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Stellaris Dev Diary #37 - Asimov Patch, part 2

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Hello everyone and welcome to another Stellaris development diary. Today we will once again be talking about the Asimov 1.2 patch, that is planned to be released before the end of June. Last week's dev diary covered most of the diplomatic changes, here we'll be covering a variety of other changes and additions, though it will by no means be an exhaustive list. Full patch notes will be posted at some point before the patch is made available to the public, and include a large number of balance changes, bug fixes and UI improvements.

Better Looking Battles
One thing we were not quite happy with in the release of Stellaris is the way battles look - when small numbers of ships are engaged, it generally looks fine, but large fleet battles turn into disorganized heaps of ships, or 'beeswarms' as they have been described by players. A number of mods (such as the Beautiful Battles mod) emerged quickly to tweak this part of the game, and we've been looking at them for inspiration on how to improve the battle visuals. We plan to look more in detail at ship roles and fleet engagements in the future, but for Asimov we've made the following changes:
- The range of all weapons have been increased, so that fleets will engage at longer ranges and spend more time advancing at each other before close-up engagements happen.
- Combat computers were changed from Aggressive and Defensive into Swarm and Bombardment computers, to better describe their roles. Ships with Swarm computers will move in closely and engage, similar to old combat behaviour, and have bonuses to damage, speed and evasion. Ships with Bombardment computers will advance into weapons range and then slowly drift towards the enemy until they have range with all of their weapons, and have bonuses to accuracy, fire speed and weapons range.
- The default combat behaviour of ships was changed from that of orbiting 'swarm' mode into one where they make passes at the enemy and attempt to engage with 'broadsides', which should help make large battles look like less of an angry beeswarm unless all ships involved are using aggressive computers.
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Map Modes
A highly requested feature ever since release has been the addition of more map modes, so that players can more easily keep track of things such as who their allies are, which empires they are at war with, or who has a positive attitude towards them. For Asimov, we've added a map modes feature with fully scriptable map modes that let modders at their own map modes, with three new map modes coming as part of the patch:
- Diplomatic Map Mode: Shows diplomatic relations with other Empires, such as whether you are at war, are allies with them, or are blocked from entering their borders.
- Opinion Map Mode: Shows their opinion of you.
- Attitude Map Mode: Shows the AI's attitude towards you.
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Nomad Fleets
Another feature that we decided to expand on for Asimov is Space Nomads. A rather rare encounter in the base game, all they do is share contacts with other empires, and we felt they're an interesting concept that can be used in far better ways. Nomads are now a roaming fleet that can enter the galaxy sometime during the course of the game, and will then plot a course through the galaxy, visiting a variety of locations before they leave it again for destinations unknown. If they pass through your space on the way, they may interact with you in a variety of ways, such as offering to sell you some ships, or requesting permission to settle some of their people within your borders.
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Slave Factions
As you likely know if you've been reading these forums, slaves were not intended to be as docile as they were in the release of the game, but rather we had to cut slave revolts for lack of time because slaves were completely unmanageable and threatened to make the feature entirely useless. For Asimov, we've reworked the Slaves faction into a pair of factions called the Docile and Malcontent Slave Factions. As the names imply, Docile Slaves are slaves that are relatively content with their lot in life, and will at most demand that regulations are placed on the worst excesses suffered by slaves, while Malcontent Slaves are far more riotous and will demand their freedom. There is also an Aboltionist factions that can be joined by free pops who are sympathetic to the plights of the slaves.

New Wargoals
Something that has been frequently requested is more variety in the wargoals you can use on others, so that war can happen for other reasons than simply to transfer territory. This is an area we'll be looking at fleshing out long-term, but for Asimov we've added at least a few new wargoals to spice things up:
- Make Tributary: You can now take tributaries in war. Tributaries is a type of subject that pays 20% of their Energy and Mineral income to their overlord, but do not join their overlord's wars and are free to declare their own wars and colonize planets.
- Abandon Planet: If you have Purge policies allowed, you can force an enemy to abandon a planet, killing all pops on that planet in the process.
- Humiliate: You can humiliate enemy empires, making them suffer a negative modifier and giving you a chunk of influence.
- Open Borders: Forces the other Empire to open their borders towards you for 10 years.
- Stop Atrocity: Forces the other Empire to ban slavery and purging.

Diplomatic Incidents
A big part of the aim with the Asimov patch is to make the diplomatic game more interesting, and have more interaction between neighbouring empires. Diplomatic Incidents is a series of events that can occur between empires which shake up relations, usually related to the actions of one empire towards the others. An example is that an empire might suspect that a foreign science ship surveying inside their borders is there to spy on them, and will demand humiliating assurances from the owning empire that their secrets are safe, or else close their borders to the 'transgressor'.

