1. Stellaris
  2. News

Stellaris News

Stellaris 3.2 will introduce new anomalies and a new ship browser

As the Stellaris development team continues working on November's 2.3 update, the team is also highlighting more changes coming to the patch. Today's dev diary goes through some new features and content, such as a civic that's inspired by high fantasy elves that didn't make it in time for the 3.1 patch. It's called 'Pompous Purists' and is for xenophobic empires who nevertheless see the value in treating with other races - so long as it's on their terms.


Back in May, the development team ran an experiment where a selection of players were treated to a new interface as part of empire creation, specifically an improved browser to see more 3D ship models within a set. The test was mainly to see if users would appreciate improvements to areas like this, and it must have been a success because that change is now rolling out to everyone in the November update.


Work has also been done to look at other more mature areas of the game to see if they can't be spruced up a bit. More anomaly variants will be included, especially in categories where there was only one variant available. The terraforming process has also been made slightly more interesting to break up how automatic the process can feel.


Read the rest of the story...


RELATED LINKS:

Stellaris Invicta, a fake documentary about fake space empires, wraps second season

The best Stellaris DLC - a complete guide

Here's more details on the new aquatic Stellaris DLC

Stellaris Dev Diary #228 - New Content and Features in 3.2

written by grekulf

Hello everyone!

For today’s dev diary we’ll be talking a little bit about a new wave of changes coming in the upcoming 3.2 update.

3.2 will feature some new content and features, some of which didn’t make it into 3.1, and some of which are new. The reason why I mention that is because I also wanted to shed some light on the process itself. With this new way of working, it’s fine if something isn’t done for a certain update, because it can simply spill into the next update. With our ambition of only having 3 months between the updates, it will not be long before the new piece of content will be out in the public. Speaking of which, the new Pompous Purists Civic is just such an example.

[h3]Pompous Purists Civic[/h3]

This civic was designed to be added to the Humanoids Species Pack with our Buffing the Backlog initiative, but it didn’t quite make it in time to be released in 3.1. In 3.2 you will be able to try out this new addition to the Humanoids Species Pack.

The Pompous Purists Civic is a civic that allows for a diplomatic playstyle, but for xenophobes. The idea is based on an elven fantasy, where they are willing to negotiate with other species, but only as long as it's on their own terms.

Friends? Maybe if you keep a respectable distance.

[h3]Ship Browser Experiment[/h3]

Back in dev diary 213 we briefly talked about the improvements to a part of the empire creation process – namely the part of the UI where you select your ship appearance. The experiment meant that only about half of you got to experience those improvements, while the rest kept the ship appearance selection as it has looked like since 2016. The reason why we ran this improvement as an experiment is because we wanted to measure how successful doing these kinds of improvements can be.

The Ship Appearance part of the empire creation screen allows you to browse different ship sizes and appearances.

The improved ship browser will be available to everyone with the release of 3.2.

Now I’ll hand over to Victor who will be talking a little bit about some new content for anomalies.

[h3]Anomaly Variety[/h3]

Hello everyone! I am Victor, a Custodian Content Designer that you might have seen around on the weekly streams these past few months.

Back in 2018, we removed anomaly failure from the game. This meant that every single time you encountered the Gigantic Skeleton anomaly category, you would always get the Gigantic Skeleton anomaly, for it was the only one in the category. No longer! As one of my tasks for this patch, I decided to simply go through every single anomaly category and add new anomalies to orphaned categories that I could for the development cycle.



This is not only limited to new anomalies, but I also revisited some old classics adding options to events that previous designers created before a lot of the resources we now use were added to the game.



While this is not anything that will revolutionize the game, it is a great and interesting direction for a Custodian content designer to explore, which we are still establishing on the team. I do hope you enjoy your (slightly) more exciting and varied early game!

[h3]Terraforming Events and AI behavioral changes[/h3]

Yes, hello, I am still here. My other task for this patch was to create a few varied random events for terraforming. These events vary in power and complexity and mainly break the monotony of pressing a button and getting a better planet. These bonuses vary from getting more districts of a chosen type to perhaps uncovering a dig site left by a species to enamoured with war.



Before you start thinking, you will sit there and terraform a planet back and forth between two different types and fishing for events. Do know that you can only get events the first time you terraform a world, and it’s never guaranteed. Terraforming is quite the unexplored space for Stellaris events, and these were a lot of fun to create.

Finally, Caligula Caesar has managed to restore the AI’s terraforming hunger! Previously the AI needed to gather an absurd amount of energy credits even to consider terraforming, but that has now been rectified. The AI has been spotted changing and creating optimal planets in our internal testing. They also are more likely to pick terraforming techs and appropriate ascension perks in certain circumstances.

----

That is all for this week folks! Next week we’ll be back with some exciting news!

Stellaris' November update will make the AI better with money

We know that grand strategy game Stellaris is getting a new update every three months now, with the next one scheduled for November at the time of writing. While it's already been stated that patch 3.2 will be a bit tamer than the recent 3.1 'Lem' update, it will at least come with some significant updates to AI behavior.


This week's developer diary introduced us to 'Guido', the username for one of Stellaris' principle designers in charge of the strategy game's AI. Within the wider custodian's initiative, there's a specific drive to push AI improvements as well. The November update follows this and will bring "significant updates" to the AI, specifically around how it handles economics.


The main thrust of these improvements will be overhauling the game's economic script that the AI uses to make decisions. Before, it was divided into three parts depending on the phase of the game - early, middle, or late. This script wasn't as flexible as it needed to be however, and is now being replaced with a single script that features various options plans within it, which can be turned off/on by the AI depending on whether the criteria has been met first.


Read the rest of the story...


