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Feedback Requested: War and War Resolution

by MrFreake_PDX

Hello Stellaris Community!

With the devs off on holidays, and a rare four Thursdays in a row free, we decided we would commandeer your regularly scheduled Thursday dev diary slot to gather some feedback that may help inform development at some point in the future. Here on Stellaris, we work on rather long timelines, the content for 2025 has been in-development for some time already, and while we can't wait to share those things with you, our objective here is to inform potential future development based off the topics discussed in Stellaris Dev Diary #364 - Sights Unseen.

We are going to spend the next four weeks collecting feedback on what the Community likes and dislikes about the current version of Stellaris, and their expectations for certain features that were discussed.

While having an open conversation worked really well for Dev Diary #364, and we thank you for sharing your thoughts there, a more structured approach is required for something that might sit for a year or two before it gets used, if it gets used at all.

[h3]It's important to note that this is not a confirmation or guarantee that any topics discussed here will appear in the game at any point.[/h3]

Originally posted by eladrin
Warfare and War Resolution
At some point in the future, I’d like to see us revisit war and war resolution, and enable more of the scenarios that occur in the “Stellaris Cinematic Universe” of our trailers. When the Gamma Aliens attacked the UNE colony of Europa VII, the Commonwealth of Man did not wait patiently for an invitation to war before summoning the Apocalypse. Humanity was threatened, and they acted. More fluid rules around joining and leaving wars are needed, and betrayal is not supported to my satisfaction. (Secret Fealty exists, but I don’t find it enough in its current state - other mechanics currently prevent them from seizing the chance for freedom at what would be the most opportune moments.)


Without further ado, we present the War and War Resolution feedback form. This form will be available to leave feedback on until next Thursday, at which point we will read through the feedback, and prepare a report for the developers that outlines what the community likes/dislikes, and their expectations for a future rework or expansion.

Thank you for taking the time to offer your feedback, and thank you for playing Stellaris!

Stellaris Dev Diary #365 - 2024 in Review

by Eladrin

Happy holidays everyone!

As is tradition, in the last dev diary of the year I like to look over what we’ve done and insert sneaky leaks about next year.

[h3]I want for nothing. My purpose is to give.​[/h3]
We began 2024 with a technology open beta that ran over the holidays, which was released as the 3.11 “Eridanus” Custodian update. Since we’re planning on having another Open Beta next year, I want to point out how successful that Open Beta was, finding critical issues related to the breakthrough technologies and giving us a much better release overall. I’m hoping that next year’s Open Beta will be equally effective.

We had some really cool cinematics too.

In March, we saw the light..

[previewyoutube][/previewyoutube]
You too will see the light.​

And soon became part of something greater with the release of The Machine Age and Stellaris: Season 08.

[previewyoutube][/previewyoutube]
Become part of something greater.​

The Machine Age began our remastering of the Ascension Paths, starting with Cybernetic and Synthetic Ascension. It significantly expanded Machine gameplay, and added Cosmogenesis, our technological victory condition.

It also added our first new End-Game Crisis in years, the Synthetic Queen Cetana.

[previewyoutube][/previewyoutube]
My children, at last I am returned to you.​

In the latter half of the year, we had two releases back to back, starting with Cosmic Storms:

[previewyoutube][/previewyoutube]
At first, they did not understand.​

Quickly followed by the Grand Archive Story Pack:

[previewyoutube][/previewyoutube]
Good boy.​

This was also the first time we ever localized one of our story trailers into another language:

[previewyoutube][/previewyoutube]
好孩子。​

We ended the year with our discussions about the vision of the game and its future, with what I feel were some of the best dev diary responses we’ve ever had.

All in all, it’s been a busy year, and I’m generally pretty happy with where we ended up.

[h3]2024 Release Notes​[/h3]
Speaking of being a busy year, during 2024 Stellaris had 16 releases.

If you have ever had the desire to go through over 1200 lines of release notes, I’ve got you covered.

