Dec 8, 2016
Stellaris - BjornB


Hello everyone and welcome to another Stellaris development diary. Now that 1.4 is out, we can finally start properly talking about the 1.5 'Banks' update, which will be a major update with an accompanying (unannounced) expansion. As of right now we cannot provide any details on when 1.5 will come out, or anything about the unannounced expansion, so please don't ask. :)

Today's topic is a number of changes coming to ethics in the 1.5 update. Everything in this diary is part of the free update. Please note that values shown in screenshots are always non-final.

Authoritarian vs Egalitarian
One of the things in Stellaris I was never personally happy with was the Collectivism vs Individualism ethic. While interesting conceptually, the mechanics that the game presented for the ethics simply did not match either their meanings or flavor text, meaning you ended up with a Collectivist ethos that was somehow simultaneously egalitarian and 100% in on slavery, while Individualism was a confused jumble between liberal democratic values and randian free-market capitalism. For this reason we've decided to rebrand these ethics into something that should both be much more clear in its meaning, and match the mechanics as they are.

Authoritarian replaces Collectivist and represents belief in hierarchial rule and orderly, stratified societies. Authoritarian pops tolerate slavery and prefer to live in autocracies.
Egalitarian replaces Individualist and represents belief in individual rights and a level playing field. Egalitarian pops dislike slavery and elitism and prefer to live in democracies.

While I understand this may cause some controversy and will no doubt spark debate over people's interpretation of words like Authoritarian and Individualist, I believe that we need to work with the mechanics we have, and as it stand we simply do not have good mechanics for a Collectivism vs Individualism axis while the mechanics we have fit the rebranded ethics if not perfectly then at least a whole lot better.



Pop Ethics Rework
Another mechanic that never quite felt satisfying is the ethics divergence mechanic. Not only is it overly simplified with just a single value determining if pops go towards or from empire ethics, the shift rarely makes sense: Why would xenophobe alien pops diverge away from xenophobe just because they're far away from the capital of a xenophobic empire? Furthermore, the fact that pops could have anything from one to three different ethics made it extremely difficult to actually quantify what any individual pop's ethics actually mean for how they relate to the empire. For this reason we've decided to revamp the way pop ethics work in the following way:
  • Each pop in your empire will now only embrace a single, non-fanatic ethic. At the start of the game, your population will be made of up of only the ethics that you picked in species setup, but as your empire grows, its population will become more diverse in their views and wants.
  • Each ethic now has an attraction value for each pop in your empire depending on both the empire's situation and their own situation. For example, enslaved pops tend to become more egalitarian, while pops living around non-enslaved aliens become more xenophilic (and pops living around enslaved aliens more xenophobic). Conversely, fighting a lot of wars will increase the attraction for militarism across your entire empire, while an alien empire purging pops of a particular species will massively increase the attraction for xenophobic for the species being purged.
  • Over time, the ethics of your pops will drift in such a way that it roughly matches the overall attraction of that value. For example, if your materialist attraction sits at 10% for decades, it's likely that after that time, around 10% of your pops will be materialist. There is some random factor so it's likely never going to match up perfectly, but the system is built to try and go towards the mean, so the more overrepresented an ethic is compared to its attraction, the more likely pops are to drift away from it and vice versa.


So what does the single ethic per pop mean in terms of how it affects pop happiness? Well, this brings us to the new faction system, which we will cover briefly in this dev diary, and get back to more in depth later.

