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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.

1616066569235.png

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.

1616066605514.png

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.

1616066627081.png

Abducting aliens is no longer a risk-free undertaking.

1616066643790.png

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.

---------

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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2 Weeks too early, guys.
 
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That’s all for this week folks!
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.
 
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Big question: How will the pop changes impact tech pacing and snowballing? In the current version, we have to set the endgame year to 2300 or 2325 and the victory year to 2400 in order to get proper pacing where you don't spend 100 extra years researching boring repeatables and just ballooning endlessly and slowing the game to a crawl. With that in mind, what would be good endgame and victory years in the new patch?
 
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Holy moly, those Outliner changes! Beautiful. o_O
 
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Here_we_go_again.gif
Ahaha great stuff as always
 
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This all looks amazing, I can't wait. Funnily enough, the thing I am most excited for is the Outliner update. Being able to sort planets is AMAZING and I have wanted it for so long that I'm over the moon about it being an actual thing.

Also really looking forward to trying out the first contact stuff.
 
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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.

View attachment 694377
Relative Encryption tooltip. In this example, our Codebreaking is lower than their Encryption and their Codebreaking is higher than our Encryption.

View attachment 694378
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.

View attachment 694379
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.

View attachment 694380
Abducting aliens is no longer a risk-free undertaking.

View attachment 694381
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.

View attachment 694382
Planets will be reordered within the sector listing or planet listing, depending on which option is active.

View attachment 694383
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 very German, order.

---------

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

Looks nice. BUT I BEG YOU, allow us to "ban" certain building/district sector by sector through the automated ai. I BEG YOU. Like even now it s pretty decent, and with nemesis + banning building it s almost guaranted to satisfy everyone.

Might make machine strong tho...
 
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Very excited to play this. I really hope that sector and planetary automation have been improved, it will make taking a run at being a galaxy spanning crisis much less of a headache.
 
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Bold claim to equal your update to the complete Travel, Map and Combat overhaul done by Wiz in 2.0

Also if the Espionage system is anywhere near the Senate in terms of game design philosophy, it's probably just as much of a dumpsterfire. I wonder, will I be able to spend a month or two worth of minerals to simply buy out a 100% spy network in another empire because the AI doesn't know how to work with it? :p

Snark and realism aside,
looking forward to the pop growth and industry changes. Don't see how you could screw up that part into becoming worse.
 
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Big question: How will the pop changes impact tech pacing and snowballing? In the current version, we have to set the endgame year to 2300 or 2325 and the victory year to 2400 in order to get proper pacing where you don't spend 100 extra years researching boring repeatables and just ballooning endlessly and slowing the game to a crawl. With that in mind, what would be good endgame and victory years in the new patch?
I usualy set tech and tradition costs to x1,25 or x1,5. I like slow paced games and the fact that decisions about resaerch and traditions become way more important and impactful.
 
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Upon completion, Operations will now almost always cause a significant hit to Infiltration to represent lost contacts and heightened security.
Question: In the picture
we see that if the defending empire would spy on the actual attacker, there would be a significant infiltration level increase. So if you're good in espionage, you won't loose any network strenght but get some?
 
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Spaceception

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Jan 25, 2018
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This looks great! I like the outliner qol changes so far, I hope there are more to come this year. I'm really looking forward to first contact as part of the new mechanics.
 
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