RELATED LINKS:

Stellaris Invicta, a fake documentary about fake space empires, wraps second season

The best Stellaris DLC - a complete guide

Here's more details on the new aquatic Stellaris DLC

Stellaris Dev Diary #227 - Looking after the AI

written by Guido

Hello and welcome to a new Dev Diary,

My name is Guido and today I’m here in my role as a Principal Designer on Stellaris to talk about AI in a bit more detail.

You probably have heard about the Custodian Initiative by now which has been created to keep improving the game on a more regular basis and in order to be quicker when reacting to player feedback. A part of this initiative is also to put some more love and attention to the AI of the game going forward - an AI initiative inside the Custodians, basically.

For this, we have set some goals for ourselves going forward:
  1. Always work on AI-related topics, regardless of what else is going on
  2. Move the AI towards being challenging to players in an entertaining way, rather than be optimized to min-max its way to victory
  3. Move the AI towards being more distinctive, so that not all empires feel strong in the same way
  4. Support future DLCs from the get-go
  5. Constantly make small improvements to the AI
  6. React quicker to player feedback
  7. Occasionally make a push for more significant improvements

Speaking of which, for the upcoming patch in November, we have some significant updates in store.

[h3]Economic Script Update[/h3]

First of all, the biggest change you will notice is how we have changed the economic plans script. This script is the core of the economic behavior of our empires. It defines what resources they strive to get when building districts and buildings. How much population growth they should go for and how much research and unity they want.

The functionality of the script hasn’t changed much, but how we are using it has changed.

Previously the script was divided into early-, mid-and late-game. Depending on the phase of the game, empires would prioritize resources differently. For example, focus on research was lower in the early game than in the later stages of the game. However, this approach didn’t take into account the various situations an empire can find itself in. Especially after a war or when a new empire breaks off an existing one. In those cases, even if the game phase was in the late game, for the respective empires it meant that they were in a much more ‘early game’ position.



Instead of having 3 different economic plans, we feature 1 base plan instead. In order to get more flexibility and to react to the empire’s situation, we’re relying much more on the ‘subplans’ inside that base plan.

[h3]Improved economic subplans[/h3]

Subplans can be turned on or off, depending on the situation the empire finds itself in. Our main rationale was to ensure that an empire would be economically stable before it spends resources on ‘bonus’ things like research, population growth, defensive modules on starbases, and unity buildings.
Previously those things were prioritized too early and without enough respect to the basic income of energy and minerals, leading to empires that produced alloys, but had big deficits in energy and mineral production. And this deficit would be the start of an economic death spiral, where the resource debuffs would further reduce production and everything just escalated to the point where an empire was bankrupt on all resources. This became especially problematic after the economic system has been rebalanced to focus resource production more on the districts, rather than the buildings of a planet.

Here’s an example of what the economic situation generally looked for empires in a game that went on for around 80 years:
These are screenshots from Stellaris version 3.0.3

Our updated economic script prioritizes basic income first and takes the new economic rebalance into account. Energy and minerals are most important.

The difference between the ‘income’ and ‘focus’ block is that if the monthly income is below what is defined in the ‘focus’ block - districts and buildings which produce those resources get an extra bonus in weight, when deciding what to build.



Then the first subplan kicks in. If a country uses food (therefore, Machine empires will have this subplan turned off) it will prioritize food production.



The next subplan will check conditions for focusing on consumer goods. Again, checking if the empire actually uses them or not - and then only focus on producing them if the empire has at least a monthly income of minerals of 30.
Based on the fact that in order to create consumer goods you require minerals.



Further down we activate the plans for prioritizing research and all the higher-level resources



[h3]Resulting behavior improvements[/h3]

So, the script can check for various situations in AI empires - from the fact if they are a Gestalt Empire, using food to monthly income of specific resources.
This gives the AI a lot more flexibility in managing its economy.

As an example, here we have a 100-year old Galaxy with 13 AIs and every empire is able to manage its economy in a decent enough way. Notice the resource tab at the top - almost all empires have positive income in all resources; the ones with a negative income only have a small deficit:



Apart from this, there were some small, but significant code changes that helped the AI in running the show.

[h3]Conclusion[/h3]

The code for the AI has been optimized heavily in the past in order to improve performance a lot. However, this has led to some unforeseen and unintended behaviors which have now been corrected. Some of the districts and buildings weren’t considered at all and city districts were weighted way too high. The AI is also now able to build temples and holo theaters, for example.

Finally, the AI has also been given a bit of support in how it will set up its starbases, especially in conjunction with the hydroponics starbase building, which can play a larger role in how you provide food for your empire. The AIs can now use more varied setups when building their starbases, making use of Curator Think Tanks, Nebula Refineries, and other special buildings where it makes sense.

And all of this was built on the foundation of the last major rework of the economic AI, so kudos to sidestep for making this evolutionary step possible.

With your help, we’re looking forward to giving the AI the attention it deserves and making it even better in the future.

Cheers,

Guido

Stellaris' next patch will drop in November

Stellaris is fresh off a new major update that adds new content to old DLCs, as well as taking a large swing at balance and quality of life changes as part of the grand strategy game's custodian's initiative. While a hotfix was needed to address some newly introduced oddities, the team is largely looking towards its next release, which we're told will be sometime in November.


This week's dev diary is largely devoted to what the team is looking at next, with a general update on the situation going forward. "In the November 3.2 update, our strategy will be to be a bit less ambitious than the Lem Update, and to focus on a bit more safe improvements," the post reads.


The update after that is scheduled to drop in February, and will likely be a bit more "spicy", looking at introducing reworks of Unity and the sprawl mechanics. These particular changes were first mentioned in June, and given their nature the developers are likely to an open beta first.


Read the rest of the story...


RELATED LINKS:

The best Stellaris DLC - a complete guide

Here's more details on the new aquatic Stellaris DLC

The best Stellaris mods