Stellaris Dev Diary #179 - 4th Anniversary & 2.7 'Wells' Update

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* Weak pops are now more likely to embrace pacifist ethics.
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Liking the looks of all those fixes - keep them coming, here's to many more fixes and years of Stellaris!

.. On a separate note: excellent move to have the modding documentation in a separate spoilered section of the patchnotes post. Makes it easier to find at a glance.
 
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Oh nice I like the VFX/SFX updates. I hope we get more of that in the future. Thanks for four fun years of a really cool game. It’s had its ups and downs (I think it’s as good as it’s ever been atm), but I’ve always enjoyed my time playing.
 

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With the reduced pop growth modifiers it seems base pop growth became even more important. Which means more planets became even better as well as colonize,resettle, recolonize and robots.

Any plans to rework pop growth to be less dependant on more planets if the existing ones provide enough housing/jobs/amenities?

Giving the option to disable xeno compability is okayish, but fixing the underlying issue of a annoying to read and navigate species overview would have been better. Along with a change to genemodding. Either rework genemodding altogether (honestly I think it really needs it) or reduce/remove the genemodding base cost. You shouldn't have to spent so much research if you just genemod a handful of even just 1 pop.
 
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* Brought the way pops ethics chances are displayed and the way they are calculated when chosen in sync.
* Ensure modifiers were properly calculated before calculating Ethics attraction when creating original pops in empires.

So is this confirmation that the UI was showing incorrect values in the faction screen for expected ethics distribution? If this was the case this explains a lot of the confusion that many of the players, myself included, have had over pop ethics shifting. Thanks for continuing to work on this, looking forward to the patch.
 
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Any update/fix on the bug with reinforcing fleets? Checked the notes and tried searching for key words but didn't see anything.

Right now this has got to be one of my personal biggest aggravations with the game, having to constantly move ships to a new fleet or reload a save to fix the issue.

Bug is getting shipyards showing ghosted ships in build and fleets thinking they're empty/full.
 
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Oh its great to hear about new stuff! Below is some feedback from my point of view.

The Galactic Community will occasionally send strongly worded letters to empires that are in Breach of Galactic Law, giving them an opportunity to make all adjustments necessary with a single bureaucratic stroke.

Very nice. Now imagine we had the ability to write our own letters back. In multiplayer, that would add some hilarious moments!

Praise be! A new set of resolutions have been added to the Galactic Community that uphold the Divinity of Life. We expect the righteous empires of the Community to support this cause.

I'm very happy about that. Spiritualist and Authoritarian Resolutions were missing, so this is a nice addition. Maybe some Authoritarian and/or Xenophobe resolutions could be added next? (incoming big discussion about xenophobe resolutions make sense or not) In my opinion they do, as Xenophobes would want to make their species the primary species of the galaxy. Maybe something like forced immigration of your own species to other empires, but no migration of other species into your empire? And as resolutions get more strict, force empires to enslave non-starting species pops?
Added Expanded Breeding Program edict, that is unlocked by the Gene Crops tech

Encourage Planetary Growth decision has been removed from the game

This is great news. This decision was no decision, just tedious micromanagement.

However, I presume the decision for luxury goods is still in the game? Could this decision get a similar treatment?

Also I see no changes to the dreaded Crime Lord deal. Ever since 2.2, Crime lord deal has been abused by setting crime to 10% by unemploying the enforcer, making the deal, then re-employing the enforcer to go down to 0 crime and enjoy +10 stability for the small price of 25 influence, indefinately. I don't want to believe that this is intended. Crime lord deal with 0 criminals makes no sense and should not be an effective +10 stability.
Greater than Ourselves now moves pops more regularly and more often.

Its good to see you guys listened to our feedback about this. We will have to see if its more useful now. But the issue remains. The vast majority of players don't agree with locking such an important QOL feature behind the galactic community. I hope the whole pop migration and resettlement to new planets and jobs becomes automated at one point so players are not stuck in resettlement simulater in the lategame as most of their planets fill up with pops and are fully developed. It really takes out the fun of the game.

Gestalt Crystal Mining, Gas Extracting, and Mote Harvesting drones are now classified as miners like their non-gestalt counterparts. (This does not alter drones working in synthetic special resource production jobs).

What exactly does that mean? What traits/bonuses apply to them now? Are they considered menial drones?

Also on this topic: About the Planetary Prospecting Tradition finisher.

Planetary prospecting costs influence and 500 energy and the return is usually +1 optional district for minerals/food/energy and extremely rarely does it add 1 planetary feature for gas, motes, chrystal mines. This tradition finisher is near useless. Since you specailize your planets, you have a 33% chance to get +1 possible district to the district you specialize in. And no, its not MAXIMUM district, its just +1 district you can build (don't compare to Mastery of Nature). As soon as you unlock Hive worlds, this +1 possible district is useless since you can build unlimited districts anyway.

I propose the following buff: Greatly increase the chance to find rare planetary features for motes/chrystals,gas mining. Increase the potential amount of districts to +3 instead of 1, adding a total of 9 miner/farmer/tech drone jobs. This makes the 500 Energy and 25 influence investment justified.

Increased the height of the portrait window in the planet view for the governor so that it does not get cut off.

