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Stellaris Dev Diary #237 - Reworking Unity, Part One

Доступно на русском в ВК/Read in Russian on VK

written by Eladrin

Welcome back! We hope you’ve all had a wonderful few weeks.

Today we’ll start with some more information about the goals of the Unity Rework mentioned in Dev Diary 215 (and briefly in 234), some updates on how things have been going so far, and our plans going forward.

Please note: All values and screen captures shown here are still very much in development and subject to change.

[h3]Identified Problems and Design Goals[/h3]

Currently in Stellaris, Unity is an extremely weak resource that can generally be ignored, and due to the current implementation of Admin Capacity, the Empire Sprawl mechanic is largely toothless - leading to wide tech rushing being an oppressively powerful strategy. Since Unity is currently very easily generated through incidental means and provides minimal benefits, Empires have little need to develop a Unity generation base, and Spiritualist ethics are unattractive.

Influence is currently used for many internal and external interactions, making it a valuable resource, but it sometimes feels too limiting.

Our basic design goals for the Unity Rework can be summarized as:
  • Unity should be a meaningful resource that represents the willingness of your empire to band together for the betterment of society and their resilience towards negative change.
    • Unity should be more valuable than it is now, and empires focused on Unity generation should be interesting to play.
      • Spiritualist empires should have a satisfying niche to exploit and be able to feel that they are good at something.
      • The number of sources of incidental Unity from non-dedicated jobs should be reduced.
      • Empires that do not focus on Unity (but do not completely ignore it) should still be able to acquire their Ascension Perks by the late game.
    • Reward immersive decisions with Unity grants whenever possible.
    • Internal empire matters should generally utilize Unity.
      • Provide more ways to spend Unity.
      • Rebalance the way edicts work (again).
  • Reduce the oppressive impact of tech rushing by reintroducing some rubber-banding mechanics.
  • Make tall play more viable, preferring to balance tall vs. wide play in favor of distinctiveness, and emphasizing differences between hives, machines, megacorps, and normal empires. (This does not necessarily mean that tall Unity-focused empires will be the equal of wide Research-focused ones, but they should have some things that they are good at and be more competitive in general than they are now.)
  • In the late game, Unity-focused empires should have a benefit to look forward to similar to the repeatable technologies a Research focused empire would have.

In this iteration we have focused on some of these bullets more than others, but will continue to refine the systems over future Custodian releases.

[h3]So What Are We Doing?[/h3]
All means of increasing Administrative Capacity have been removed. While there are ways to reduce the Empire Sprawl generated by various sources, and this will be used to help differentiate gameplay between different empire types, empires will no longer be able to completely mitigate sprawl penalties. Penalties and sprawl generation values have been significantly modified.

  • The Capital designation, for instance, now also reduces Empire Sprawl generated by Pops on the planet.


Bureaucrats, Priests, Managers, Synapse Drones, and Coordinators will be the primary sources of Unity for various empire types. Culture Workers have been removed.

Autochthon Memorials (and similar buildings) now increase planetary Unity production and themselves produce Unity based on the number of Ascension Perks the Empire has taken. Being monuments, they no longer require workers.

These monuments are now planet-unique, and can be built by Spiritualist empires.

The Edicts Cap system has been removed. Toggled Edicts will have monthly Unity Upkeep which is modified by Empire Sprawl. Each empire has an “Edicts Fund” which subsidizes Edict Upkeep, reducing the amount you have to pay each month to maintain them. Things that previously increased Edict Capacity now generally increase the Edicts Fund, but some civics, techs, and ascension perks have received other thematic modifications.

As an example, some Bureaucratic technologies now modify the Edicts Fund.

The Imperial Cult will squander any excess Edicts Fund on icons of the God Emperor at the end of the month. No refunds!

Several systems that used to cost Influence are now paid in Unity:
  • Planetary Decisions that were formerly paid in Influence. Prices have been adjusted.
  • Resettlement of pops. Abandoning colonies still costs Influence.
  • Manipulation of internal Factions. Factions themselves will now produce Unity instead of Influence.