Faction Rework
One thing we feel is currently missing from Stellaris is agency for your pops. Sure, they have their ethics and will get upset if you have policies that don't suit them, but that's about the only way they have of expressing their desires, and there is no tie-in between pop ethics and the politics systems in the game. To address this and also to create a system that will better fit the new pop ethics, we've decided to revamp the faction system in the following manner:
  • Factions are no longer purely rebel groupings, but instead represent political parties, popular movements and other such interest groups, and mostly only consist of pops of certain ethics. For example, the Supremacist faction desires complete political dominance for their own species, and is made up exclusively of Xenophobic pops, while the Isolationist faction wants diplomatic isolation and a strong defense, and can be joined by both Pacifist and Xenophobe pops. You do not start the game with any factions, but rather they will form over the course of the game as their interests become relevant
  • Factions have issues related to their values and goals, and how well the empire responds to those issues will determine the overall happiness level of the faction. For example, the Supremacists want the ruler to be of their species and are displeased by the presence of free alien populations in the empire. They will also get a temporary happiness boost whenever you defeat alien empires in war.
  • The happiness level of a faction determines the base happiness of all pops belonging to it. This means that where any pop not belonging to a faction has a base happiness of 50%, a pop belonging to a faction that have their happiness reduced to 35% because of their issues will have a base happiness of only 35% before any other modifiers are applied, meaning that displeasing a large and influential faction can result in vastly reduced productivity across your empire. As part of this, happiness effects from policies, xenophobia, slavery, etc have been merged into the faction system, so engaging in alien slavery will displease certain factions instead of having each pop individually react to it.
  • Factions have an influence level determined by the number of pops that belong to it. In addition to making its pops happier, a happy faction will provide an influence boost to their empire.



We will come back to factions in greater detail in a later dev diary, going over topics such as how separatists and rebellious slaves will work, and how factions can be used to change your empire ethics, but for now we are done for today. Next week we'll be talking about another new feature that we have dubbed 'Traditions and Unity'. See you then!

Read the original post


Useful links
Official Website
Stellaris Wiki
Stellaris Development Diary Archive
Dec 8, 2016
Stellaris - BjornB


Hello everyone and welcome to another Stellaris development diary. Now that 1.4 is out, we can finally start properly talking about the 1.5 'Banks' update, which will be a major update with an accompanying (unannounced) expansion. As of right now we cannot provide any details on when 1.5 will come out, or anything about the unannounced expansion, so please don't ask. :)

Today's topic is a number of changes coming to ethics in the 1.5 update. Everything in this diary is part of the free update. Please note that values shown in screenshots are always non-final.

Authoritarian vs Egalitarian
One of the things in Stellaris I was never personally happy with was the Collectivism vs Individualism ethic. While interesting conceptually, the mechanics that the game presented for the ethics simply did not match either their meanings or flavor text, meaning you ended up with a Collectivist ethos that was somehow simultaneously egalitarian and 100% in on slavery, while Individualism was a confused jumble between liberal democratic values and randian free-market capitalism. For this reason we've decided to rebrand these ethics into something that should both be much more clear in its meaning, and match the mechanics as they are.

Authoritarian replaces Collectivist and represents belief in hierarchial rule and orderly, stratified societies. Authoritarian pops tolerate slavery and prefer to live in autocracies.
Egalitarian replaces Individualist and represents belief in individual rights and a level playing field. Egalitarian pops dislike slavery and elitism and prefer to live in democracies.

While I understand this may cause some controversy and will no doubt spark debate over people's interpretation of words like Authoritarian and Individualist, I believe that we need to work with the mechanics we have, and as it stand we simply do not have good mechanics for a Collectivism vs Individualism axis while the mechanics we have fit the rebranded ethics if not perfectly then at least a whole lot better.



