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Stellaris Dev Diary #327 - 2023 in Review

by Eladrin

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Happy holidays everyone!

Much of the Stellaris team has already taken off for a winter break, but it’s time for our annual retrospective on the year and thoughts about where we’re going next.

We had three major releases in 2023 and a Custodian release.

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We started the year by telling the story of how you got the stars, with 3.7 “Canis Minor” and the First Contact Story Pack. In this story pack, we focused heavily on narrative origins, each one rivaling Toxoid’s Knights of the Toxic God for the depth of content contained within them. Broken Shackles and Payback told an interlinked story of pre-FTL civilizations that suffered under the sinister Minamar Specialized Industries, while Fear of the Dark explored the Dark Forest theory and questioned whether it was a good idea to step into the void at all.

First Contact also brought cloaking into Stellaris, giving Science Ships some new versatility, and providing Frigates a new role as sneak attackers. “Canis Minor” brought Archaeotech additions to Ancient Relics.

[previewyoutube][/previewyoutube]


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Our anniversary in May gave us the 3.8 “Gemini” update and the Galactic Paragons Mechanical Expansion. This release added the Council and greatly increased the influence of leaders in Stellaris. Whether you were grooming your own leaders to serve on the Council or finding Renowned and Paragon leaders, they were much more powerful and relevant than before.

The “Gemini” update also added experimental Cooperative gameplay - Stellaris is a complex game, and we’ve found that the best teachers are you, the players.

[previewyoutube][/previewyoutube]

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The “Caelum” update In the autumn focused on improving a number of the old species packs and reworked habitats. We added the Enmity tradition tree to Humanoids along with some new traits, Void Hive and Selective Kinship civics to Lithoids, the Fruitful Partnership origin and Invasive Species trait to Plantoids, and Worker Cooperative and Mechromancy to MegaCorp and Necroids. A few new portraits came in as well, taking Plantoids from the second least played Species Class to the second most played the month after release.

Also, birds.
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[previewyoutube][/previewyoutube]


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And most recently, we released 3.10 “Pyxis” and the Astral Planes Narrative Expansion. "Pyxis" included the Leader Consolidation that finally got leaders in a state that we're generally happy with them, and once the patch cycle was complete, gave us a fully customizable outliner. Astral Planes, meanwhile, is the largest Story focused expansion Stellaris has ever released. The Astral Rifts from Astral Planes have branching narratives with multiple endings, making each one several times the size of the linear Archaeology sites of the past, and there are over 30 of them in the pack.

I have some regrets that the release was tarnished by technical issues that we introduced, and we've made some internal changes to how the team will operate to reduce the chances of these sorts of things going wrong in the future.

I'm delighted with the respect and love that Abrakam Entertainment gave to our universe and lore. Astral Planes brings new insights to some old friends and enemies, greatly expanding on narrative questions that have been asked for years.

[previewyoutube][/previewyoutube]


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We have a Technology Open Beta running until January 15th, 2024. Based on how that goes, it may or may not end up being rolled into the 3.11 “Eridanus” update planned for the first quarter of 2024. I've found that the data and feedback we get from the community during these to be invaluable, and I look forward to seeing everything we've compiled when we get back. Thank you for helping us make Stellaris a better game.

We spent a lot of this year doing incremental rebalancing of the leader system following the “Gemini” update, which took more Custodian resources than I liked. We’ve gotten a few things in from the list we posted in Dev Diary #314 like the new Outliner, but for 2024 we’ll likely try to focus the Custodians on that list of topics. “Eridanus” will largely be a stabilization update, with the Custodian team focusing on bugfixing, game balance, and general stability.

Looking back, we had a share of unexpected issues and problems, but I'm proud of how we've all navigated the year together. I'm looking forward to what we can bring you next year and beyond.