Since Factions are no longer producing Influence, a small amount of Influence is now generated by your fleet, based on “Power Projection” - a comparison of your fleet size and Empire Sprawl.

Leaders now cost Unity to hire rather than Energy. They also have a small amount of Unity Upkeep. We understand that this increases the relative costs of choosing to hire several scientists at the start of the game for exploration purposes, or when “cycling” leader traits, as you are now choosing between
Traditions and Leaders..

And then some empires go and break all the rules.

Most Megastructures now cost Unity rather than Influence, with the exception of any related to travel (such as Gateways) or that provide living space (such as Habitats and Ring Worlds).

Authority bonuses have (unsurprisingly) undergone some changes again, as several of them related to systems that no longer exist or operate differently now.

[h3]When Will This Happen?[/h3]

Since these are pretty big changes that touch many game systems in so many ways, we’ve decided to put these changes up in a limited duration Open Beta on Steam for playtest and feedback. This will give us a chance to adjust values and modify some game interactions before the changes get pushed to live later on in the 3.3.x patch cycle, and we will continue improving on them in future Custodian releases.

We’ll provide more details on the specifics of how the Open Beta will be run in next week's dev diary.

[h3]What Else is Planned?[/h3]

As noted earlier, we’d like Unity to also reflect the resilience of your empire to negative effects. A high Unity empire may be more resistant to negative effects deficits or possibly even have their pops rise up to help repel invaders, but these ideas are still in early development and will not be part of this Open Beta or release. They’ll likely be tied to the evolving Situations that we mentioned in Dev Diary 234 - we’ll talk about those more in the future once their designs are finalized.

Next week I’ll go into details regarding the Open Beta, go over a new system that is meant to provide “tall” and Unity focused empires some significant mid to late game benefits called Planetary Ascension Tiers, and share details on another little something from one of our Content Designers.

Happy Holidays from the Stellaris Team, the C6 Mod is available now!

[previewyoutube][/previewyoutube]

Charismatic, Curious, Elegant, Enigmatic, Friendly. Definitely not a fanatic purifier.

[h3]This mod is brought to you by popular demand and Stellaris Animator Hanna and Senior Artist Frida, from PDS Arctic.
[/h3]

C6 was first presented as concept art in DD#231 - “Aquatics Portraits and Art”.



We saw dozens of responses demanding the ability to play as C6, and because we’ve never been a group of people able to let a meme die, Frida and Hanna worked on this in their spare time to bring this mod to the community.

Now you can make friends or devour the galaxy as the Stellaris community’s favorite arm-flailing egg!

Get the C6 Mod now!

Stellaris Finfluencer Shellebration (All VODs Available!)

Hello Stellaris Community!

Here on Stellaris, we love our community content creators. This holiday season, join us and meet some of our favorite community content creators that you might've never seen before!

Each streamer will play 30 years, and then pass the save file onto the next streamer. Each of these saves we’ll post on this thread, so that you can play along. Miss an episode? Don’t worry about it, we’ll update this post with the links to the VODs after the stream.

What’s a Stellaris playthrough without a punny name? SEE WHAT I DID THERE?

Each stream will be hosted on the content creators channels, and every stream starts at 2000 CET (1900 UK, 1400 ET, 1100 PT. CET is UTC+1). Please stop by and give our streamer friends a like and follow!

Want to play along? You can grab the save from the forum post here!

Completed VODs
KomradTruck - https://www.twitch.tv/videos/1241592556
Chakerathe - https://www.twitch.tv/videos/1244073593
DolphinDivePro: https://www.twitch.tv/videos/1246007598
OldManMordaith: https://www.twitch.tv/videos/1248035306
AlphaYangDelete: https://www.twitch.tv/videos/1250916273
Ep3o: https://www.youtube.com/watch?v=usJFLgui5Tc
SimasTV: https://www.twitch.tv/videos/1254993245
Melomaniac: https://www.twitch.tv/videos/1257229005

But enough from me, let’s get to the influencers:
[previewyoutube][/previewyoutube]

Name: Komrad Truck
Stream Date & Time: Dec 23rd @ 2000 CET (1900 UK, 1400 Eastern, 1100 Pacific, CET is UTC+1)
Channel: https://www.twitch.tv/komradtruck

Introduction: Komrad Truck is a Competitive Stellaris PvP streamer who also shows some analytics and strategies with good music and vibes. All in all, a welcoming place to get an introduction to the competitive side of the Stellaris community!



