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Stellaris Dev Diary #34 - Clarke Patch

Hello everyone! As you may have noticed, there was no Stellaris development diary this week, because the team has been extremely busy working on the first free patch for the game, which we have named Clarke. Clarke is currently undergoing internal QA testing, and we hope to have a beta version of the patch out for you before the end of the week. Therefore, we decided to do a dev diary after all, detailing some of the fixes, changes and improvements coming in the patch.

Please note that the highlights below are just highlights, NOT exhaustive patch notes!

UI IMPROVEMENTS
A major target area for Clarke was the UI, particularly in regards to sectors and diplomacy. A few highlights:

  • Sectors can now be managed directly from the outliner.
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  • Diplomatic Notifications are now much more detailed.
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  • End of Combat interface has received a major face-lift.
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  • Habitability icons/tooltips now show you more detailed information, including which worlds in a system you can currently colonize.
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AI IMPROVEMENTS
Another major target area for Clarke was to address complaints regarding the AI, particular in sectors to sectors and warfare. A few highlights:
  • Greatly improved sector AI handling of pops, buildings, spaceports and mining stations.
  • Fixes for AI in end game crises.
  • Improvements and fixes to AI handling of its fleets.
  • Less restrictions on what the AI will trade and with who, especially in regards to border access.
  • In multiplayer, empires that are player-controlled will have a 'limited' AI for a period of 10 years if the player drops. The limited AI will not make any drastic changes to the empire, such as changing sectors, disbanding ships, declaring wars, etc, allowing a player to rejoin their empire pretty much as they left it.

We've also added a new option in galaxy setup where you can set the AI's overall aggressiveness.
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EMPIRE BUILDER IMPROVEMENTS
We also took some time to add a pair of highly requested features to the empire builder. Namely, the ability to write a biography for your species and empire, and the ability to customize ruler titles. Ruler titles are customized separately by gender, and will remain even if you change government type, so long as the new government is of the same type as the previous one (so changing from a Monarchy to another Monarchy will not clear your ruler titles, while changing from a Monarchy to a Democracy will).
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BALANCE CHANGES
While balance wasn't our main priority for Clarke, we nonetheless targeted a few major balance issues. A few highlights:
  • War score costs now scale to the size of your target, so you can take more planets from large empires but can't vassalize them in a single war.
  • The ability to stack evasion on Corvettes was nerfed.
  • Strike craft had their range substantially increased.
  • Ethics were rebalanced to make Xenophile/Xenophobe stronger picks, among other changes.
  • It is no longer necessary to control planets to demand them in war, but controlling planets that are set as wargoals are now worth more warscore.
  • Technology cost is now increased both by number of planets owned and size of population, instead of just population. Accordingly, the tech increase cost from population was lowered.

BUG FIXES
In addition to all this, Clarke naturally also includes dozens of fixes for bugs large and small. A few highlights:
  • Military Station maintenance is now correctly calculated (was far too high previously).
  • Numerous fixes to events, including fixing up the Old Gods event chain.
  • Fixed 'ghost' trade deal entries and trade deals silently failing when you traded above a certain percentage of your resource stockpiles.
  • Democracies that don't allow slavery will no longer get the Slaver mandate.
  • Difficulty settings are now available in multiplayer setup.

With Clarke almost finished, we're now switching over fully to working on the Asimov patch, as outlined in last week's dev diary. Where Clarke was mainly a fix and UI improvement patch, Asimov will target the midgame with new diplomatic features and event chains. More details about Asimov will be released in development diaries over the next few weeks, but if you have any questions about the Clarke patch, feel free to ask and I will do my best to answer.
 
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I just want the people at Paradox to know that I am very happy that all the options for songs and music mods are now in Stellaris, like in EUIV.

Now I can finally have sets of music for war and peace, species, governments etc. which will immensely improve my immersion into the game. :)

I already have music prepared for this (matching Waldetofts sound in style) and need only to update the song list files of my music mod.
I am currently planning a second playlist of orchestral music for a human monarchy realm that will claim the galaxy for the crown.
 
I just want the people at Paradox to know that I am very happy that all the options for songs and music mods are now in Stellaris, like in EUIV.

Now I can finally have sets of music for war and peace, species, governments etc. which will immensely improve my immersion into the game. :)

I already have music prepared for this (matching Waldetofts sound in style) and need only to update the song list files of my music mod.
I am currently planning a second playlist of orchestral music for a human monarchy realm that will claim the galaxy for the crown.
Wouldn't you mind putting it up on steam workshop for the rest of us so that everyone, who might like to play with such a change, could experience it through your pack? :p
 
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Wouldn't you mind putting it up on steam workshop for the rest of us so that everyone, who might like to play with such a change, could experience it through your pack? :p
No, because it's copyrighted music.

I encourage everyone to create his/her personal music mod with one's favorite music. It is very easy, as it is based on EUIV music modding so you can look up how it is done for EUIV, then look at the files of the Stellaris core game and do it yourself.