[h3]See You Next Year​[/h3]
That’s the summary of this year in Stellaris. I hope you all have a wonderful holiday season and I look forward to seeing you all in the coming year.

[h3]Want to see a horrific very-in-progress placeholder?[/h3]



[h3]Stellaris Dev Diaries will return on January 16th. Happy holidays!​[/h3]

Purchase Stellaris: Grand Archive alone or with a discount as part of Stellaris: Season 08!
Stellaris: Season 08 will remain available as a dynamic bundle on Steam until January 9th.

Stellaris Dev Diary #364 - Sights Unseen

by Eladrin

Hello again, Stellaris Community!

Last week we looked back at where we’ve been, and today we’re going to look at possible themes I think we might explore in the future. Like the past few dev diaries, this is one where we’re actively soliciting your thoughts.

If you haven’t had a chance to add your bit of feedback to The Vision, you still have a couple of days left - it’s going to stay active until the end of November.

Today is the 3.14.1592 release day, so before we get to the main diary I’ll start with the final release notes.
[h3]3.14.1592 Release Notes​[/h3]
The 3.14.1592 patch addressed the following issues - I’ve bolded new additions (all under Bugfixes) since last week’s diary:

Balance
  • Add energy activation cost to Propagandosphere
  • Cloaking strength on Camouflage mutations are now consistent throughout sizes
  • Give -15% cloning cost and -10% fauna upkeep to Beastmasters civics
  • Reduce Space Fauna cloning cost by 10%
  • Reduce Space Fauna energy upkeep by 25%
  • Remove minor artifacts production from Decentralized Research edict
  • Rework Mutated Voidworms fleets content and scaling, aligning them similar to Prethoryn Brood Queen fleets
Bugfix
  • Clone Soldier Ascendants can now cyberize
  • Fix to AI machine empires spawning as Despicable Neutrals without The Machine Age
  • Necrophages no longer create an endless series of replacement pops when purging on the Synaptic Lathe
  • Accelerate juveniles animation speed
  • Added Insider Trading and Trade Focus traits to each other's opposites block to stop them appearing together since they almost cancel each other out.
  • Added Orbital Ring variants for Beastport/Hatchery/Vivarium descriptions in all supported languages
  • Civics added in Grand Archive can now be swapped from the regular to corporate version and vice versa
  • Clarified the texts of the Cultivated Worldscaping decision and planet modifier
  • Deleting a design now keeps you in current designer type
  • Enclaves and Marauders satisfy Xenoist Contact Demand
  • Extreme Contortionist DNA now gives rare crystals instead of motes to be more consistent with the event that gives it
  • Fix an issue where Cognitive Node should be selected by the Leader Infected event
  • Fix blocked Tiyanki Graveyard event chain when capturing them
  • Fix Boarding Cables capturing literally anything - thanks for the fun screenshots
  • Fix Breeding Status displayed in view that was not always correct
  • Fix Fossilized Endoskeleton specimen localization
  • Fix Mercenary Enclave Stations unable to build ships
  • Fix Cloaked Patternwalker missing string
  • Fix scoped localizations for Memorial For Bubbles specimen
  • Fixed an unlocalized string showing up when you tried to return starbases at times. Also added linebreaks to the same tooltip.
  • Fixed recommended DLC tooltips in multiplayer
  • Fixes a bug with too wide portrait on Empire Design Selection View
  • FX for ship auras are now displayed
  • Improve Cordyceptic Drones fauna damage modifier text in tooltip to make it clearer what it exactly affects
  • Life Tree Protectors now don't move away from their system
  • Lost colony parents using Sol as their system will no longer spawn two Siriuses if the guaranteed habitable worlds slider is set to 1.
  • Mutated Voidworms fleets now don't use naval capacity
  • Mutated Voidworms now don't show they can upgrade anymore
  • Orbital Assembly Complex holding now correctly boost Beastport and Hatchery on Orbital Ring
  • Precursors can no longer be discovered on Astral Scars
  • Prevent duplicate specimens from being found in the same empire
  • Removed the unused h_dna string
  • Stop showing upkeep part of message when leader upkeep is zero in hire leader confirmation dialog
  • The Diplomacy Tradition Finisher now properly refers to Officials and not Envoys.
  • Voidworms now stop bombarding if the Immunity technology is researched (before crisis)
  • Worm-Riddled Gate is now correctly accessible if Voidworms are captured instead of killed
AI
  • AI won't build infinite science ships when trying to build frigates anymore
  • Fix AI that was not willing to build Shipyards
Stability
  • Fix a crash when a tooltip references the concept of a tradition that doesn't exist
  • Fix crash when Voidworms try to act on empty fleets
  • Fix OOS when riftworld station is built
  • Fix saves affected by the crash when an AI without a Grand Archive tries to capture a Space Fauna
  • Fix Voidworms CTD
  • Fixed issue with resolving the user home dir on linux that leads to CTD