Name: Lord Lambert
Stream Date & Time: Dec 26th @ 2000 CET 2000 CET (1900 UK, 1400 Eastern, 1100 Pacific, CET is UTC+1)
Channel: https://www.twitch.tv/LordLambert_

Introduction: Lord Lambert is a youtuber and streamer primarily geared towards strategy and grand strategy titles. Lambert is a big believer in building a strong community, with multiple multiplayer games being run from his Discord server every week by the community for a variety of titles that he takes part in and streams. These multiplayer games, along with solo Let’s Plays, Grand Strategy News, and reviews of future titles make up the bulk of the content on Lambert’s youtube channel, though it is not uncommon for something very different to show up once every so often.
In short, Lambert is a community focussed strategy content creator that just wants to have a good time playing games with his friends, and sharing that good time with others.



Name: DolphinDivePro
Stream Date & Time: Dec 28th @ 2000 CET (1900 UK, 1400 Eastern, 1100 Pacific, CET is UTC+1)
Channel: https://www.twitch.tv/dolphin_dive_pro

Introduction: Hello folks! I was the person responsible for a Peacock Puppet portraying a Turkey for the Aquatics Roleplay release! I also Roleplay Stellaris regularly on Twitch with community-created empires and other events!



Name: OldManMordaith
Stream Date & Time: Dec 30th @ 2000 CET (1900 UK, 1400 Eastern, 1100 Pacific, CET is UTC+1)
Channel: https://www.twitch.tv/oldmanmordaith

Introduction: Old Man Mordaith tends to play strategy or simulation games with a focus on Roleplay and fun, rather than exploiting the meta and min-maxing. If you like RPGs, 4x, or Grand Strategy, this might be the channel for you.



Name: AlphaYangDelete
Stream Date & Time: Jan 2nd @ 2000 CET (1900 UK, 1400 Eastern, 1100 Pacific, CET is UTC+1)
Channel: https://www.twitch.tv/alphayangdelete

Introduction: I'm AlphaYangDelete but you can call me Yang...Alpha whatever works for you. I'm a newer streamer and I play a lot of space themed rpgs, shooters, real time strategy games and cosplay. I want all my viewers to feel welcome here, I do my best to engage with everyone in the chat and keep everything respectful! You are not just a number here. You're a friend whether you're just stopping by to say hey or hanging out with me everyday I appreciate you taking the time out of your day to watch me! So don't be afraid to light up that chat and lets have a good time!

YANG OUT!! OUUUUUSSSSS



Name: Ep3o
Stream Date & Time: Jan 4th @ 2000 CET (1900 UK, 1400 Eastern, 1100 Pacific, CET is UTC+1)
Channel: https://www.youtube.com/user/TheEp3o/featured

Introduction: My channel is all things Stellaris. I make tip videos, that take a look at underutilised mechanics in the game and how to get the most out of them. I also enjoy making plenty of Stellaris memes about literally everything to do about the game! I love trying new content ideas so also expect mod reviews, dev diaries, funny moments and playthroughs in the future, and if you delve into the depths of my channel.

My streams take these concepts live, where I either meme with other content creators, take a look at mechanics and new features in the game, or create and try to complete challenges within the game. I aim to make my streams as interactive as possible, so prepare your self to vote in polls, become leaders in game, name my planets and fleets or just laugh as I misplay over and over.



Name: SimasTV
Stream Date & Time: Jan 6th @ 2000 CET (1900 UK, 1400 Eastern, 1100 Pacific, CET is UTC+1)
Channel: https://www.twitch.tv/simastv

Introduction: SimasTV is a voice actor and Twitch streamer who strives to provide wholesome and relaxing content with the help of his cat Charlie. SimasTV Regularly streams a variety of games with a focus on Strategy and RPGs every day of the week.