That's it for today! Next week will be the last development diary before we all disappear on vacation, and will talk about what the future holds for Stellaris.
 
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[...]
- Make Tributary: You can now take tributaries in war. Tributaries is a type of subject that pays 20% of their Energy and Mineral income to their overlord, but do not join their overlord's wars and are free to declare their own wars and colonize planets.
[...]

Some questions about the tributary condition:
  1. For the victory condition, is a tributary considered as independant? Can you win with tributaries under you?
  2. If they are free to declare wars, can they have vassals or tributaries?
  3. If one of yours tributaries are attacked, do you must help? Or can you if you want to intervene?
 
Making a space battle is nice but at the end of the day it get's you nothing. What about actually balancing the weapons? No one picks missles because PD's are OP. The bugs in the end game crises are a joke because they use "fighters" and missles and my stack 25% their size with PD's kill them all off.

So please balance ship types and ship weapons so all weapon types have a use.
 
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Two thoughts:

1. It should be possible to make a tributary hand over a strategic resource.

2. The fact that you need to be a purger to kick people off of planets is odd. At some point, I'd like to see some kind of refugee system that allows displaced pops to survive.
 
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sounds really good, I'm especdially excited for mapmodes. under the suplied mapmodes I unfortunatly don't see an alliance/federation mapmode(or it's part of the diplomatic mapmode), but the mention that mapmodes are easily moddable there'll probably be lots of good mapmodes available soon(I can't mod myself, but I'm looking forward to the mapmodes others will come up with)

one question about the combat computers btw: is it no feasible to use fleets with mixed computers? i.e. corvettes with the swarm computer, and battleships+long-ranged ships(destroyers with tachyons) with bombard computer in the same fleet, so the long-range ship stay back while the corvettes keep the enemy occupied to prevent them from rushing towards the longrange-ships?

so far I've been avoiding mixing combatcomputers, since I heard they don't work together well, but if they can work together like that I'm definatly going to mix.

also, about the bombard computers: those ships are supposed to stay at the range of their shortest range weapon, right? how does that work in combination with point defense? do I have to keep my longrange designs free of PD to make it work well, or is PD disregarded?
 
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In screenshot #2, what does it mean when some fleet icons are oriented vertically, and some horizontally? Also, does the star and chevrons mean an admiral is present in the fleet?
 
Do map modes only show your status, or can you use to see the status of other nations, like in EUIV and CK2?
 
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Some questions about the tributary condition:
  1. For the victory condition, is a tributary considered as independant? Can you win with tributaries under you?
  2. If they are free to declare wars, can they have vassals or tributaries?
  3. If one of yours tributaries are attacked, do you must help? Or can you if you want to intervene?
3. They are just paying you. No further obligation, not for them nor for you
 
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About access:
-will parties in a war all have the same access (a la EU4), right now its kinda broken where its easy to hide fleets in systems the other does not have access to.
-will I as a pacifist be able to set a policy that does not allow military access to states that are at war (unless explicitly given). I don't the risk that my people have to watch space battles from their paradise homes. Not to mention the risks of collateral damage when there are fleets firing thousands of fission or worse missiles and aiming lasers through half a solar system.
 
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Nice stuff! Let me add two questions in the backlog:

1) Are there performance improvements being made(to make late game playable )?
2) Are there balance changes being made (to bring missiles and ballistic weapons closer to lasers)?
 
So are damage/accuracy/ROF bonuses from computers (or anything else) going to work now? The change to computers sounds great but will still be meaningless if the modifiers are still broken.
 
- Combat computers were changed from Aggressive and Defensive into Swarm and Bombardment computers, to better describe their roles. Ships with Swarm computers will move in closely and engage, similar to old combat behaviour, and have bonuses to damage, speed and evasion. Ships with Bombardment computers will advance into weapons range and then slowly drift towards the enemy until they have range with all of their weapons, and have bonuses to accuracy, fire speed and weapons range.
- The default combat behaviour of ships was changed from that of orbiting 'swarm' mode into one where they make passes at the enemy and attempt to engage with 'broadsides', which should help make large battles look like less of an angry beeswarm unless all ships involved are using aggressive computers.

It'd be nice to have a battle computer that actively keeps a ship at it's maximum range, no matter what. e.g. Just because a ship had a single short range weapon but many extreme-range weapons, doesn't mean I want it charging in with the corvettes. So if enemy ships are out of range, it moves closer, but if they're closing in on it, it attempts to kite away.
 
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