxy and crusades/jihads/holy wars were totally dynamic and depended on circumstances. This isn't about the crazy simulation of the world, and it's a different genre of game completely.

Instead, this game aspires to be a "challenging" strategy game, even for people who play single-player. It's for people who want to minmax systems and defeat the AI. It's aiming more for the (single-player!) hardcore Master of Orion 1/2 players than the "let's just see what happens" Crusader Kings players.

Disappointed, but that explains why I roasted this game constantly: it's trying to be something that your traditional Paradox game doesn't try to be. Well, good luck, I guess.
 
This is good design (maximum transparency), but I'm sad because it makes it extremely clear to me that this game is NOT for me and NOT made in the tradition of CK2 / Victoria / EU.

This is not another sandbox where a single player rolls the dice of the massive systems simulator to see an endogenous, dynamic world develop that is completely unique from any other run at the game (like a traditional Paradox game). This isn't like CK2, which made it so any religion could become the new orthodoxy and crusades/jihads/holy wars were totally dynamic and depended on circumstances. This isn't about the crazy simulation of the world, and it's a different genre of game completely.

Instead, this game aspires to be a "challenging" strategy game, even for people who play single-player. It's for people who want to minmax systems and defeat the AI. It's aiming more for the (single-player!) hardcore Master of Orion 1/2 players than the "let's just see what happens" Crusader Kings players.

Disappointed, but that explains why I roasted this game constantly: it's trying to be something that your traditional Paradox game doesn't try to be. Well, good luck, I guess.

If the AI doesn't get bonuses, there will be no 'see what happens'. The same thing will happen: the player will just destroy everything they come into contact with.
 
At least. It's just very odd for me that galactic-wide empire able to harvesting planets and creating Dyson spheres locked up with one (and, be honest, really boring) FTL type.
Mods will not fix this. Devs've removed code, aren't they?
You have access to Jump Drive and can create Gateways