Name: Melomaniac
Stream Date & Time: Jan 8th @ 2000 CET (1900 UK, 1400 Eastern, 1100 Pacific, CET is UTC+1)
Channel: https://www.twitch.tv/melomaniacc

Introduction: I’m Melo, a 20-year-old university student with just enough free time to stream on Twitch! I started in early 2020 to have something to do during the first UK lockdown, and had so much fun that I’m still going. So far I’m mostly a variety streamer working my way through a list of viewer suggested games, occasionally speed-running BBC dance mat typing – but I love to return to Stellaris when I can! Fun fact*: it’s actually my birthday every day
*it is legally only my birthday once a year

Stellaris multiplayer - everything you need to know

So, you want to know about Stellaris multiplayer? Like all of Paradox's iconic grand strategy games, even though Stellaris is primarily geared towards solo play versus AI opponents, everything can be done in multiplayer as well. Up to 32 players can compete for dominance over the galaxy, although smaller groups can always work together in co-op as well to take on the other AI-driven empires.


Multiplayer in Paradox strategy games has always been a bit of an inconsistent aspect of the game - the backend infrastructure has historically been a bit weak, desyncs can happen frequently, especially with high player counts, and overall online players only make up a small percentage of any one game's player base (it will vary from game to game).


As of August 2021, Stellaris uses the Nakama infrastructure to power its multiplayer backend. This was developed by the third party, and completely replaces Paradox's previous internal infrastructure, and most notably enables cross-platform multiplayer between stores. The developers believe this version will be way more stable than their previous version, and it's also been rolled out to other older games such as EU4.


Read the rest of the story...


RELATED LINKS:

Stellaris Enigmatic Fortress - a quick guide

The best Stellaris mods

Stellaris dev diary - all the latest information

Stellaris Dev Diary #236 - Happy Holidays and thanks for all the fish

Read in Russian on VK/Доступно на русском в ВК written by grekulf

Hello everyone!

We aren’t quite ready to show the things we are working on currently, but from the beginning of January we’ll be back with more dev diaries to talk about things like the Unity rework or the new Situations system. For now, we’ll be taking a hiatus until January 13th.

We want to instead take this opportunity to celebrate the year that’s gone by and thank you all in the community for your continued support.

Looking back at the year:

  • We released Nemesis and the 3.0 ‘Dick’ Update, after Philip K Dick, which added the Intel system and Espionage Operations, among other things
  • We released a number of updates to 3.0 with bug fixes and improvements following your valuable feedback
  • We onboarded many new members to our team, which let us provide you with even more Stellaris updates
  • We announced the Custodian Initiative and released the first Custodian patch with the 3.1 ‘Lem’ Update (Stansilaw Lem) which features a lot of great improvements and new features
  • We “buffed the backlog” for older DLC by adding new content to the Plantoids- and Humanoids Species Packs.
  • We released 3.2 ‘Herbert’ Update (after Frank Herbert) and the Aquatics Species Pack, which is the best-selling and best-reviewed species pack of all time (by a great margin). Most importantly, we added swolephins.


I am incredibly happy about what we’ve achieved this year, and with our great team we should be able to keep making Stellaris better than ever before.

For next year I hope we can keep working together with you, the community, and release more great updates to Stellaris. I’m very excited, and I hope you are as well.

Here’s some pictures gathered during the development this year:

Hmm. What happens if you try to add weapons to a Tiyanki? Oh…

Assets wouldn’t randomize their appearance during early development. Clone spies?

Working on pathfinding can be… interesting at times.

QA testing bugs relating to Mechanist Origin + Agrarian Idyll Civic.

General pandemic mood.



Early Here Be Dragons work can lead to unexpected heroism.

And as a little bit of a gift, here’s some teaser images from things in development:



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Thanks for this year! We will be back with our next dev diary on January 13th, and until then we wish you Happy Holidays and a Happy New Year!