See you next year!​

- Eladrin​
Stellaris Game Director ​


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Tofu, looking back at the year.
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[h3]Stellaris Dev Diaries will return on January 18th. Happy holidays![/h3]

Stellaris open beta lets you test its "experimental" new tech tree

Stellaris is one of the finest grand strategy games on Steam, and time has only made it better as developer Paradox Interactive continues to develop it more than seven years after its original launch. It's a crown jewel in the roster of the publisher behind the likes of Crusader Kings 3, Age of Wonder 4, Cities Skylines 2, and Europa Universalis 4, yet its development team shows a consistent desire to deliver regular upgrades - even if that means making bold changes, like its latest set of "experimental" tweaks now available in a Stellaris open beta.


Read the rest of the story...


RELATED LINKS:

Stellaris Pyxis update reworks leaders for a smoother experience

The enormous new Stellaris DLC finally has a release date

Best strategy game on Steam gets new "reality-breaking" expansion

Stellaris Technology Open Beta Released [ef75]

by Eladrin

I'm pleased to announce that the Technology Open Beta that we first talked about in Stellaris Dev Diary #325 is now available for your feedback.

Stellaris has undergone a significant amount of power creep over the years, and the speed at which we're able to burn through the entire technology tree is much higher than is healthy for the game. Due to the large number of stacking research speed modifiers, repeatable technologies are reached far too early in the game. Another power creep issue mentioned by many players, it's also become trivial to stack large numbers of ship build cost and ship upkeep reduction modifiers.

The Holiday Open Beta will be a feature branch that contains the following changes, which may or may not go into 3.11 (or 3.12, or any release at all for that matter). Similar to how we handled Industrial Districts several years ago, we're intentionally keeping these separated from core 3.11 development, isolating this in a parallel track.


The dev diary linked above contains more details regarding the intents behind some of the changes. While some changes planned for 3.11 “Eridanus” have snuck into this release (like some improvements to Galactic Doorstep), the overall technology rebalance is considered experimental and may or may not end up being released. It is likely to undergo some changes if it does go live.

We have created this feedback form to collect your impressions on both the partial tech rebalance and the military and economic changes that are present on the branch.

[h3]TECHNOLOGY OPEN BETA RELEASE NOTES[/h3]
Features
  • Replaced basic research technologies such as Quantum Theory with Breakthrough Technologies. Breakthrough Technologies will only appear once you have researched enough techs of your current tier and are required to research to reach the next tier.
  • Breakthrough Technologies become easier to research based on the number of other empires you have low Tech intel on that have already researched them.
  • Enigmatic Engineering blocks your Breakthrough Technologies from spreading.
  • Events that give progress towards random technologies can grant progress towards Breakthrough Technologies, but will not give as much as they would a regular technology.
Improvements
  • Technology and Tradition costs are now distinct sliders in galaxy setup.
  • Added notification message when new pop settles in zeya (Gaia planet in azilash)
Balance
  • Adjustments made to the Galactic Doorstep origin:
    • Added Gateway Cost and Megastructure Build Speed modifiers to the Galactic Doorstep origin.
    • Galactic Doorstep event chain now directly rewards the Gateway Activation technology and gives far more progress on the Gateway Construction technology
  • Increased the effects of Empire Size on Technology to match its effect on Traditions.
  • Rebalanced research speed modifiers. Most sources of Research Speed now have a corresponding increase in Researcher job upkeep
  • Removed or adjusted many sources of Ship Cost and Upkeep reductions from the game.
  • Military Buildup Agenda now improves ship build speed and reduces claim costs. (It still reduces War Exhaustion on completion.)
  • Naval Procurement Officer councilor now improves ship build speed.
  • Crusader Spirit civic now improves ship build speed.
  • Psionic Supremacy (Eater of Worlds) finisher no longer reduces ship build costs.
  • Vyctor's Improved Fleet Logistics trait now reduces ship build costs by 10% instead of 20%.
  • Progress Oriented modifier no longer reduces ship build costs.
  • Match tradition in the Enmity tree bonus to ship build costs reduced to 5% instead of 10%.
  • Master Shipwrights tradition in the Supremacy tree no longer reduces ship build costs.
  • Military Pioneer trait now reduces starbase upgrade costs instead of ship build costs.
  • Shipwright trait no longer reduces ship build costs.
  • Reduced penalty the Irenic trait applies to ship build costs.
  • Sanctum of the Eater ship upkeep reduction reduced from 10% to 5%.
  • Mark of the Instrument ship component no longer reduces ship upkeep.
  • Grand Fleet ambition now increases power projection instead of reducing ship upkeep.
  • Fleet Supremacy edict no longer reduces ship upkeep.
  • Corporate Crusader Spirit now reduces ship upkeep by 5% instead of 10%.
  • Bulwark ship upkeep reductions reduced by 50%.
  • Logistic Understanding, Armada Logistician, and Gunboat Diplomat traits now reduces ship upkeep while docked.
  • Increased technology costs, especially those of higher tier technologies.
  • The Technology curve has been changed from 1000 × 2^n to 500 × (2^n + 3^n), making the difference between an early and late-game tech more distinct.
  • Reduced output of researcher jobs
  • Researchers and their gestalt equivalents now produce 3 of each research instead of 4
  • Head Researchers now produce 4 of each research instead of 6
  • The effectiveness of Ministry of Science has been halved
  • Astral Researchers now produce 5 physics and 1 of each other research instead of 5 physics and 2 of the other researches.
  • Knights of the Toxic God balancing:
    • Slightly reduced the research output for Knight and Lord Commander jobs
    • Refactored how the output scaling for Knights from Squires functions, these now behave as normal additive modifiers instead of multiplicative modifiers
    • Knights now correctly inherit production modifiers from researchers and administrators
    • Slightly reduced the unity and research output for Knight and Lord Commander jobs
    • Knight output modifiers now only apply to resources, like other job output modifiers
    • The Fortress Habitat Designation for Knights no longer provides +1 Defensive Army per pop on the habitat, instead each Squire job provides +1 Defensive Army
    • Squires now increase the resource output of Knights by 2.5% not 2% per Squire.
    • The Luminous Blades modifier from the Knight's Quest now removes the alloy upkeep of knights and gives +25% Army damage instead of an empire-wide +1.5% alloy production modifier per knight
  • Delegate GalCom focus traits now have a small chance to give favors.
  • Reworked and rebalanced the Erudite, Cyborg, Synthetic, Psionic, Chosen One, and Chosen of X traits to include new leader assignments.