Pop Ethics Rework
Another mechanic that never quite felt satisfying is the ethics divergence mechanic. Not only is it overly simplified with just a single value determining if pops go towards or from empire ethics, the shift rarely makes sense: Why would xenophobe alien pops diverge away from xenophobe just because they're far away from the capital of a xenophobic empire? Furthermore, the fact that pops could have anything from one to three different ethics made it extremely difficult to actually quantify what any individual pop's ethics actually mean for how they relate to the empire. For this reason we've decided to revamp the way pop ethics work in the following way:
  • Each pop in your empire will now only embrace a single, non-fanatic ethic. At the start of the game, your population will be made of up of only the ethics that you picked in species setup, but as your empire grows, its population will become more diverse in their views and wants.
  • Each ethic now has an attraction value for each pop in your empire depending on both the empire's situation and their own situation. For example, enslaved pops tend to become more egalitarian, while pops living around non-enslaved aliens become more xenophilic (and pops living around enslaved aliens more xenophobic). Conversely, fighting a lot of wars will increase the attraction for militarism across your entire empire, while an alien empire purging pops of a particular species will massively increase the attraction for xenophobic for the species being purged.
  • Over time, the ethics of your pops will drift in such a way that it roughly matches the overall attraction of that value. For example, if your materialist attraction sits at 10% for decades, it's likely that after that time, around 10% of your pops will be materialist. There is some random factor so it's likely never going to match up perfectly, but the system is built to try and go towards the mean, so the more overrepresented an ethic is compared to its attraction, the more likely pops are to drift away from it and vice versa.


So what does the single ethic per pop mean in terms of how it affects pop happiness? Well, this brings us to the new faction system, which we will cover briefly in this dev diary, and get back to more in depth later.

Faction Rework
One thing we feel is currently missing from Stellaris is agency for your pops. Sure, they have their ethics and will get upset if you have policies that don't suit them, but that's about the only way they have of expressing their desires, and there is no tie-in between pop ethics and the politics systems in the game. To address this and also to create a system that will better fit the new pop ethics, we've decided to revamp the faction system in the following manner:
  • Factions are no longer purely rebel groupings, but instead represent political parties, popular movements and other such interest groups, and mostly only consist of pops of certain ethics. For example, the Supremacist faction desires complete political dominance for their own species, and is made up exclusively of Xenophobic pops, while the Isolationist faction wants diplomatic isolation and a strong defense, and can be joined by both Pacifist and Xenophobe pops. You do not start the game with any factions, but rather they will form over the course of the game as their interests become relevant
  • Factions have issues related to their values and goals, and how well the empire responds to those issues will determine the overall happiness level of the faction. For example, the Supremacists want the ruler to be of their species and are displeased by the presence of free alien populations in the empire. They will also get a temporary happiness boost whenever you defeat alien empires in war.
  • The happiness level of a faction determines the base happiness of all pops belonging to it. This means that where any pop not belonging to a faction has a base happiness of 50%, a pop belonging to a faction that have their happiness reduced to 35% because of their issues will have a base happiness of only 35% before any other modifiers are applied, meaning that displeasing a large and influential faction can result in vastly reduced productivity across your empire. As part of this, happiness effects from policies, xenophobia, slavery, etc have been merged into the faction system, so engaging in alien slavery will displease certain factions instead of having each pop individually react to it.
  • Factions have an influence level determined by the number of pops that belong to it. In addition to making its pops happier, a happy faction will provide an influence boost to their empire.



We will come back to factions in greater detail in a later dev diary, going over topics such as how separatists and rebellious slaves will work, and how factions can be used to change your empire ethics, but for now we are done for today. Next week we'll be talking about another new feature that we have dubbed 'Traditions and Unity'. See you then!

Read the original post


Useful links
Official Website
Stellaris Wiki
Stellaris Development Diary Archive
Stellaris - contact@rockpapershotgun.com (Alice O'Connor)

“I love you” means different things when said to your cat, your parent, your emperor, someone who’s just sat next to you on the night bus, and a pint mug of foaming warm advocaat. What does love mean when it’s declared by an unknown entity in the depths of space? Ah. Maybe it’s best not to find out. But if you’re spacecurious or a spaceromantic at heart and you play Stellaris [official site], you can now get loved-up with a free new story update written by Failbetter co-founder Alexis Kennedy. … [visit site to read more]

Stellaris - BjornB


Horizon Signal Update For Stellaris Adds New Mysteries
Paradox SciFi Sim Gets Free Boost From Renowned Game Writer

STOCKHOLM - 05 December 2016 - A new and rich storyline has been added to the already deep well of events and occurrences in Stellaris, the hit grand strategy space epic from Paradox Development Studios. A signal in distant space is calling out to your empire. What does this entity want, and how does it know who you are?

https://www.youtube.com/watch?v=KysBgh1Tvno

Horizon Signal is written by Alexis Kennedy, a British writer best known for his work at Failbetter Games, which he co-founded. His writing for Sunless Sea and Fallen London has been widely acclaimed, and now he is scribing new stories for Stellaris.

