Stellaris Dev Diary

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We’re just a few weeks in, but 2018 is for Stellaris fans. Paradox Development Studio is already working on the largest update ever for: the Cherryh Update, also known (even officially) as Stellaris 2.0. It’s a big one.

At the same time, Paradox is working on a game-changing new DLC called that will include planet-destroying weapons and all kinds of other new features. In the latest Stellaris dev diary, we learned about two other new features that will be part of Apocalypse: Marauders and Hordes.Stellaris: Apocalypse and the Hordes of the StarsLast week, we learned about, all with a very heavily science fiction feel to them—as befits Stellaris., will feel very familiar to fans of other Paradox games like Crusader Kings and Europa Universalis.

That’s because it introduces Marauders, which are essentially the spacefaring equivalent of nomadic empires. Unlike pirates or Primitives, they control their own systems, have some level of technology, and wield not-inconsiderable fleets, but they’re still disorganized and don’t form stable empires. Instead, they demand tribute from their neighbors, and if you don’t comply, they’ll invade. You can even bribe the Marauders to raid your enemies.

Marauders in Stellaris: Apocalypse Photo: Paradox InteractiveStellaris is famous for its end-game crises: game-changing situations like an invasion from beyond the galaxy or even beyond the dimension. In Stellaris: Apocalypse, we’ll get something a little different: a mid-game crisis. This will take the form of the appearance of a Great Khan, a terrible warlord who unites all the factions of a given species of Marauders into a truly powerful empire that will expand violently in all directions. The strength of a Horde will make them difficult to stop, but if you can’t stop them in battle, you can swear fealty to them and become a satrapy and simply try to wait them out: when the Great Khan dies, the empire will collapse, either into anarchy or into a new democratic Federation.

So you’ll just have to find a way to kill that Khan! The Great Khan rises in Stellaris: Apocalypse!

Dev

Photo: Paradox InteractiveBoth features will only be in the paid Stellaris: Apocalypse DLC, but should add a great deal of extra flavor to the early and mid-game. Space pirates are also getting a revamp, which will be in: instead of being totally random, they’ll tend to congregate in the wild frontiers of your empire—especially in unclaimed systems surrounded by your empire, creating an incentive for you to fill in the holes and build a cohesive space polity.Also, here’s a quick tease from game lead Martin Anward.

This one wasn’t part of the dev diary, but it’s tantalizing nevertheless.

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For information on topics that are temporarily banned, please view our. BANNED TOPIC- Star system Covfefe 2017-10-14.Content that breaks the spirit of these rules may be removed at moderator discretion. Yes, this is EXACTLY what I've wanted from sectors/automation in Stellaris for some time. Its a wonderful compromise.

I can finally control what is built without micromanaging each planet. I can finally leave the AI instructions instead of free reign.Definitely sounds like the best way to handle sectors and planet automation so far. My only quibble is I would want more direct control of sector borders, but then this line is a bit unclear on what may come there: 'Add nudging of systems between sectors.' I'd prefer to be able to customize the borders however I want so long as the farthest border system is within X jump range of the capital.The prospect of them setting up specific build orders for the AI empires to use is exciting as well. If the AI has a list of sensible build orders it chooses from it could mean far less or even no nonsensical development by AI empires.Depending on how its implemented it could even add a lot of flavor between empires if there are different build orders for different civics and ethics and the like. Could add modding potential as well. Hopefully planets will change their buildings/districts if their focus is changed.

If I conquer a a planet and want to turn it into a farming or mining world will my new designation cause the planet to tear down unwanted buildings/districts and build the ones to its focus?Right now the planet AI isn't capable of removing any buildings. Every building is permanent and can only be removed by the actions of a human player. This means the AI cannot adjust its economy on the fly which is why it so often gets caught in economic death spirals. All of your consumer goods factories are on a single planet on your border and you lose it? The AI won't rejigger existing planets to compensate.Unless the planet AI can tear down buildings/districts the player will have to manually rebuild the planet, which is exactly the same as how it currently works.

Its all manual and becomes a tedious slog late game. Ah.are you, by happenchance, playing the Console version? Because that one still has tiles.

After years of updates and patches, the AI finally managed to at least put some decent buildings on tiles.Then we get the entirely new Ressource and Planet Management system for the latest PC version, with the implicit promise the AI would have an easier time handling those.It doesnt. In fact, the AI is more inept than it ever was in the whole history of Stellaris, making the game utterly unplayable without AI mods unless you enjoy roflstomping the entire Galaxy on Grand Admiral without any effort whatsoever, because the AI crashes its econ in an instant. For those at work:Hello everyone!First of all I want us to celebrate that today is the 3-year anniversary of Stellaris. Stellaris is such a great game that has changed a lot since its release. Since 1.0 we’ve added Civics, Traditions, Ascension Perks, Fallen Empires, Hive Minds, Machine Empires, planet killers, starbases and much much more.When we started developing Stellaris, I don’t think we could ever foresee what Stellaris would become this many years later.

It’s really become its own thing and it’s really fun to see how many new players – many of who may never have played any of our other games, or any other strategy game for that matter – have found their way to Stellaris. Stellaris is such a great game for telling your own stories and in general just enjoying the awesomeness of space.A big thanks to our awesome community for making this game even better!Alright, let’s move on to talking about sectors & designations. This will be a followup to Dev Diary #142 and I will try to outline what we’ve done so far.DesignationsPreviously planets would automatically assume a role depending on what was built on it.

It’s now possible to set this manually, if you wish to. Having played with this myself, I must say it feels pretty great to be able to make that choice directly yourself.AutomationA new neat feature is that it’s now possible to decide which planets, regardless if they are in a sector or not, should be automated.

Automated planets will build things according to a certain build order, which is set up per designation. For example:Build all district types of its designationBuild the buildings following the build order of its designationRemove BlockersRepair BuildingsUpgrade all buildingsThis will happen every time it has less than 3 open job slots.If crime is high this will trigger a crisis that will build a Precinct House, ignoring the normal build order.If a building in the build order can not be build, e.g. Because you lack the technology, it will be skipped.Automation will try to use its own Sector Stockpile if possible, otherwise it will use the Shared Stockpile. You can read more about the sector stockpiles further down in the dev diary.Because we deemed the risk to be too high right now, AI empires will not manually set designations or use the build orders. Our goal is for that to be improved in later updates, however, and when it’s had more time in the cooker we will be deploying those changes.SectorsIn the new system, sectors will be created by making a planet a Sector Capital.

This will immediately form the sector and include all systems within 4 jumps of the Sector Capital. We originally had thought to make the range 6 jumps, but we feel like 4 jumps feels better.It becomes very easy to create a new sector. Simply click the flag on the galaxy to open the planet view.In the planet view we have a create sector button.

Once clicked, it will immediately create the sector.Boom! Sector created. It’s just as easy to delete the sector as it is to create a new one. The sector capital is also visible on the map with its own icon.Sectors now also have a Shared Stockpile, in addition to their Local Stockpiles. It is possible to set monthly subsidies for your Shared Stockpile.