Bugfix
  • Repairing The Black Crown should no longer fire generic gateway repaired events.
Modding
  • Added `last_resolution_category_changed` trigger


The Technology Open Beta will run until January 15th.

Thank you for your help in improving Stellaris!


[h3]Please note that the Technology Open Beta 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 - Technology Open Beta" branch.[/h3]
Please disable mods for the Technology Open Beta, they are likely to break.

Link to feedback form.

Stellaris Dev Diary #326 - 3.10.4 "Pyxis" Released + Upcoming Holiday Tech Beta

by Eladrin

Hello everyone!

The 3.10.4 "Pyxis" update has been released today. Of particular interest in this week’s update are a fix that lets AI be more willing to recruit Scientists for exploration, a fix to certain modifiers doubling up, and some adjustments to negative leader traits.

[h3]3.10.4 "PYXIS" PATCH NOTES[/h3]
Balance
  • Significantly reduced the yearly chance for leaders to gain negative traits.
  • Due to player feedback, the Micromanager negative trait for Commanders now increases fleet upkeep instead of reducing command limit.
  • The Lethargic negative trait for Commanders now also reduces fleet upkeep.
  • The Nervous negative trait for Commanders now also increases disengagement chance.
  • Having the Antagonistic Diplomatic Stance will now appease your factions asking for you to have a Strong Diplomatic Stance.
Bugfixes
  • Added some failsafes to generate council positions and gestalt nodes in various edge cases where they weren't created or disappeared
  • Clarified reformed tooltip for Dark Consortium civics
  • Declining to Hunt for the Hyacinth should now correctly remove the event chain.
  • Fix Astral Harvesting not available for heavily conquering empires
  • Fixed a typo in the pre-FTL Provide Technology Tooltip.
  • Fixed Civics not swapping to their alternative when switching Governments
  • Fixed missing loc for the Fear of the Dark Admiral trait
  • Fixed the Accelerated Time Astral Planes Modifier having a description for a title.
  • Removed a redundant tooltip from the Synthetic Evolution event
  • Ruler clothing selection in the empire designer is now respected
  • Some planet modifiers that were getting incorrectly applied twice should now only be applied once.
  • Updated the All Crisis Strength tooltip to accurately state that it doubles the strength of each subsequent crisis.
  • Your ice miners will no longer make your Mercenaries homeless if they happened to have built their base above an ice asteroid.
AI
  • AI Empires will now be more willing to hire leaders for their science ships as long as they believe they can afford the Unity upkeep.
UI
  • Fixed XP not being shown in XP bar tooltip for gestalt rulers and councilors.
Modding
  • collapsable_leader_container should now calculate the correct height no matter the amount of horizontal slots.
  • Fixed lock_country scope change incorrectly stating that the output scope was a bypass, when it is actually a country