Unless critical bugs in need of a hotfix arise, this will be the last planned Stellaris release of 2024. I want to avoid potentially destabilizing the game just before the winter holidays.

Now, on to the main dev diary.
[h3]Infinite Frontiers​[/h3]
Over the past few weeks we’ve looked at the basic vision of Stellaris and discussed how Stellaris has changed over the years.

This week I want to talk about things we potentially might want to explore in the future.

[h3]This is not intended to read as a timeline or a list of promises, but an open discussion about things I consider possibilities and why.[/h3]

Biological and Psionic Ascension
First things first, I strongly believe that remastering the remaining Ascension Paths is a top priority. The Machine Age dramatically improved Cybernetic and Synthetic Ascensions, and gave machine empires proper ascension choices, but left the others behind. Biological Ascension isn’t in a good state right now mechanically or as an overall experience. Psionic Ascension is better off as it is affected tangentially by most content releases, but is a bit too reliant on random events and luck. Both of these Ascension Paths will be revamped, though since they are very distinct from one another, I intend on having them focused on in two separate releases.

Warfare and War Resolution
At some point in the future, I’d like to see us revisit war and war resolution, and enable more of the scenarios that occur in the “Stellaris Cinematic Universe” of our trailers. When the Gamma Aliens attacked the UNE colony of Europa VII, the Commonwealth of Man did not wait patiently for an invitation to war before summoning the Apocalypse. Humanity was threatened, and they acted. More fluid rules around joining and leaving wars are needed, and betrayal is not supported to my satisfaction. (Secret Fealty exists, but I don’t find it enough in its current state - other mechanics currently prevent them from seizing the chance for freedom at what would be the most opportune moments.)

Biological Ships
While rearing and mutating space fauna was added to Stellaris in the Grand Archive story pack, I feel that it’s not the same fantasy as true bioships. These are vessels that your people grow and fly around in, or that have more symbiotic relationships with their pilots. I think those systems would probably pair nicely alongside Biological Ascension.

Factions and Politics
Governments in Stellaris may hold a grudge against you for centuries for your atrocities but pops and factions are very quick to forgive and forget. There are no revanchist or irredentist factions that make trouble when borders change, nor variety within the factions themselves. I’d also like to see factions have their own tenets and goals and different ways that you can deal with them. There have been a lot of calls for an “internal politics” expansion, but I think that it would really be politics and culture in general, affecting both your empires and those around you.

If we were to do something along those lines, I’d also want to add some variant of factions to Gestalt empires - maybe Instincts for Hives that grow more dominant based on your behavior or Directives that compete for priority in Machine Intelligences. They’d have to feel different from individualistic factions, however. Among individualistic factions, I could see the tenets of an Egalitarian faction from a Shared Burdens empire being very different from the Egalitarian faction in a non-Worker Coop MegaCorp, and these tenets might also be used to define the beliefs of your Spiritualist factions. I’d certainly want to explore spreading my factions into other empires.

