1. Stellaris
  2. News

Stellaris News

Stellaris Dev Diary #215 - "Gameplay Themes and Balance Considerations"

Hello everyone!

First I want to thank you for the overwhelming support that you’ve shown us with announcing the Custodians initiative. It’s been really fun and motivating to see so many positive responses, and for that we’re truly thankful. At the same time, I must admit that it is also a bit scary in the sense that we shouldn’t have the expectation that this will suddenly resolve any issues you might have with the game, or that we’ll be able to deliver large amounts of significant changes with every update. Let’s appreciate this opportunity and make the best of it :)

Species Pack Gameplay Themes

Last week we already talked about what the Lem Update (honoring the author Stanislaw Lem) would focus on, but I’d also like to go into more detail regarding some things.

We mentioned that we would be adding gameplay to the Humanoids Species Pack and the Plantoids Species Pack, and although I won’t talk about the exact details yet, I do want to talk a little about how we approached it, and the themes we chose.

Plantoids was a bit easier, because there are some obvious fantasies. Going around the themes of growth and plants we’re adding some new traits, civics and origin. We felt like it made sense to open up these gameplay additions to both Plantoid portraits as well as for Fungoids.

Humanoids was a bit trickier, because there are no direct fantasies that apply to them in general, so we instead chose to focus on fantasies that align with things like dwarves, elves, orcs or humans. The Civic we showcased last week was an example of how we made something inspired by a traditionally dwarven fantasy.

Let us know about any ideas or thoughts you have regarding those :)

We will be talking more about these in much greater detail later, but that may possibly be in August.

Game Balance

We’re going to take a look at reworking some of the major outstanding balance issues that we’re having.

One example that I want to talk about is the issue with Research Booming, where power players can essentially outpace other empires due to focusing a lot on research. What enables this is usually Districts that provide Researcher Jobs, which is relatively easy to gain access to early on through Origins such as Shattered Ring or Void Dwellers (the latter not being nearly as strong).

For Shattered Ring we are looking into changing the start from a pure “end-game” Ring World, to be more of an actual “Shattered Ring” that you need to repair before you gain access to the powerful Districts of the Ring World. Putting additional emphasis on the fantasy of resting this ancient megastructure to its former glory can be a fun addition to the Origin itself. Although we haven’t decided exactly what we’re doing, changing the start to be a Shattered Ring that you can restore with the Mega-Engineering technology is a likely route.

Unity & Empire Sprawl

Beyond Lem, we are also going to take a look at Empire Sprawl and Unity. The design for Admin Capacity was never really something that I felt worked out, and we never finished the design that was intended for it. Continuing to use Admin Cap as a mechanic also feels a bit like a dead end due to multiple reasons (ranging from design to technical), so we’re instead going to look into another solution.

I have a design for doubling down on using Unity as the resource for internal management, removing Admin Cap entirely, and to make Empire Sprawl something that you can never mitigate anymore. More sprawling empires will always suffer harsher penalties from Empire Sprawl, and we’ll instead focus on how Unity can be used internally to mitigate some of those penalties. Examples could be Edicts that have a Unity Upkeep Cost, and perhaps reduce the Research Cost Penalty induced by Empire Sprawl. Angry Pops could potentially also have a Unity Upkeep Cost, to represent the drain on your society.

Note that these ideas are very much in their infancy and very prone to change. We will probably start talking a bit more about that once Lem has been released, but I wanted to share some thoughts with you so that we could gather some initial feedback.

------

That’s all for this week folks! We’re in the middle of reviewing our dev diary schedule, so we’re hoping to be back with 2 more dev diaries before we take a summer break. We’ll keep you in the loop as we go.

Stellaris Dev Diary #214: “The Custodian Initiative"

Greetings!

Today I am here to announce some very good news! Stellaris is not slowing down, but rather picking up the pace! We at PDS Green are very happy to announce our new “Custodians” initiative as well as the next free update, coming sometime after summer.

The Custodian Team

Stellaris as a game has been very exploratory, and the game has seen a lot of big changes over the years. I want to start by giving some insight into why we’ve chosen to focus on this initiative.

As we’ve released more expansions we’ve had to take longer and longer between each release, as we’ve needed to spend more time on focusing on quality, making sure each release is as stable as possible. Paradox Development Studio also looks very different today vs. how it looked just a few years ago. Things take longer, there are more processes in place, and there are a lot more people involved. Because each release is now further apart, it makes it harder for us to address some of the outstanding issues that might be affecting the community between DLC releases.

As we’ve added more content it's also been harder to polish and maintain all of the amazing existing content that we’ve added over the years. We want to keep creating new cool experiences for Stellaris, but we also want to be able to maintain a high quality for the base game itself, and for older content.

What we have done now is that we’ve staffed up, and split the Stellaris team into two teams that focus on different aspects of the game. One team, that we call “the Custodians” team, will focus on free updates that we aim to release every 3 months, while the “expansion team” will focus on creating new content for the game.

Examples of what “The Custodians” could be working on:
  • Tweaking game balance
  • Adding new content to old DLC
  • Polishing existing content
  • Bug fixes
  • Performance improvements
  • AI improvements
  • Multiplayer stability
  • UI and quality-of-life improvements

This does not mean that the game will suddenly “be fixed” or done (whatever that means). Together with you, the community, we now have a better opportunity than ever to keep improving the game. In fact, I think working with the community is going to be crucial to really make this work well. We are going to need to improve how we communicate with each other, so that we can better understand each other.

What “The Custodians” initiative is not
It is very important that you understand that “The Custodians” initiative is no magic bullet or quick fix. We’re in this for the long run, and we hope you are too.

We will need to manage our expectations and small, incremental improvements with more regular updates should be our approach.