Barring unexpected developments, we consider the 3.10 “Pyxis” release stable at this point, and the 3.11 “Eridanus” update is the next expected release - currently planned for 2024Q1. As mentioned in an earlier dev diary, 3.11 “Eridanus” will be focused primarily on general bugfixing and stability.

[h3]Technology Open Beta[/h3]

We’ll be putting a Technology Open Beta up tomorrow to gather feedback and data on some possible changes to research. While some changes planned for 3.11 “Eridanus” have snuck into this release (like some improvements to Galactic Doorstep), the overall technology rebalance is considered experimental and may or may not end up being released. It is likely to undergo some changes if it does go live.

The Technology Open Beta will run from December 15th through January 15th. We’ll post a feedback form tomorrow to help gather your impressions and thoughts.

[h3]TECHNOLOGY OPEN BETA RELEASE NOTES[/h3]
Features
  • Replaced basic research technologies such as Quantum Theory with Breakthrough Technologies. Breakthrough Technologies will only appear once you have researched enough techs of your current tier and are required to research to reach the next tier.
  • Breakthrough Technologies become easier to research based on the number of other empires you have low Tech intel on that have already researched them.
  • Enigmatic Engineering blocks your Breakthrough Technologies from spreading.
  • Events that give progress towards random technologies can grant progress towards Breakthrough Technologies, but will not give as much as they would a regular technology.
Improvements
  • Technology and Tradition costs are now distinct sliders in galaxy setup.
  • Added notification message when new pop settles in zeya (Gaia planet in azilash)
Balance
  • Adjustments made to the Galactic Doorstep origin:
  • Added Gateway Cost and Megastructure Build Speed modifiers to the Galactic Doorstep origin.
  • Galactic Doorstep event chain now directly rewards the Gateway Activation technology and gives far more progress on the Gateway Construction technology
  • Increased the effects of Empire Size on Technology to match its effect on Traditions.
  • Rebalanced research speed modifiers. Most sources of Research Speed now have a corresponding increase in Researcher job upkeep
  • Removed or adjusted many sources of Ship Cost and Upkeep reductions from the game.
  • Military Buildup Agenda now improves ship build speed and reduces claim costs. (It still reduces War Exhaustion on completion.)
  • Naval Procurement Officer councilor now improves ship build speed.
  • Crusader Spirit civic now improves ship build speed.
  • Psionic Supremacy (Eater of Worlds) finisher no longer reduces ship build costs.
  • Vyctor's Improved Fleet Logistics trait now reduces ship build costs by 10% instead of 20%.
  • Progress Oriented modifier no longer reduces ship build costs.
  • Match tradition in the Enmity tree bonus to ship build costs reduced to 5% instead of 10%.
  • Master Shipwrights tradition in the Supremacy tree no longer reduces ship build costs.
  • Military Pioneer trait now reduces starbase upgrade costs instead of ship build costs.
  • Shipwright trait no longer reduces ship build costs.
  • Reduced penalty the Irenic trait applies to ship build costs.
  • Sanctum of the Eater ship upkeep reduction reduced from 10% to 5%.
  • Mark of the Instrument ship component no longer reduces ship upkeep.
  • Grand Fleet ambition now increases power projection instead of reducing ship upkeep.
  • Fleet Supremacy edict no longer reduces ship upkeep.
  • Corporate Crusader Spirit now reduces ship upkeep by 5% instead of 10%.
  • Bulwark ship upkeep reductions reduced by 50%.
  • Logistic Understanding, Armada Logistician, and Gunboat Diplomat traits now reduces ship upkeep while docked.
  • Increased technology costs, especially those of higher tier technologies.
  • The Technology curve has been changed from 1000 × 2^n to 500 × (2^n + 3^n), making the difference between an early and late-game tech more distinct.
  • Reduced output of researcher jobs
  • Researchers and their gestalt equivalents now produce 3 of each research instead of 4
  • Head Researchers now produce 4 of each research instead of 6
  • The effectiveness of Ministry of Science has been halved
  • Astral Researchers now produce 5 physics and 1 of each other research instead of 5 physics and 2 of the other researches.
  • Knights of the Toxic God balancing:
    • Slightly reduced the research output for Knight and Lord Commander jobs
    • Refactored how the output scaling for Knights from Squires functions, these now behave as normal additive modifiers instead of multiplicative modifiers
    • Knights now correctly inherit production modifiers from researchers and administrators
    • Slightly reduced the unity and research output for Knight and Lord Commander jobs
    • Knight output modifiers now only apply to resources, like other job output modifiers
    • The Fortress Habitat Designation for Knights no longer provides +1 Defensive Army per pop on the habitat, instead each Squire job provides +1 Defensive Army
    • Squires now increase the resource output of Knights by 2.5% not 2% per Squire.
    • The Luminous Blades modifier from the Knight's Quest now removes the alloy upkeep of knights and gives +25% Army damage instead of an empire-wide +1.5% alloy production modifier per knight
  • Delegate GalCom focus traits now have a small chance to give favors.
  • Reworked and rebalanced the Erudite, Cyborg, Synthetic, Psionic, Chosen One, and Chosen of X traits to include new leader assignments.


