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Dev Diary #158 - Federation Rework

Hello everyone!

It was great to finally reveal what we’re working on at PDXCON, and today we’re back with yet another dev diary where we will dive into some more details on the reworked federations.

The screenshots still feature a bunch of work-in-progress stuff, like every federation perk using a placeholder right now. Numbers and effects aren’t necessarily final either.

Federation Types
Like we mentioned at PDXCON, federation will now come in different Federation Types. Each federation type has a unique passive effect and can unlock federation perks as they level up.​


Certain federation types have requirements on what type of empire can suggest to form them, but there are no limitations on who can join a federation (except for killer empires & inward perfection). Yes, this also means that Barbaric Despoilers and Criminal Syndicate are no longer excluded.

Galactic Union
This will be a more generic type of federation that will fit most groups of empires. This federation makes it easier to cooperate with empires, as diversity of ethics will have a less negative impact on maintaining cohesion. This federation type will be available to everyone in the free patch.​

Fleet bonuses a plenty!

Martial Alliance
This federation type is focused around having a very large and powerful federation fleet. Only militarists can suggest to form this federation.​

Free and automatic research sharing!

Research Cooperative
Empires who wish to cooperate in achieving technological mastery should join together in a research cooperative. Only materialists can suggest to form a research cooperative.​

New trade policy!​


Trade League
If trade value is the focus of your empire, the Trade League is probably a very good federation for you to be a part of. The Trade League gets access to a new Trade Policy which combines the bonuses of all other trade policies. An empire needs to be a Megacorporation or have the Merchant Guilds civic in order to be able to suggest to form a trade league.

Did you know there is an Origin that lets you start as the president of a Hegemony?​

Hegemony
This federation type is built around one strong core member. The president gets most of the bonuses, but the bonuses for the members are also quite powerful. Only authoritarian empires may suggest to form a hegemony.

Federation Perks
Federations will get access to new perks when they level up, and the perks they get access to depend on their type. There are usually 2 perks that gives bonuses to every member and 1 perk that gives bonuses only to the president. However, the Hegemony flips this around by giving the president 2 perks and the members 1 perk (which does not benefit the president in this case!).

Hegemony member perk.​


President gets an additional Envoy.​

Each time a federation levels up, they will get access to 3 new perks.

Level Up & Cohesion
In order to level gain XP, a federation needs to have positive Cohesion. The amount of XP a federation gains (or loses!) per month is directly tied to its Cohesion, which is a value that ranged from -100 to +100.



There are a number of things that will reduce Cohesion every month, such as every member, diverse ethics and opposing ethics. Federation members can counteract this by assigning Envoys to the federation, which will increase monthly Cohesion.

When Cohesion is at +100, the federation will gain +10 XP every month. If a federation loses XP and drops a level, they will lose access to their perks after a few months.

Federation Laws
It is possible for federations to customize some aspects of its rules. In some cases, federation types also have access to different laws at different points. A Research Cooperative can never have the highest level of fleet contribution, and they also require higher centralization to increase their Fleet Contribution.

There are a number of laws which define certain rules for the federation.​

Centralization
Many federation laws require federation centralization to be high enough. To increase centralization, a federation needs higher level. In fact, centralization is the only law locked behind federation levels right now.

Increasing centralization isn’t always easy though, as doing so will have a large negative impact on Cohesion. That means more Envoys will need to be assigned to the federation to maintain its Cohesion.

The Galactic Union federation type requires Medium centralization to have a 20% Fleet Contribution.​

Fleet Contribution
Most federations will not start with the ability to build a federation fleet, as their fleet contribution will start on “None”. The Martial Alliance and the Hegemony do start with a “Low” fleet contribution, however. The Martial Alliance is also able to change its fleet contribution law to “High” as early as Medium centralization.

Most of the other laws not visible earlier.​

Succession types
As you could see in previous screenshots there are a bunch of different laws for how federations can decide who becomes the president. Strongest is the empire with the greatest economy. Diplomatic Weight is the empire with the largest Diplomatic Weight (we talked about that at PDXCON, but more on that later). Rotation will rotate the president. Random will choose a president from a random member. Challenge succession type allows you to pick a challenge type for your federation.

Perhaps we’ll have enough psi-capable pops next time...​

There are currently two different challenge types:
Psionic Battle lets psionic pops battle it out over which empire should be president.
Arena Combat lets the rulers of competing empires battle it out. Certain traits for the ruler (both species and ruler-specific) will influence how large chance the ruler has at winning. The Chosen will of course be very hard to beat.