Espionage
Espionage is a related system that isn’t satisfying its promise currently, as Mr. Cosmogone reminds me during every design meeting.

It’s difficult to keep track of spy networks, is generally of low impact, and has no real counterplay. But he’s got schemes.

Playable Nomads
Finding different ways of playing the game can be popular - landless adventuring in Crusader Kings III, for example, makes me wonder what we could do with nomadic fleets in Stellaris. The key questions there end up being “why are they nomadic”, and “how do they interact with more standard empires”. Origins could also be opportunities to “table flip” the normal economic or political models of Stellaris.

Pirates and Crime
Space Piracy is a popular fantasy - we touched on it a bit with the Treasure Hunters origin in Grand Archive, but they could mesh well with the Nomads idea mentioned earlier or even a factional political expansion. Crime and Deviancy aren’t terribly engaging systems at the moment either, and might benefit from wider examination.

Species Packs
When it comes to species, I could see us examining what kinds of life could arise on molten or frozen worlds, much like we did with Toxoids. Like Toxoids, they’d likely need some restrictions on what they can do with those worlds (as they’re 10x more abundant than normal habitable worlds), but they’d be interesting to explore. Players often ask for gaseous or energy creatures - the first are already represented to an extent by the Dathnak and the latter by the Unbidden. I feel that energy beings may go too far into fantasy “elementals”, so I’d like to stay away from them if possible. Expanding the existing species phenotypes could also potentially be interesting - Plantoids II, for example.

Scenarios
“Scenarios” are another proposal that I’ve seen a number of times over the years - would it be interesting to have scripted game modes with custom rules, and events already in motion?

They could lean hard into already established universes with asymmetric starts. Perhaps the game starts off with communications from a Xenophile empire that tells you, Pre-FTL Earth:

Hacked together example. Not anything real.​

A system like this could allow for challenges or narratives that can be completed in a relatively short play session compared to a standard Stellaris campaign, or could otherwise completely change the pace or nature of the game. It could also be used to craft competitive experiences - at past PDXCons we’ve featured mods like Survival: Necroid Invasion or Ark of Ascension - I could see things like that fitting into the system.

Alternate game modes tend to be fairly binary though - they’re either not used very much, or they’re incredibly popular - not much in between. What kinds of things would you want to see in these sorts of game modes, if anything?
[h3]So What Did I Miss?​[/h3]
This was a bit of a stream of consciousness dev diary, so I’m sure I’ve only scratched the surface of possibilities.

What do you think I missed? Are any of these especially attractive or repellent? Where do you want us to go?
​[h3]Next Week​[/h3]
Next week we’ll be reacting to your responses to this one.

The days are getting shorter and the snows are starting here in Stockholm, so I expect I’ll keep this one pinned for the next two weeks.

Paradox changes Stellaris season pass to make completing your collection cheaper

If you've had your eye on the Stellaris Season 8 bundle but were put off because you already owned some of the content included, your mind might be about to change. Paradox Interactive, makers of Europa Universalis and Crusader Kings, has just altered its space 4X strategy game's 2024 collection to make it a better purchase for players who already have at least one of the included items, while letting those who bought them separately claim the free bonus for owning them all.


Read the rest of the story...


RELATED LINKS:

Stellaris updates will "slow down a bit" as Paradox considers its next direction

New Stellaris DLC turns the goal of the entire game on its head, and is out now

New Stellaris Grand Archive DLC lets you build a museum megastructure

Changes to Stellaris: Season 08

Hello Stellaris Community!

We hope you’ve been enjoying the content from Stellaris: Season 08! We’re here to let you know that as of today, November 26th, Season 08 will transition from a Steam Package to a Dynamic Bundle.



[h3]What does this mean to me?[/h3]

If you already own Season 08 then these changes won’t affect you or your content, and you can stop reading now and go back to loading pops into your Synaptic Lathe.