This story update is free for all Stellaris owners and highlights one of the great strengths of the game – its ability to tell stories that entertain and entrance without distracting you from the core strategic gameplay.

Horizon Signal is available now.

To see the original changelog post for Update 1.4 Kennedy, go here!

FAQ
How do I get this new content?
- Just make sure that you are online on Steam and it should be automatically added. You can check the DLC tab in the launcher to make sure.

Will the Horizon Signal content be available in already started games, or do I need to start a new game to access it?
- Even if you are playing a save that was started before the release of Horizon Signal, the event chain can still occur in your game.

What exactly is the new content?
- It's a somewhat rare event chain that can potentially be triggered at any time in your game.

I can't see Horizon Signal in my DLC list, neither in the launcher or Steam
- Restart Steam by exiting properly and starting it again.
Stellaris - BjornB


Horizon Signal Update For Stellaris Adds New Mysteries
Paradox SciFi Sim Gets Free Boost From Renowned Game Writer

STOCKHOLM - 05 December 2016 - A new and rich storyline has been added to the already deep well of events and occurrences in Stellaris, the hit grand strategy space epic from Paradox Development Studios. A signal in distant space is calling out to your empire. What does this entity want, and how does it know who you are?

https://www.youtube.com/watch?v=KysBgh1Tvno

Horizon Signal is written by Alexis Kennedy, a British writer best known for his work at Failbetter Games, which he co-founded. His writing for Sunless Sea and Fallen London has been widely acclaimed, and now he is scribing new stories for Stellaris.

This story update is free for all Stellaris owners and highlights one of the great strengths of the game – its ability to tell stories that entertain and entrance without distracting you from the core strategic gameplay.

Horizon Signal is available now.

To see the original changelog post for Update 1.4 Kennedy, go here!

FAQ
How do I get this new content?
- Just make sure that you are online on Steam and it should be automatically added. You can check the DLC tab in the launcher to make sure.

Will the Horizon Signal content be available in already started games, or do I need to start a new game to access it?
- Even if you are playing a save that was started before the release of Horizon Signal, the event chain can still occur in your game.

What exactly is the new content?
- It's a somewhat rare event chain that can potentially be triggered at any time in your game.

I can't see Horizon Signal in my DLC list, neither in the launcher or Steam
- Restart Steam by exiting properly and starting it again.
Stellaris

Stellaris! The game so big they named it 'Stellaris'. And it's about to get even bigger with the free Horizon Signal DLC, created by guest writer Alexis Kennedy (he of Fallen London and Sunless Sea). That's arriving today at some point, and to accompany it Paradox has released a new patch, codenamed, rather touchingly, 'Kennedy'. (Each patch so far has been named after a sci-fi great—the last one after Robert A. Heinlein—so it's quite the honour.)

You can scan the full patch notes here, but the highlights include 33 new achievements, a change to the way extradimensionals work, some new events and a butt-load of balance changes. "Evasion is now capped at 90%", for example, while the devs have also increased the frequency of "alien pet deposits". Great. Thanks for that.

Does PC Gamer like Stellaris? Why not travel through an extradimensional wormhole (AKA a hyperlink) and have a read of our review.

Stellaris - BjornB


This is a bugfixing and balance update accompanying the free 'Horizon Signal' DLC created by guest writer Alexis Kennedy of Sunless Sea/Failbetter fame.

1.3.2 saves should be compatible with 1.4, but no guarantees.

Please report any problems in the bug report forum

Click details below to see the changes included.