Honoring Stanislaw Lem

The first free Update, the Lem Update, will be named in honor of the Polish sci-fi author Stanislaw Lem, whose 100th anniversary is being celebrated this year. Stanislaw Lem is famous for works such as Solaris, which has already inspired the Stellaris you know today. The Lem Update is currently scheduled for release sometime after summer.

To set expectations more clearly, the Lem Update will be a bit more ambitious and larger in scope compared to what you can come to expect from “Custodian” updates in the future. The reason is that we’ve had a longer time to work on it than what is planned for future updates. It’s also important to note that as of now, the Lem update is scheduled to be a standalone free update, and will not be associated with a paid DLC.

The Lem Update planned features:
  • Buffing the Backlog: We’re reviewing some old DLC to revitalize them with some new content. Humanoids Species Pack and Plantoids Species Packs will now feature some new gameplay features. By the way, did anyone say Necrophage Hive Minds?
  • Selectable Traditions Trees: You will no longer be locked to the same 7 tradition trees, but you will instead have 7 slots that can be filled with a tradition tree of your choice. The number of tradition trees will be expanded, and previous tradition-tree swaps will be broken out into their own trees (Adaptability will no longer be a swap of Diplomacy for example). Some new tradition trees will also be added to existing DLCs.
  • Balance Pass: We will be doing a balance pass on some existing gameplay systems and features.
  • And more..!: Quality of life improvements, bug fixes, AI improvements...

We will go into more detail about these features in future dev diaries, but for now I will leave it at that. We’ll be back next week to talk a bit about some thoughts regarding game balance.

No longer will your empire have to suffer the mediocrity of artisans.

Stellaris DD#213 - "Ship Previews Experiment and PDXCON Q&A Transcript"

Hi everyone!

Today I want to talk about two things - one is a new experiment that we are running for an alternative ship appearance browser in empire generation, and the other is the Q&A session that we held during PDXCon.


[h2]Ship Appearance Browser
[/h2]
Currently in Empire creation, when selecting the appearance of your ships, we display a preview of a sample ship utilizing your empire's colors.


Current Ship Appearance Selection

We have a bit of an experiment coming that will be rolling out to a portion of you soon that temporarily replaces this with an in-game ship browser that lets you switch between any ship and manipulate them so you can get a better look at them from different angles.

Cropped 3D Ship Preview

In our quest to constantly improve Stellaris we want to measure what impact a change like this can have, so that it would be easier for us to know how to prioritize these kinds of changes in the future. If everything goes well, the change will become permanent for everyone going forwards.

If you end up in the trial, we'd love to hear what you think of it!

[h2]PDXCon Q&A Transcript
[/h2]

During PDXCon, we hosted a developer Q&A session on the PDXCon Discord server, with seven of us answering almost a hundred of your questions. It was a tremendous amount of fun and we hope to be able to schedule more of these. (Most likely on the Stellaris Official Discord server. Join us!)

Here's the transcript of the questions and the answers, as well as a rundown of all the Stellaris panels and activities during this year's PDXCON.

Next week we'll give an early peek at our autumn plans, after which we will take a break from dev diaries for the summer.

See you next week!

Stellaris devs "not done yet" with the game, "there's plenty of stuff to do"

While Stellaris' PC incarnation may not have had any specific news to share from PDXCon Remixed this past weekend, it is celebrating its fifth anniversary this year. Launched in 2016 - the same year as Hearts of Iron IV - the sci-fi grand strategy game struck new ground for Paradox by tackling 4X game concepts, as well as being the studio's first foray into something that wasn't historical.


During Stellaris' five-year journey so far the strategy game has gone through some major revisions. With patch 2.0 and the Apocalypse expansion, warfare, conquest, and FTL changes dramatically changed the pace and foundations of the game. The 2.2 patch completely reworked planetary economics and population mechanics, and the changes that accompanied the most recent Nemesis expansion were so game-changing that the developers decided to skip a version number and proclaim a new era with patch 3.0.


We caught up with the dev team in the run up to PDXCon Remixed to get a sense of how they felt about the game at its five year anniversary. Older grand strategy games, such as Crusader Kings II and Europa Universalis IV, faced increasing backlash against DLC packs and design decisions in the later stages, so we asked the dev team if they even wanted to go on for another five years. "We have so many different ways to expand," Stephen Murray, Stellaris' game designer told us. "Personally, yes, I would love another five years."


Read the rest of the story...


RELATED LINKS:

The best Stellaris mods

Stellaris, Cities: Skylines, and Surviving Mars are free for PDXCon weekend

Stellaris tech tree - everything you need to know

Stellaris, Cities: Skylines, and Surviving Mars are free for PDXCon weekend

PDXCon Remixed 2021 is over, but the fun has only just begun. This year's show had plenty of announcements for everyone; from new expansions for Empire of Sin, Prison Architects, and Crusader Kings III, to the fact that those heroes at Paradox are actually making Victoria 3!


There were plenty of smaller announcements too, with several games celebrating major events. Stellaris turns five this year and has sold over four million copies, while popular city-builder game Cities: Skylines is releasing new content creator packs which are available right now. Both are getting free play weekends to celebrate.


Finally, Surviving Mars' revival plans are continuing apace. Step one involved talking to the new developers and releasing an annoyingly vague teaser image for the new content coming down the pipe. Step two involved the soundtrack coming to Vinyl? Step three is to also run a free weekend to get people excited about the space game once more. If you didn't catch PDXCon Remixed, an archive of the show's announcements should be available soon via Paradox's twitch channel.


Read the rest of the story...


RELATED LINKS:

The best Stellaris mods

Stellaris devs "not done yet" with the game, "there's plenty of stuff to do"

Stellaris tech tree - everything you need to know