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

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nikkythegreat

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I thought there was a growth rework for this patch. So that it would no longer be by per planet basis.
 
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Ridixo

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Good to have this patch, happy anniversary to the game and thanks for their work to the Paradox personnel :D

But any new about this?:
It's a fairly simple bug, but it kills the Origin :(
 
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Bane97

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The new Envoy modding things are really great
just num_envoys was not enough :p
 
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GeorgieBest

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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.

You don't need to do this. Go onto the fleet in question, click transfer ships, click transfer all so they all move to a new fleet. Now go to the fleet manager and you will see the old "bugged" fleet is there with zero ships and you can disband it from there.
 
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totesnotrobots

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* Encourage Planetary Growth decision has been removed from the game

Such a little change yet saves so much carpal tunnel. Patch looks really good, thanks.

Really hoping deysyncs are gone though >.<
 
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NHunter_rus

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Updated AI economic plans to support subplans, also made it so that if the AI finishes a plan early it can take a plan ahead of time.

Does it mean that mods that add resources don't need to completely overwrite base economic plans and only need to insert goals for whatever resources they add? If so, that's awesome!
 

Guraan

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Even if the AI Cheating on Grand Admiral
lol i hate to break it to you, AI cheats regardless difficulty lvl O;P game AI in general cheats, this is how you can make them work without a quantum computer, but if it feels unbalanced pls just file a bug report of it O;D
 
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Sinful Monsoon

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Well, guys, maybe you are not ideal (no one is), but here you made a great job!

Can't wait to see that patch living.
 

Pyzayt

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I'm slightly concerned there's no mention of fixing AI attitude weighting. It's very obvious with Fallen Empires, but I'm fairly sure it happens with all of them. Just load up a game with the Blorg Commonality and watch them all be patronising - but become furiously angry when you load up as a Democratic Crusaders empire!
 

A2ch0n

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Happy anniversary to the dev team and thank you for your continious awesome work!

Question: Will we see a new anniversary portrait set? That would be really cool (especially with the blue alien portrait from the federations trailer) :).
 
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SeekingEtermity

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I really like the idea of locking many edicts behind traditions (rather than ethics), but please do a quality pass on the traditions themselves too! So many of them are just... terrible. If it weren't for the ascension perk I don't know that I'd ever bother with Domination, for example; the bonuses it gives are utterly trivial except for its finisher, and by then I have Will to Power anyhow and it's 5x as good.

Also, the claim that we can "customize our empires" using traditions is just... wrong. Everybody gets the same ones, aside from a few swaps. There's not even that much variation in what order you get them. Perks, yes, those make for some customization (not a LOT, given the enormous quality differences and relative dearth of good options, but at least some) but traditions are basically nothing but a weird extra tech tree, that - just like the real techs - is mostly the same for everybody, there's not that much change in the order you take things, and everybody gets them all unless they actively try not to.

The changes to pop growth are interesting. Removing "Encourage Growth" is indirectly a buff to lithoids (whose growth is penalized far worse than it seems at first) and hives (which could barely even stay in the running with robot-using human players even before anybody ascended, pretty sad considering growth is supposed to be their Main Thing). I don't like the food policy becoming an edict, especially given the restrictive limit on how many can be run, but I'll try it. In the end, though, you need to actually FIX pop growth; right now it depends entirely too much on the number of planets you have, and scarcely at all on other factors. Also, you know you could have fixed Encourage Growth (and Distribute Luxuries) really easily by just making them removable permanent modifiers that alter pop upkeep, right? That would even have the benefit of making their costs scale properly. Add 0.333 to each pop's food (or mineral) upkeep if you want it balanced so that 25 pops require 1000 food every 10 years. Boom, no micro, and the costs make sense!

Speaking of removable planet modifiers, PLEASE do something about the StabilityCrime Lords; they're just stupidly beneficial right now to the point where getting a Corrupt governor is actually kind of nice because it makes enacting the deal easy. The AI doesn't know how to use the deal and players are stuck with a "decision" that is basically a bunch of annoying clicks on each planet for a permanent +6% resources and trade value vs. not abusing the obvious cheese mechanic.

Stellaris: Resettlement Simulator was the worst free expansion content ever. "Greater Than Ourselves" is an almost offensive response: "Yes, we know there's a massively obnoxious QoL problem that doesn't even make sense in-game, and we're going to give you a tool to deal with it but we're going to make it a total pain to get and not let you use it at all if you're genocidal"?!? That's just freaking rude, man!

Please rebalance space research deposits. Minerals and (to a slightly lesser extent) energy from mining stations remain relevant portions of your income well into the game. Research Stations drop to less than 10% of your research income by 2220 and to less than 1% by 2300, yet there's still 5 techs and a tradition that are supposed to make us feel like they matter. It's been that way since 2.2. When you changed it from "each planet might produce up to about 100 minerals max but probably closer to 30 on average" to "any half-decent mining world will give at least 50 mineral income and a great one might break 400", you also went and increased the size of space mineral deposits. When you changed it from "each planet might produce up to about 100 research but probably closer to 30 on average" to "any half-decent tech world will produce 600 research and a great one will break 3000"... you didn't change a single thing on research station income. A single researcher pop can plausibly produce as much research as Pantagruel these days! One fully upgraded research lab will put an entire empire's worth of research stations to shame! I don't know why you bother even having research stations in the game right now.