Changelog
############################################################## ####################### VERSION 1.4.0 ######################## ############################################################## ################### # Leviathans Story Pack ################### * Added new introduction event for the Artisan Troupe * Added encounter event for the Enigmatic Fortress ################### # Features ################### * Added 33 new achievements * No longer possible to build robots on planets belonging to sectors * Added victory event after defeating the Prethoryn Scourge * Added new events for discovering additional Precursor anomalies, so that the quest chains can always be completed * Changed the way the Extradimensionals work: Instead of spawning reinforcements as soon as a fleet is lost, the Extradimensional portal will create new fleets at a fixed rate depending on the number of dimensional anchors the Extradimensionals have placed in the galaxy. Dimensional anchors are a type of station that the Extradimensionals construct, and their main portal is invincible while any dimensional anchors exist in the galaxy. This should make the war against the Extradimensionals more of a long-term fight and less of a surgical strike against the portal. ################### # Balance ################### #General * Evasion is now capped at 90% * Ship mineral maintenance reduced from 0.5% to 0.4% of ship cost * Ship energy maintenance reduced from 0.5% to 0.4% of ship cost * Afterburners now use the auxiliary slot * Regular empires now start with 8 pops * Primitive farms and factories can now be upgraded directly to hydroponics farms/mining networks * Pirate ships have been reworked slightly and buffed in most cases * Primitives are now consistent in how many pops, farms and factories they get on each age of development, and get new pops, armies and buildings when advancing through the ages * Stone age primitives now generate fewer tile blockers * Space Torpedoes technology now requires Fusion Missiles instead of Nuclear Missiles * Venerable trait cost reduced from 5 to 4 * Mineral Silos are now restricted to 1 per planet * Increased max minerals from Mineral Silos from +1000/+1500/+2000 to +2000/+3000/+4000 * Level 3 mineral silo now only provides +1 mineral per adjacent tile * Increased protectorate tech discount to 95% * Protectorates can no longer conduct independent diplomacy * Repeatable technologies have their base cost increased from 1500 to 3000 and their increasing cost increased from 480 to 1000 * Slave Processing Plant now gives +10% slave food/mineral production instead of +5% * Reduced spawn odds of tomb worlds * Increased frequency of alien pet deposits * Reduced warscore costs for planetary and vassalisation wargoals * Doubled Pre-Sentient Anomaly spawn chances * Fixed CTD when generating a certain tooltip while the player has no planets * Pops are no longer upset if an occupier purges Pops on one of your planets # Components * Space Torpedo mineral cost reduced from 20 to 10 * Space Torpedo power usage reduced from 20 to 10 * Space Torpedo maximum damage reduced from 260 to 215 * Space Torpedo armor penetration set to 50% * Armored Torpedo mineral cost reduced from 40 to 15 * Armored Torpedo power usage reduced from 40 to 15 * Armored Torpedo damage reduced from 150-300 to 140-280 * Armored Torpedo armor penetration set to 50% * Devastator Torpedo mineral cost reduced from 60 to 20 * Devastator Torpedo power usage reduced from 60 to 20 * Devastator Torpedo armor penetration set to 50% * Devastator Torpedo missile HP reduced from 8 to 6 ################### # AI ################### #War * Federation AI is now better at picking wargoals for non-conqueror federations, will focus on retaking planets and liberating larger countries #Sector * Major work done to sector AI to make it better at budgeting and utilizing resources #Diplomacy * AI will now sometimes gift countries that are at war with their rivals and threats * AI will no longer ask you to become their vassal multiple times in a row * AI is now less keen to accept a lot of defensive pacts * Slowed down AI requests for federation membership/association status to prevent message spam #Misc * Fixed a bug where AI would send fleets to deal with pirates, only to retreat due to pirates being stronger * Fixed a bug where AI was trying to build