This thread I created before Stellaris was released should give you some ideas for music:
https://forum.paradoxplaza.com/forum/index.php?threads/music-of-deep-space.910864/
 
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Love it but I could use an old timer handicap. Regarding the partial graying out of displays to find planets to colonize. Please stick to colors so I can see them. Light yellow or light green , instead of grayed out sections. Even Orange would be good.

Doing a good job guys, this vet appreciates your efforts. Gives me something else to think about. Now with Hearts of Iron 4 I am gonna be torn. But in a good way.
 
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Love it but I could use an old timer handicap. Regarding the partial graying out of displays to find planets to colonize. Please stick to colors so I can see them. Light yellow or light green , instead of grayed out sections. Even Orange would be good.

Doing a good job guys, this vet appreciates your efforts. Gives me something else to think about. Now with Hearts of Iron 4 I am gonna be torn. But in a good way.

Surveyed planets usually show colors. Are you talking about a different gray scale?
 
Hey I like what you did for the heirs having your dynasty name for autocracy, but is it possible to add a option to name your heirs like in ck2. Also, is it possible for the heir to be of the same ethnicity as the ruler for an autocracy? I mean democracy and all other forms of governments is fine and it works great but it kills immersion if your playing as an empire.
 
Surveyed planets usually show colors. Are you talking about a different gray scale?

I think he means how the colonizable planet marker is half green/yellow/red and half grey until you survey the planet(s) and any anomalies you find. I found it a bit strange myself until I figured out what was going on.
 
Are we ever going to have the option to get more specific with the financial aspect of the sectors? As in being able to change the "tax rate" to more than 75% or being able to tax energy and minerals separately? It would also be nice if we could withdraw minerals and energy credits from sectors in the same way that we can deposit them. Later in the game, most of my sectors have thousands of minerals and energy credits stored, and I can't access those resources to be used for the glory of the empire.
 
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the system of sectors management is really badly thought.
  • Firstly, there is the management. I found myself with a planet of 8 box which 7 were dedicate to food and the latest for research ... This is evidently an example, I might quoted else.
  • We should be able to let the management of the planets to sectors with the possibility to correct or add something according envy. example: a building for the improvement of armies on a planet near the borders could be useful. There, they are almost independent empires.
  • Then there is the system of capital buildings . I think that it should be rethought. this building and its evolution with the addition of the sector capital building. they should influence more "change of Ethics" and "the distance from empire / sectors capital. it would allow more coherence in creating sectors.
edit: can't change empire capital place is boring... many things to do to have a real good game.
 
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The Fall of the Empire of Man


Late in the season, the Empire has expanded across approximately one third of the Galaxy. It has maxed out Energy storage at 4500 and Mineral storage at 20k. Three hundred or so Energy comes in along with 900 or so Mineral in excess of its needs.

The Empire is protected by a fleet of 1000 ships and is now rated as ‘equivalent’ in technology, Naval Capacity, and fleet power to the Stagnant Ascendancy empires that mark the Northern and Southern far borders of the Empire.

This majestic Empire is spread across possibly as many as a hundred planets (or at least a larger number than the Emperor wanted to count) and exists in peace with its border nations. None dared oppose them and the Empire felt no need to impose its will upon others.


And then the Clarkening struck.

Across the many Sectors of the Empire, administrators discovered new freedom of action and chose to ignore the betterment of the Empire. For they had discovered…Spaceports…and that they could build upon them.

No longer would the Spaceports of the Empire house only those improvements that the Emperor deemed necessary. No, now high maintenance modules of no worth (such as food production) would be built and the Spaceports maxed on each of these.

Over the span of mere minutes the Emperor watched as Energy dropped to negative 200 and Mineral to a like number as ‘Construction Completed’ messages scrolled across his control display.

Though the Empire had existed for over twenty hours, it fell to bankruptcy within twenty minutes.
 
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really no idea....
through my Sectors do the same to Spaceports and Modules they never run out of Energy...clearly you would have more without al the Modules but its still surplus.
For the Moment + 356 in a 600 Star Galaxy lategame with 2 Sectors a 23 and 25 Planets and 4 Core Worlds and a Fleet of 42k and the Fortress II Mod that allows Fortress of 10k Power (and around 25 Energy Maintenance each) and 6 such Fortresses in Crosssystems.
Sectors set to Mineral Focus and 50% Tax so much more would be possible.
The only thing is i often overwrite Spaceports Modules that Sectors have build with own choices..like Marine Academys or DD Shipyards for Starbase Defense or Observation Modules....till now Sectors never overwritten a Spaceport Module that i have build, always only into empty Moduleslots.
 
That's a shame because playing on the 1000-star galaxy still has major preformance problems late game:

- The game freezes for a second every 5 ot 6 seconds
- Performance seems to be as bad as pre-1.0.3 if you have any of your own units selected. When no units (or neutral/enemy units) are selected, it's fairly smooth, other than the previous point.

Don't get me wrong, it is much better than 1.0.2 ever was, but it's still no fun once all those empires and fleets get going.

I am playing the game on an embarrassingly powerful computer so I'm certain it's not my hardware that's at fault.

I'm having those issues too... The freeze every 5 or 6 seconds, after downloading clarke