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That’s it for this week, and we hope you survive the information overload! We realized there are so many details we possibly could share, but this should cover the most important parts.

Next week we will be talking about the Galactic Community, Resolutions and more!

2.5.1 Beta Patch Released



Hello everyone, it's your friendly neighborhood Associate Producer, Obidobi. We've seen your feedback and have put together a small patch to fix some of the major annoyances. To bring it to you faster, we're putting it up on a beta branch in Steam as we continue our verification process in-house.

While this patch will be put as a Beta branch on Steam, we are setting it as default on both GoG and Plaza. This means that if you want to play Multiplayer with your friends on other platforms, you'll have to switch to the Steam beta branch.

Here's the full changelog for 2.5.1:

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######################### VERSION 2.5.1 ##########################
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# UI
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* The tooltip for Livestock now mentions that Lithoid Livestock produce Minerals instead of Food
* Chat muting commands now work consistently between in-game and lobby chat

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# Bugfixes
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* Lithoid Empires with the Terravore civic should no longer occasionally end up blocked from social research
* Fixed so that players get the correct visual representation of chosen parts for the lithoid ships
* Fixed Lithoids wrongly getting unhappiness and growth penalties from negative food, this comes from negative minerals for them now
* Graphics options chosen in game launcher should actually apply in game now
* Launcher should correctly handle mods and game options on the Paradoxplaza version of the game
* Fixed a crash when network is disconnected

Please note that 2.5.1 is an optional beta patch. You have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.

Also note that save file compatibility between versions is not guaranteed. If you have an important 2.5.0 game going, don't try to load the save in 2.5.1.

We are standing by for your feedback on the version. We've allocated people and time for post-launch support and we'll be following your comments closely. To give us feedback on our forums go here.


f you are having any issues specifically with the new launcher, please let our colleagues in launcher team know:
https://forum.paradoxplaza.com/forum/index.php?threads/about-the-paradox-launcher.1254011/

Stellaris Dev Diary #157 - Things That Rock

Hi everyone!

I’m Eladrin, Game Designer on Stellaris, and I’m one of the newer members of the Stellaris team. I joined the team during the development of Ancient Relics, and it’s been a blast. It was awesome meeting so many of you at PDXCON, and getting to hear so many ideas and excellent stories directly from you.

Back in Diary 152 and Dev Diary 153, Grekulf mentioned some of the Summer Experimentation that we did - but in today’s dev diary I wanted to talk about one of the things I worked on during the summer - game mechanics for the Lithoids.

[previewyoutube]​[previewyoutube][/previewyoutube][/previewyoutube]

The Lithoids Species Pack is very sedimental to me. When I wanted to dig deeper into the systems and get my hands dirty in the code, I looked at the “wouldn’t it be cool if…” list, and saw “...Lithoids ate minerals instead of food?” up near the top. This seemed like a solid foundation to start with, and a gneiss stepping stone to get my feet on the ground that fit my apatite - it seemed like a pretty simple change after all.

Okay, I’ll stop with the rock puns.

There are fifteen Lithoid portraits (and one new machine portrait), some of which have appearances that resemble some of the other phenotypes so you can do some interesting things with Syncretic Evolution.

Look at me! I'm a sparkly space unicorn!​

The ships use a beautiful asymmetrical crystal design. Remember that the colors of your ships reflect your flag. You can use this to your advantage to make a pretty sweet looking fleet.

This is my favorite Titan in the game.​

There’s also a Lithoid Advisor Voice. I may have stopped with the puns for now, but there’s no force in the universe that can stop the Lithoid Advisor.

Changing the Lithoids to consume minerals was simple enough, but we also wanted to embrace the sci-fi trope of slow growing rock beings living in inhospitable climates. We started by giving them a massive boost to habitability which they still retain today, and a much larger pop growth penalty than they eventually ended up with. For flavor they receive a bonus to Army Health, and we increased their leader lifespans (but have their leaders start somewhat older as well).

Every little change leads to several more, however. If a species eats minerals instead of food, their homeworld should start with extra mining districts and no agricultural districts built. In fact, if a species evolved to eat rocks, their homeworld should probably by mineral rich and food poor. But wait, what about if they’re a Syncretic Evolution species, or if a Rogue Servitor wants to start with pet rocks? What about if they want to be a Devouring Swarm?