buildings on tiles that had presentients on them ################### # User Interface ################### * Added a setting to disable all auto-unpausing from popups * Clicking on some resource icons in top bar no longer opens tabs due to being inconsistent * Construction Ship now sends notification 'fleet order finished' only when the last construction in the queue is finished * Planet view colonize button opens same surface view window as when planet is clicked from expansion planner * 'Closed Borders' and 'Truce' are shown as diplomatic statuses ################### # Bugfixes ################### * Garrisons are now properly shown and spawned on occupied worlds. * Fleets will now prioritize spaceports and military stations over other stations (such as mining stations) in combat. * Close borders wargoal now forces borders open for the duration of the truce regardless of rivalry status, etc. * Ships and weapon components targeting logic now correctly accounts for evasion, so large weapons are much less likely to target corvettes etc * Fixed armor absorbing too much damage if the ship also had shields left * Fixed very high armor values negating the effects of armor penetration * Fixed auto generated ship designs getting wrong combat computers * Swarm units have had their sound volume adjusted * Spaceport no longer provide Naval Capacity while under construction * Fleet view shows current fleet activity instead of order description * Vassals and overlords no longer gives sensor to each other while at war * Sector AI will spend own resources instead of players resources when upgrading spaceports * Uplift species button is locked if no species can be found on any owned planet * Fixed a bug where some leaders could live forever * Planets with Stone Age Primitives will no longer generate Anomalies * Tzynn Empire now starts with the proper number of trait points * Fixed Nomads getting wrong opinion modifier and habitability trait when allowed to settle on a planet * Launcher MOD tab scrollbar appears with correct position and size when content overflows container * Fixed a rare case of portrait duplication caused by prescripted species templates * Fixed so that NPC ship designs now correctly have PD slots for their PD weapons * Situation Log entry list of counters grows up instead of down * Savannah and Alpine worlds now have proper localization in the start screen * Fixed typo in Frontier Hospital technology description * Fixed a bug where upgrade fleet progress could display numbers above 100% * Fixed some outdated hotkey references in tutorial texts * Fixed frantic twitching animation in diplomacy window for main species * Fixed reversed fanatic/militarist bonus to rivalry influence * Fixed some potential event spam when running on high speeds during War in Heaven * Planet edict modifiers are applied to pops again. Use planet modifier categories when applying planet edict modifiers * Fixed Continental, Savanna and Alpine worlds not being used for primitive civs * Enclave governments now get a new ruler when the first one dies * Primitives that nuke themselves will no longer leave pops on a tomb world where they have no habitability * Fixed some ships getting stuck in a looping death animation * Fixed CTD when looking at a ship that fired a shot during the same frame as it died * Fixed CTD that could happen if ground combat was started on a planet without owner * Garrison from Pops will no longer spawn on planets that have already been occupied * Fixed CTD that could happen when assigning a new mission to an observation station * Fixed various issues with Swarm behaviour ################### # Graphics ################### * Tweaked humanoid 02 and 05 portraits * Added updated clothes textures * Added fixed clothes for humanoid 05 * Arthropoid battleships sections now all line up * Galaxy view textures have been updated. * Extradimensionals' death effects have been updated. ################### # Modding ################### * Event chain counter max = -1 means max is ignored. Default value is -1 * Added count_countries trigger * Script trigger pop_percentage = { percentage > 0.1 limit = { is_robot_pop = yes } } * new trigger won_with_condition = domination_victory * Added trigger num_strategic_resources ################### # Performance ################### * Misc performance improvements
Stellaris - BjornB