Finally. The giant Plantoid Portrait was cut-off and it wasn't nice to look at.
Display modifiers to Naval Capacity are now grouped, so that we don't get 200 anchorages with +4.

Great!

AI will always use the best available template when modifying a species (to avoid creating hundreds of species with just a few pops each).

Great!
Added a galaxy generation option to completely disable Xeno Compatibility.

OH YES!
Prosperous Unification will now give exactly 4 extra start pops in exactly every case.

Balance is great!
Factions now need at least 5 pops to have their ethos before they can be spawned.

This makes sense. Seems like a good change.

Also I would like to remind you guys about fixing the crisis AI. I already posted about it in the last Dev Diary so I don't want to repeat it every time.

Teach the crisis how to expand properly, not send construction ships around and waste decades doing so. The crisis needs to expand at a reasonable pace, even as it conquers more and more territory. Right now it slows down to a crawl and is completely unable to ever conquer the entire galaxy because of how slow it expands.

Fix this and the Crisis will actually be a crisis, not just a big spot on the map that consumes 50 or so systems and then stops.
 
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Any update/fix on the bug with reinforcing fleets? Checked the notes and tried searching for key words but didn't see anything.

Right now this has got to be one of my personal biggest aggravations with the game, having to constantly move ships to a new fleet or reload a save to fix the issue.

Bug is getting shipyards showing ghosted ships in build and fleets thinking they're empty/full.

To be fair, I've had similar issues to that for ages. I usually just split the fleet up, leaving 1 ship in the old fleet name, merge the rest into a new fleet and then disband the old single remaining ship, creating a corvette for the purpose if need be.

Yeah, nowhere near ideal, but its a quick (ish) work around. The bug is linked with the individual fleet, hence leaving 1 ship in it to then disband it.

I think its something to do with the shipyards changing (i.e. new ones being built or existing ones being removed from stations) whilst you're reinforcing the fleet, it's a weird one, that's for sure.
 
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barny

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* Clicking on a topbar resource selects it when opening the market view.
* Display modifiers to Naval Capacity are now grouped, so that we don't get 200 anchorages with +4.

Small changes, but very much appreciated ones.
 

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To be fair, I've had similar issues to that for ages. I usually just split the fleet up, leaving 1 ship in the old fleet name, merge the rest into a new fleet and then disband the old single remaining ship, creating a corvette for the purpose if need be.

Yeah, nowhere near ideal, but its a quick (ish) work around. The bug is linked with the individual fleet, hence leaving 1 ship in it to then disband it.

I think its something to do with the shipyards changing (i.e. new ones being built or existing ones being removed from stations) whilst you're reinforcing the fleet, it's a weird one, that's for sure.
Yeah I have been transferring ships to new fleets, then deleting the old fleet but it's such a huge pain, especially if you're in a multiplayer war and you've not lost use of reinforce fleet until you can go and fiddle with it all.

Not an issue I ever encountered until Federations and I can't even say I know how to reproduce it. I just know that for some reason, sometimes I will not longer be able to reinforce a fleets due to "ghost ships" being stuck in the build queue an not able to be cleared.

Also bonus bug of you can't reinforce a fleet if you don't upgrade ships (sometimes) because the game doesn't detect that the fleet are the required ships any more. It will instead rebuild the whole fleet.
 
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It's nice you guys are taking another look at space creatures. However, I can't help but feel like you guys need to turn up the conflict they cause versus normal empires. This is important because right now the game encourages players to essentially skip military spending during the exploratory/expansion part of the game and tech-rush instead.

For example, why do mining drones now only spread into unclaimed systems? As long as you are hostile to them, they should be perfectly willing to jump into an empire's space and take it for their own. Aomebas are the same way. They patrol around, but as soon as you put up a station, they stop going to that system.

Finally there is the issue of Leviathans, which sadly didn't seem to get any attention this patch. They just seem way too static which I think ruins them to an extent. They're supposed to be this big bad early/mid game challenge for the player. However because they mostly just sit in one system the player just ignores them until they have an overwhelming fleet strength. Then they blow them away without any trouble. It would be nice if the mobile ones would actually patrol around to different systems rather than just holing up and waiting to die. It would make them a much greater menace in the galaxy and force empires to want to deal with them ASAP.

Basically what I'm saying is do more to encourage the player to build up an early game fleet and deal with these space creatures. Don't encourage them to sit back until they have overwhelming fleet strength because it's bad for the game and makes those threats feel inconsequential.
 
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It's not possible to limit somewhat the AI habitat spawn with the new patch? With my computer late game always lags and war it not even fun when the AI has like five habitats for system.
The reason for habitat spam is due to the starbase upgrade bug - the AI can't figure out how to upgrade their starbases, ends up with no naval capacity, and then has nothing to spend their alloys on other than habitats.

The starbase upgrade bug looks unfixed, but the new habitat system may shake up (or make worse) the habitat proliferation.
 
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YokoZar

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Sep 25, 2018
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Giving the option to disable xeno compability is okayish, but fixing the underlying issue of a annoying to read and navigate species overview would have been better.
It will be a lot less annoying when the AI doesn't spam dozens of subspecies types, which looks to be fixed.
 
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