If you only purchased one or more DLCs from Stellaris: Season 08, and want to pick up the rest at a discounted price, changing to a Dynamic Bundle now allows you to do that without paying for content that you already own. If you bought them all individually, and are sad that you don’t get the Rick the Cube bonus portrait, you should also be able to claim it as part of the Season 08 Dynamic Bundle after this change.

Early in the New Year, this Dynamic Bundle will be retired and the content added to the Ultimate Bundle, to make way for Season 09. But first, we wanted to give those people who didn’t pick up the Season 08 Expansion Pass - and instead purchased only one or two of the DLCs - a chance to get the rest of the content at the same discount we offered the initial adopters.

We will update you again closer to the retirement date with an exact date.

[h3]What is Stellaris: Season 08?[/h3]

Stellaris: Season 08 contains all the major Stellaris releases from 2024, including The Machine Age, the Cosmic Storms Mechanical Expansion, and Grand Archive Story Pack and the illustrious non-spherical Rick the Cube machine species portrait.

Read on to check out all the content included in this new Dynamic Bundle!
https://store.steampowered.com/bundle/39193



[h3]The Machine Age contains:[/h3]
  • Individualistic Non-Gestalt Machine Empires
  • Gestalt Machine Intelligence Empires (also unlocked by the Synthetic Dawn Story Pack)
  • A new End-Game Crisis - The Synthetic Queen
  • A new Player Crisis Path - Cosmogenesis
  • Three new Origins
  • -Cybernetic Creed
  • -Synthetic Fertility
  • -Arc Welders
  • Civics
  • -Guided Sapience
  • -Natural Design
  • -Obsessional Directive
  • -Protocol Droids
  • -Tactical Cogitators
  • -Augmentation Bazaars (requires Megacorp)
  • Two Mid-Game Structures
  • -Arc Furnace
  • -Dyson Swarm
  • Three New Ascension Paths
  • -Virtuality
  • -Nanotech
  • -Modularity
  • Cybernetic and Synthetic Ascension (also unlocked by Utopia)
  • Exploration of the effects of the cyberization or synthesization of society, with Advanced Government Forms for those who complete it.
  • New Species Traits for Cyborgs, Machines and Robots
  • Cybernetic portraits that change based on advancement through cyberization
  • Synthetic portraits with both organic and synthetic variants that changed based on synthesization, usable by either organics or machines
  • Two new Shipsets, Diplomatic Rooms, and City Sets
  • 7 new music tracks synthetic and cybernetic inspired music tracks




[h3]Cosmic Storms Mechanical Expansion contains:[/h3]
8 New Space Storms
Storm Chasers Origin
3 New Civics
-Planetscapers
-Astrometeorology
-Storm Devotion
Galactic Weather Control Ascension Perk
Weather Forecasting Map Mode
Two new Precursor narratives, with two new Relics
Events, Anomalies, and Archaeology Sites
Storm-related technologies, Edicts, and Galactic community resolutions



[h3]Grand Archive Story Pack includes:[/h3]
Space Fauna capture, breeding, and modification systems
151 Specimens to collect and display across events from Grand Archive and the base game
Over 240 Specimens total including those distributed across other Stellaris content
15 new Relics
New Megastructure - The Grand Archive
Two new Tradition trees
-Archivism
-Domestication
Two new Origins
-Primal Calling
-Treasure Hunters
Two new Civics
-Beastmasters
-Galactic Curators
Two new forms of spaceborne life
-Cutholoids
-Voidworms
A new possible mid-game crisis - the Voidworm Plague
Three new music tracks
Events, Anomalies, Archaeology Sites, Technologies, Galactic community resolutions, and more!

Season 08 Bonus Portrait: Rick the Cube

You can get all the content above, plus the bonus Rick the Cube portrait at a 20% discount, plus now you don’t pay for content you already own!

Thanks to the Stellaris Community for your support over the past year, we can’t wait to be able to show off what’s coming next year!

https://store.steampowered.com/bundle/39193