This is a bugfixing and balance update accompanying the free 'Horizon Signal' DLC created by guest writer Alexis Kennedy of Sunless Sea/Failbetter fame.

1.3.2 saves should be compatible with 1.4, but no guarantees.

Please report any problems in the bug report forum

Click details below to see the changes included.

Changelog
############################################################## ####################### VERSION 1.4.0 ######################## ############################################################## ################### # Leviathans Story Pack ################### * Added new introduction event for the Artisan Troupe * Added encounter event for the Enigmatic Fortress ################### # Features ################### * Added 33 new achievements * No longer possible to build robots on planets belonging to sectors * Added victory event after defeating the Prethoryn Scourge * Added new events for discovering additional Precursor anomalies, so that the quest chains can always be completed * Changed the way the Extradimensionals work: Instead of spawning reinforcements as soon as a fleet is lost, the Extradimensional portal will create new fleets at a fixed rate depending on the number of dimensional anchors the Extradimensionals have placed in the galaxy. Dimensional anchors are a type of station that the Extradimensionals construct, and their main portal is invincible while any dimensional anchors exist in the galaxy. This should make the war against the Extradimensionals more of a long-term fight and less of a surgical strike against the portal. ################### # Balance ################### #General * Evasion is now capped at 90% * Ship mineral maintenance reduced from 0.5% to 0.4% of ship cost * Ship energy maintenance reduced from 0.5% to 0.4% of ship cost * Afterburners now use the auxiliary slot * Regular empires now start with 8 pops * Primitive farms and factories can now be upgraded directly to hydroponics farms/mining networks * Pirate ships have been reworked slightly and buffed in most cases * Primitives are now consistent in how many pops, farms and factories they get on each age of development, and get new pops, armies and buildings when advancing through the ages * Stone age primitives now generate fewer tile blockers * Space Torpedoes technology now requires Fusion Missiles instead of Nuclear Missiles * Venerable trait cost reduced from 5 to 4 * Mineral Silos are now restricted to 1 per planet * Increased max minerals from Mineral Silos from +1000/+1500/+2000 to +2000/+3000/+4000 * Level 3 mineral silo now only provides +1 mineral per adjacent tile * Increased protectorate tech discount to 95% * Protectorates can no longer conduct independent diplomacy * Repeatable technologies have their base cost increased from 1500 to 3000 and their increasing cost increased from 480 to 1000 * Slave Processing Plant now gives +10% slave food/mineral production instead of +5% * Reduced spawn odds of tomb worlds * Increased frequency of alien pet deposits * Reduced warscore costs for planetary and vassalisation wargoals * Doubled Pre-Sentient Anomaly spawn chances * Fixed CTD when generating a certain tooltip while the player has no planets * Pops are no longer upset if an occupier purges Pops on one of your planets # Components * Space Torpedo mineral cost reduced from 20 to 10 * Space Torpedo power usage reduced from 20 to 10 * Space Torpedo maximum damage reduced from 260 to 215 * Space Torpedo armor penetration set to 50% * Armored Torpedo mineral cost reduced from 40 to 15 * Armored Torpedo power usage reduced from 40 to 15 * Armored Torpedo damage reduced from 150-300 to 140-280 * Armored Torpedo armor penetration set to 50% * Devastator Torpedo mineral cost reduced from 60 to 20 * Devastator Torpedo power usage reduced from 60 to 20 * Devastator Torpedo armor penetration set to 50% * Devastator Torpedo missile HP reduced from 8 to 6 ################### # AI ################### #War * Federation AI is now better at picking wargoals for non-conqueror federations, will focus on retaking planets and liberating larger countries #Sector * Major work done to sector AI to make it better at budgeting and utilizing resources #Diplomacy * AI will now sometimes gift countries that are at war with their rivals and threats * AI will no longer ask you to become their vassal multiple times in a row * AI is now less keen to accept a lot of defensive pacts * Slowed down AI requests for federation membership/association status to prevent message spam #Misc * Fixed a bug where AI would send fleets to deal with pirates, only to retreat due to pirates being stronger * Fixed a bug where AI was trying to build buildings on tiles that had presentients on them ################### # User Interface ################### * Added a setting to disable all auto-unpausing from popups * Clicking on some resource icons in top bar no longer opens tabs due to being inconsistent * Construction Ship now sends notification 'fleet order finished' only when the last construction in the queue is finished * Planet view colonize button opens same surface view window as when planet is clicked from expansion planner * 'Closed Borders' and 