Vaguely related to the above: Please rebalance the special project prices and the research rewards from events (anomalies, projects, whatever). First Contact takes almost no time at all now, especially after the first 20 years. 150 stored research as a reward is about as useful as, well, sometimes it's a whole day's worth of science income. Seriously, there are still so many things that were set up pre-2.2 and haven't been adjusted. The Dessanu aren't the only one, and they aren't even nearly as in-year-face about it!
 
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Pale Blue

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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.


Moving and attacking leviathan's would be annoying. Just look at the wraith. There just exist two extremes. Either you have a fleet strong enough to kill it or you don't and watch helpless how it destroys all your stations that you spent influence and alloys to build. Neither is fun, but the latter is absolutely anti fun.
 
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HugsAndSnuggles

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Okay, will see how new growth changes balance on 12th. All hail our old machine overlords and all that.

* Encourage Planetary Growth decision has been removed from the game
Good riddance.
* Food Policies removed from game, and Nutritional Plenitude has been changed into an Edict, now unlocked by the Gene Crops tech
Booo... I want my rationing! :mad:
* Nerfed the randiness induced by event-spawned mushroom spores so that the planet no longer turns into a pop factory.
Aww... :(
* Added some help for the AI to not die as badly when Doomsday happens.
You mean it will die a lot better now? :D
* Wenkwort Artem is no longer a viable candidate for the Ecumenopolis project if you accept custodianship of its (unpaved) paradise.
As in it's disabled or still an option, which will spawn hostile fleets/armies? Because, former is just a lazy band-aid.
* Hive Minds will now treat hive-minded pops that aren't of their species as full members of the hive, meaning that they must be given full citizenship and can no longer be enslaved or purged.
Lame.
* Display modifiers to Naval Capacity are now grouped, so that we don't get 200 anchorages with +4.
Finally! It's only been a year or so :D
* Updated AI economic plans to support subplans, also made it so that if the AI finishes a plan early it can take a plan ahead of time.
Good, now alter plans based on difficuilty levels: unlike resources, AI won't be able to breed pops faster, keeping itself back because of it
* Enclave and Marauder species now have habitat habitability preferences.
But still not ringworld pops, huh?
* Rudimentary Robots are now spawned only when the planet finishes colonisation, solving a number of UI and gameplay issues caused by having pops on the planet during the colonisation process.
Better yet: make them properly-modable - especially, since gestalts can't get rid of them.
* You will no longer get rewarded for defeating the Prethoryn if you merely crush the vanguard but the main force is yet to arrive.
Does that mean that defeating vanguard no longer prematurely ends crisis?
* Galactic Focuses relating to the War in Heaven will now all only last for as long as the War in Heaven lasts
You know, making related resolutions wording clearer would help a lot. Currently, you have no idea that by denouncing a single AE, you add focus to fight for opposing AE, instead of against denounced AE, thus making neutrals and League in breach of Law.
* Fixed various irregularities that could happen if you started the Zroni precursor chain later in the game: The arc sites are now spawned closer, in systems that you are more likely to be able to access, and definitely not next to a fallen empire.
Now fix the stupidity of habitable planets-only spawns and it'll be great.
* Variants of a country's founder species should now be allowed to have different rights.
Including gestalts? Finally. Now add those rights to founder species themselves.
* Ships start in orbit around the starbase (for real, this time).
Great, but does this mean that we'll still have to micromanage fleets in order for them to be in orbit around starbase, or not?
* The Galactic Focus to resolve the War in Heaven is now resolved if one of the combatants defeats the other.
Only one? Last I checked, it was a three-sided thing.
* It is now possible to remove the last shipyard from star bases.
Good, but what about all the other shipyards? Currently, all of them have to be deleted, since replacing does nothing (except wasted alloys and time).
* The Enigmatic Fortress will no longer spawn on choke points.
Aww... :(
* Fixed Prikki Ti, Nomads, Machine Uprisings and Awoken Robots sometimes not establishing communications.
But Prikki-Ti shouldn't do it by design? There's a communication for purifiers along the lines of "I see that you made tech to understand xenos. We didn't.", after all.
* Adding some invasion weight to non edible pops for swarm AI so it just do not ignore planets with just robots.
But they are all edible? For a while now?
* The pool of candidates for oligarchic elections is selected correctly.
What, no more one-person elections aster ascension? :D
 
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MGSteve

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You don't need to do this. Go onto the fleet in question, click transfer ships, click transfer all so they all move to a new fleet. Now go to the fleet manager and you will see the old "bugged" fleet is there with zero ships and you can disband it from there.
Ah, nice one - I'll give that a try next time.
 

MGSteve

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Ahem
[IMAGE SHOWING NECRONS]
The ascended because they were weak
They were militarists long before their ascention... then again, every faction in 40K is militarist so...

The question here is whether weak species should be more likely to be pacifist.
Not whether weak species should be more likely to synth-ascend. Not if weak species should be unable to be militarist at all.
In fact, the case of Necrons could be the exception that confirms the rule, as most successful species in W40K aren't weak.
But anyway, their weakness isn't exactly what motived the Necrons to become militaristic. It's essentially because superior beings messed with them, and in fact they weren't just weak, they were obsessed with death, to an extent that goes far beyond the normal consequences of possessing relatively shorter lifespans. It was motivated by hate and jealousy. The Necrons were [Stellaris] xenophobes and militaristic, but not because they were weak. Their lore says that they could easily have gone extinct if not for the unique events that made their survival possible. They are a result of extremely unlikely events.
Nothing prevents a weak species to be xenophobe/militaristic in Stellaris, it's just less likely, and it does make sense that species less suited for combat would try to avoid it.
 
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