Bugfix
  • Repairing The Black Crown should no longer fire generic gateway repaired events.
Modding
  • Added `last_resolution_category_changed` trigger


[h3]Meet the Devs Video[/h3]
Game Systems Designer @Gruntsatwork did a video interview about what it’s like to work on the Custodian and Crisis teams.

[previewyoutube][/previewyoutube]

No, you can’t implement trash. - E

[h3]Next Week[/h3]
The nights are getting cold and long, so for the last dev diary of the year it’s time for a look at the year in review.

See you then!

#MODJAM2024 Theme Reveal!

Hello Stellaris Community!

The Stellaris Team, and our partners at Republic of Gamers, are proud to announce the theme of this year's Mod Jam:
Legendary Leaders!



Modders will have until January 9th (feature-complete submissions are due January 4th + 5 days of polish/bugfixing) to create:​
  • One (1) Legendary Leader
  • Two (2) or more flavor events that occur after the leader has been hired
  • One (1) or more events that lead to the option to recruit the Legendary Leader
  • One (1) or more unique Solar System Initializer(s) where the event(s) to recruit the Legendary Leader begin
  • One (1) scripted_effect that will spawn your legendary leader's solar_system_initializer (to be fired from solar_system scope)


The full and official rules are available on the Official Stellaris Discord. Haven't signed up yet? Sign ups will be open until 5 PM CET on December 14th! Not a modder? Subscribe to #MODJAM2024 on the Steam workshop and get the new content as soon as it's available!

This year our modders will be competing for some fantastic prizes from our partners at Republic of Gamers:
  • 1st Place: ROG Strix G17 (2023) G713 Laptop*
  • 2nd Place: ROG Delta S Wireless Headset*
  • 3rd Place: ROG Spatha X Wireless Mouse*
  • 4th - 10th Place: Stellaris branded Wallet and Keychain

* Exact specifications may vary depending on winning modder’s region

The winner will be determined by the result of a Community Vote, which will start on January 11th, 2024 at 5 PM CET and finish 5 PM CET on February 11th, 2024. You can read the full terms and conditions here.

Thanks to everyone who's signed up so far, and best of luck to our modders!