'Truce' are shown as diplomatic statuses ################### # Bugfixes ################### * Garrisons are now properly shown and spawned on occupied worlds. * Fleets will now prioritize spaceports and military stations over other stations (such as mining stations) in combat. * Close borders wargoal now forces borders open for the duration of the truce regardless of rivalry status, etc. * Ships and weapon components targeting logic now correctly accounts for evasion, so large weapons are much less likely to target corvettes etc * Fixed armor absorbing too much damage if the ship also had shields left * Fixed very high armor values negating the effects of armor penetration * Fixed auto generated ship designs getting wrong combat computers * Swarm units have had their sound volume adjusted * Spaceport no longer provide Naval Capacity while under construction * Fleet view shows current fleet activity instead of order description * Vassals and overlords no longer gives sensor to each other while at war * Sector AI will spend own resources instead of players resources when upgrading spaceports * Uplift species button is locked if no species can be found on any owned planet * Fixed a bug where some leaders could live forever * Planets with Stone Age Primitives will no longer generate Anomalies * Tzynn Empire now starts with the proper number of trait points * Fixed Nomads getting wrong opinion modifier and habitability trait when allowed to settle on a planet * Launcher MOD tab scrollbar appears with correct position and size when content overflows container * Fixed a rare case of portrait duplication caused by prescripted species templates * Fixed so that NPC ship designs now correctly have PD slots for their PD weapons * Situation Log entry list of counters grows up instead of down * Savannah and Alpine worlds now have proper localization in the start screen * Fixed typo in Frontier Hospital technology description * Fixed a bug where upgrade fleet progress could display numbers above 100% * Fixed some outdated hotkey references in tutorial texts * Fixed frantic twitching animation in diplomacy window for main species * Fixed reversed fanatic/militarist bonus to rivalry influence * Fixed some potential event spam when running on high speeds during War in Heaven * Planet edict modifiers are applied to pops again. Use planet modifier categories when applying planet edict modifiers * Fixed Continental, Savanna and Alpine worlds not being used for primitive civs * Enclave governments now get a new ruler when the first one dies * Primitives that nuke themselves will no longer leave pops on a tomb world where they have no habitability * Fixed some ships getting stuck in a looping death animation * Fixed CTD when looking at a ship that fired a shot during the same frame as it died * Fixed CTD that could happen if ground combat was started on a planet without owner * Garrison from Pops will no longer spawn on planets that have already been occupied * Fixed CTD that could happen when assigning a new mission to an observation station * Fixed various issues with Swarm behaviour ################### # Graphics ################### * Tweaked humanoid 02 and 05 portraits * Added updated clothes textures * Added fixed clothes for humanoid 05 * Arthropoid battleships sections now all line up * Galaxy view textures have been updated. * Extradimensionals' death effects have been updated. ################### # Modding ################### * Event chain counter max = -1 means max is ignored. Default value is -1 * Added count_countries trigger * Script trigger pop_percentage = { percentage > 0.1 limit = { is_robot_pop = yes } } * new trigger won_with_condition = domination_victory * Added trigger num_strategic_resources ################### # Performance ################### * Misc performance improvements
Stellaris - contact@rockpapershotgun.com (Adam Smith)

I’ve played a million beginnings and around a thousand endings, or at least that’s how it feels. Imagine having seen the first act of Romeo and Juliet a hundred times but never having seen how it ends. That’s my experience with all manner of games, from big story-driven RPGs to some of my favourite strategy epics. I’ve founded so many starter cities that have never birthed a civilization and met so many characters whose fate I don’t know. And this isn’t a case of starting a game and then abandoning it; these are the games that I play again and again, sinking days and weeks into them, restarting but never finishing.

Diablo III is the latest.

… [visit site to read more]

Invisible, Inc. - contact@rockpapershotgun.com (Brendan Caldwell)

Aside from starting a new tradition of unusually-named Steam Awards, Valve have also pulled out their worn and adored bargain bucket and have begun to fill it with games you ll enthusiastically buy and probably never play. Yes, it’s their Autumn Sale. In the streets, the apocalyptic jockeying for TVs and blenders has started. The moon has turned blood red. And I looked and behold a pale horse, and his name that sat on him was Black Friday, and sales followed with him. … [visit site to read more]

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