Many minor changes came along with what started as a simple economic change. Just a few examples include the Lithoids being tragically unable to be declared the most delicious species in the galaxy if there are any alternatives, loosening restrictions a bit on Bio-Reactors, modifying the Fleeting trait to be -25 years for Lithoids instead of -10, and a handful of Tradition changes. We also added a few Lithoid specific traits that allow them to generate small amounts of special resources every month.



After many rounds of qualitative feedback and a huge number of playdays, we ended up with the following as the Lithoid species trait:



The large habitability boost that Lithoids receive allow them to colonize worlds that would be marginal for other species, allowing them to work around their slower pop growth speed. Empires with a Lithoid primary species also begin with Lithoid Monolith blockers on their homeworld that can be removed at a large mineral cost for an additional Lithoid pop. (A Lithoid specific Origin in Federations modifies these a bit, and… we’ll talk more about that in another Dev Diary.)

So very sleepy.​

The Lithoid trait is automatically applied to any species that uses a Lithoid portrait. For the Xenophiles out there, Half-Lithoids generated by Xeno-Compatibility follow this rule as well, so if the portrait is a Lithoid it will consume minerals instead of food, produce minerals when purged, and so on.

We’ve exposed this ability so modders should be able to similarly add phenotype forced traits to species they create by adding trait = "trait_lithoid" to the species class entry. (Replacing the Lithoid trait with their own custom species trait, of course.) I look forward to seeing what you do with it.

As for the Lithoid Devouring Swarm… They don’t have precisely the same motivations as a regular Devouring Swarm. While they will still press organics inhabiting the worlds they take into nutritive paste for the Bio-Reactors, their hunger is a bit more ambitious. Renamed Terravores, they operate largely the same way as a regular Devouring Swarm, but once off their homeworld they have an additional planetary decision to consume the habitable worlds of the galaxy, leaving devastated husks in their wake:

Are you going to eat that?​

Terravores are barred from Terraforming (and thus do not have access to Hive Worlds) and cannot clear the devastation they leave behind, but other empires can clean up after them, though it takes a major effort.

Modders will now be able to change the name and description of a civic out for another based on species class, similar to how traditions can be swapped.

I’m quite pleased with how the Lithoids turned out, I think they're a real gem. I hope that you all enjoy it just as much.

In a few hours the free 2.5.0 patch will be up and the Lithoids Species Pack will be available for shale, so pick it up, rock out, and leave the galaxy gravelling at your feet!


#################################################################
######################### VERSION 2.5.0 ############################
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# Balance
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* The Pop Growth Reduction for Bio-Trophies now actually reduces their growth rate. Driven Assimilators now apply their organic growth penalty as a multiplier the same way as Rogue Servitors do, and is now also 50%
* Defensive Platforms placed on Outposts now provide 2 points of Piracy Suppression for their system. The Great Game tradition from the Supremacy tree now also reduces the cost to build Defensive Platforms by 33%


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# UI
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* Shift+clicking on ship count in the Fleet Manager now adds ships up to the nearest unit of ten, using ctrl fills up to the template max size (for realzies this time)
* The Shared Burdens civic will no longer appear by itself in the civics list when you select Gestalt Consciousness ethics but have not yet selected Machine Intelligence or Hive Minded authority
* Added a notification when one empire guarantees the independence of another

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# AI
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* Automated building now checks that upkeep cost is covered by income

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# Bugfixes
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* Fixed wrong save file being loaded from the resume button in the launcher, caused by a conflict between local and cloud saves
* Fixed the game complaining about mods not being in UTF8-BOM3 for no good reason
* Fixed a potential crash in AI when evaluating market values
* Fixed cases where planetary events could fire multiple notifications
* Odd Factories no longer sometimes block pops from getting purged, because you monsters should be free to purge whatever you want
* Mod load order is now the same as the order in which the mods are displayed


You can also read this Dev Diary and comment on our forums, here.

Join us for PDX Con 2019 announcements, live on Twitch!

Hello Players!

The PDX Con 2019 is here and we have great announcements for you!

We're streaming the announcement show on Twitch! Join your fellow xenos here!

We start at 10a.m. CEST. In 30 minutes!

See you on the other side!

2.4.1 (Lee) Hotfix Released

Hi all, Jamor again.

