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Stellaris Dev Diary #210: A post-Nemesis Address

Hello everyone!

We hope that you’ve all had a chance to enjoy the 3.0 ‘Dick’ Update and Nemesis. We’ve had a lot fun making it, and it's been really fun to see your reactions to all the new stuff!

We appreciate all the feedback and bug reports you have submitted, as it really helps us improve the game. 3.0.2 is looking to be quite stable as it currently stands, with better performance and a very low amount of out-of-syncs in multiplayer. There are still bugs and improvements that we want to make and the current plan is to fix bugs and make improvements for a couple of weeks more, until we can release a 3.0.3.

For that patch we’ll be looking at things like:
  • Some improvements relating to Operations & Espionage
  • Tweaking and making improvements related to pop growth
  • Various other improvements, balance tweaks and bugs


We also know that pop growth has been a heartfelt issue for some of you, so we wanted to take this opportunity to address some of that feedback. With that I’ll hand the word over to our Game Designer Stephen to talk a bit more about pop growth in detail:

"The Stellaris 3.0 ‘Dick’ update had a number of changes to economic systems, including major changes to population growth. We wanted to significantly reduce the number of pops in the galaxy and decrease the disparity of number of pops between empires with mass colonization and those with fewer focused planets, allowing smaller empires to keep pace to a degree with more sprawling empires. (The eternal struggle between wide and tall play.)

As part of this, we made some changes to increase economic output of individual pops or other sources through various means - some technologies were buffed, edicts were updated, and new bonuses were added to keep production up. Some secondary resources, such as Research, are intentionally more difficult to rush, since we believe that in 2.8 it was a bit too easy to reach repeatable technologies and technological dominance.

We do recognize that putting limitations on the previously endless growth can feel bad, and that the large number of sudden changes can be shocking. Internally, we’ve been playing with the system for months, and know that while it will take a transition period to get used to some of the changes, we believe that these changes are better for improving the long-term playing experience.

That said, months of internal testing pales in comparison to a week of live play, and the feedback we’ve received from you have been integral for us to continue to improve the playing experience and has led to some adjustments we want to make. Balancing complex systems are an ongoing process so we encourage you to continue feedbacking here on the forums as we move forward.

While we were interested in having more backwater planets in proportion to highly developed planets, we've deemed it too difficult to get to the higher infrastructure tiers. As such, we're planning on reducing the number of pops necessary to upgrade capital buildings to the higher tiers.

The growth on highly developed worlds also felt a little low, so we've increased the floor of how low logistic growth penalties can drop planetary growth, to make sure that these planets still produce a low but noticeable amount of growth. The effect on growth required from the number of pops in the empire was stagnating growth too early, so we're adjusting that value down as well. These should help make late game worlds like a Ring World or Ecumenopolis less difficult to populate, though you may still want to encourage your pops to resettle to them to get them going.

To ensure that other special planets such as the Hive World and Machine World still feel valuable when they come online, we've added assembly jobs to the planets themselves. (The Resource Consolidation origin will begin with a blocker negating this extra job until removed.)

Since colonization is taking longer than desired in the mid to late game, we've added Colony Development Speed bonuses to the civilian infrastructure technologies in addition to their Building Slots.

There's been a lot of positive feedback regarding the new automatic resettlement mechanics, so we're looking at changing the functionality of the Slave Processing Plant to expand automatic resettlement to slaves on the planet at a reduced rate instead of providing production bonuses. So much paperwork.

Constructobots have requested Building Slot parity with Functional Architecture, and we can yielded to their demands. The bio-trophies of the Rogue Servitors have also been shown some educational programs to help them multiply. And as a quality of life request from the Prosperously Unified, we're extending the duration of the homeworld buff to 20 years."

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Please note that this is not a comprehensive list of all the changes we’re looking into for 3.0.3, but rather some of the highlights.

That is all for this week folks! We hope you enjoy the game, and continue giving constructive feedback so that it’s easier for us to keep improving the game.

Please note that this is not a comprehensive list of all the changes we’re looking into for 3.0.3, but rather some of the highlights.

That is all for this week folks! We hope you enjoy the game, and continue giving constructive feedback so that it’s easier for us to keep improving the game.

[Dev Team] 3.0.2 Hot Fix Released (Checksum 91c1)

Hello everyone!