We're deploying a small, quick hotfix to address two issues we were able to solve today: inability of the launcher to display incompatible mods, and an economy bug related to artisan jobs and consumer goods.

Given that it's early yet and some may not have seen the original changes in 2.4.0, I'll repost those. Please note that due to a human error, namely this producer managing to transcribe fixes from the wrong dev branch in to the patch notes (!), a few of the listed changes in 2.4.0 are not actually present in the build. In the interest of getting the hotfix to you all with maximum speed, those will come in a future update when they can be properly merged and tested. I'll put them in the notes for reference, but crossed out.

#################################################################
######################### VERSION 2.4.1 ##########################
#################################################################

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# General
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* Added Launcher v2
* Updated all factions titans with panning light meshes. Updated vfx for ether drake’s wing attack (muzzle, projectile, hit effect)
* Caravaneer ship & station vfx update
* Added "/mute " and "/unmute " chat commands
* Cloud saving support added on GoG and Paradoxplaza versions of the game

###################
# Balance
###################

* Hunter-Seeker Drone jobs now have a preference for pops who would actually be good at it
* The Pop Growth Reduction for Bio-Trophies now actually reduces their growth rate. Driven Assimilators now apply their organic growth penalty as a multiplier the same way as Rogue Servitors do, and is now also 50% * Defensive Platforms placed on Outposts now provide 2 points of Piracy Suppression for their system. The Great Game tradition from the Supremacy tree now also reduces the cost to build Defensive Platforms by 33%

###################
# UI
###################

* Shift+clicking on ship count in the Fleet Manager now adds ships up to the nearest unit of ten, using ctrl fills up to the template max size
* Fixed improperly displayed text in the name of Galatron wars
* Protection war name list no longer includes machine uprising and war in heaven
* Removed unnecessary decimal precision in lacking resources tooltips
* Added some tooltips to the planet screen: close button, decisions, tab buttons, garrison and armies, planetary features
* Added a notification when one empire guarantees the independence of another
* Added a defense army icon to the Stronghold and Fortress buildings to help visually identify their effect, and updated the garrison tooltip
* Fixed a cut off display of the clearing cost for ruined arcology blockers
* Fixed incorrectly reversed "they get" and "we get" information showed in commercial pacts

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# AI
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* The AI will now look at several Edicts and try to enact one of them, whilst still remembering the one they want the most and save towards enacting that
* AI will now wait at least a year before attempting to propose the same diplomacy deal to the same target
* Fixed AI not building enough defense platforms
* Automated building now checks that upkeep cost is covered by income

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# Stability
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* Improved performance by reducing the number of string copies in modifiers
* Parallelized some planet functions
* Optimized calculations done in frame rendering
* Bunch of caching and optimizations to planet job calculations
* Fixed a slowdown when viewing the slave market

###################
# Bugfixes
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* Fixed an incorrect scripted trigger which could sometimes result in the deletion of research labs when upgraded
* Fixed literally unplayable "the the" typo in ancrel.23.desc
* Fixed empires that have outlawed slavery not emancipating slaves on planets they conquer
* Fixed a possible crash when a planet has no pops
* Fixed an instant repair exploit when you dismantle a starbase module while it's under attack
* Fixed a bug that could cause rivalry declarations and closed borders enacted by you to make you instead the target of those things from the other empire
* Removed an exploit where when transferring, merging, and transferring ships again while paused, one could cheekily cause them to become invisible and untargetable in combat
* Fixed an overflow bug with relative empire power calculations
* Removed incorrect ability to completely depopulate primitive planets with raiding bombardment stance
* Fixed nonfunctional modifiers to colony ship build cost
* Fixed a potential crash in AI when evaluating market values
* Odd Factories no longer sometimes block pops from getting purged, because you monsters should be free to purge whatever you want



Please note that save file compatibility between versions is not guaranteed. If you have an important 2.3.3 game going, please roll back to that version before trying to load the save in 2.4.1.

Instructions on how to keep playing on older versions here.

You can also use this method to opt in to the stellaris_test branch on Steam, which is necessary for multiplayer cross play between Steam and the other stores we are available on. If you have a 2.3.3 crossplay game going on, that version is present on Steam on the crossplay_rollback branch.

Thanks for your feedback and issue reports. We'll keep at it but I wanted to get this to you as soon as possible before the weekend. We'll get the MIA fixes in as soon as we can.

If you want to comment on or read this post on our forums, go here.