We hope all of you are enjoying Nemesis, a lot of work went into this patch and expansion. Countless hours to bring you what is, in my personal opinion, one of the best and most stable releases in Stellaris history! However, regardless of how much effort you put into something being flawless, there will always be some small cracks that get missed.

With this hotfix we hope to bring you a quicker patch of some of those larger cracks. This is intentionally a very small patch to make sure that we could get these specific issues fixed and delivered to you all sooner rather than later. Rest assured though that we have another patch in the works, so please continue providing us with feedback and bug reports (over at the Bug Forum)!
[h2]
3.0.2 HOT FIX PATCH NOTES[/h2]
[h3]Bug fixes[/h3]
  • Fixed an issue with the Big Red Button achievement not triggering before the game ended.
  • Fixed an issue where players couldn't play as the pre-scripted Human Empires.
  • Fixed an issue with Criminal Syndicates branch offices producing super negative trade due to crime, then multiplying it because of crime.

Known Issue: The Branch Office Breakdown tooltip for Criminal Syndicates does not include their planetary bonuses. The final value displayed in the UI is correct however.

Before I leave you I want to address two other issues briefly. First, we've seen the reports about various graphical flickering issues, we're currently working on a fix for that but we couldn't get it into this specific hotfix. But we'll make sure to provide a fix for it as soon as we can!

Secondly, I want to briefly touch on an aspect of the big economic rework we’ve done to improve the game – including the pop growth rebalancing. Please continue to give us constructive feedback and keep your messages civil, but don't spam random threads with hateful comments. Those will not be tolerated. We are continuously collecting your feedback and it will help us make tweaks to these complex systems. We are planning to address some of the feedback in the upcoming Dev Diary scheduled for Thursday!

Stellaris cheats - a guide to console commands

So, you want to know about Stellaris cheats and console commands? Much like you wanted to know about Victoria 2 cheats, EU4 cheats, and even Hearts of Iron 4 cheats, I imagine? It's ok, you're among friends here - we won't judge.


With the recent release of the Nemesis expansion, Stellaris is in a pretty good place right now. Not perfect, but there's plenty of meaningful content across most phases of that game. But like all grand strategy games, the desire to have that perfect run is strong. Some of the best stories come from rolling with the punches, but when you're the hero of your own tale you sometimes want things... just so.


That's where cheats come in. Stellaris has a console command feature that's common with many strategy games where you can input commands to achieve instant results. Sometimes this can be literal cheating, like giving yourself more resources or just hand-waving away a pesky rival, but there are plenty of debug commands and options to create nice visuals, like by removing the UI. We've compiled a guide to the essential commands to give you a smooth game.


Read the rest of the story...


RELATED LINKS:

Stellaris DLC - a complete guide

Stellaris' 3.0 Dick patch isn't even out yet, and it's already been updated

Stellaris: Nemesis review - begun, the endgame has

Stellaris' 3.0 Dick patch isn't even out yet, and it's already been updated

April 15, 2021 Stellaris: Nemesis is out now. Buy or read our review.


If you haven't seen it yet, our Stellaris: Nemesis review is out, and the verdict is good. The new expansion - even though it really only targets the endgame - is one of the most meaningful released for the space 4X game to date. Between that and the free 3.0 'Dick' patch that will also be releasing alongside the DLC tomorrow, Stellaris could be on the cusp of a glorious new era.


Even though we're less than 24 hours from release, the 3.0 patch has already been patched to version 3.0.1. To be fair, the dev team at Paradox Development Studios did indicate in their 3.0 patch notes dev diary that they were already working on their first patch for the new update, they just weren't ready to talk about the details.


Seems they got everything together quite quickly because this week's dev diary highlights all of the changes coming in the 3.0.1 patch that will supersede the previously announced patch version. For anyone keeping track, this means we're jumping from 2.8.1 to 3.0.1.


Read the rest of the story...


RELATED LINKS:

Stellaris tech tree - everything you need to know

Stellaris cheats - a guide to console commands

Stellaris DLC - a complete guide

Stellaris: Nemesis lets you now become a star-destroying galactic threat

What's galactic drama without an evil empire to rally against or a mighty hero to save us all? A bit of a damp squib. The latest Stellaris expansion, Nemesis, today spices up the end-game by offering extra powers for domination or liberation. It's got big Star Trek baddie vibes, enough that it even adds new ship designs which look like Star Destroyers. And as ever, the expansion is accompanied by a patch adding and changing loads in the 4X strategy game.


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