We’re back with yet another dev diary to showcase some more fruits of summer experimentation. As with the previous dev diary, this involved a lot of work carried out during the summer and involves something I’ve wanted to explore for a good while now.
Today we’ll be talking about empire sprawl and administrative capacity. Do note that these changes are still fairly young in their development, so numbers and implementation details may not be representative of what it will look like in the end.
As a background, I can mention that I have a grander idea of where I want to take these mechanics, but it will not all happen at once. These changes aim to mimic state bureaucracy or overhead created by managing a large empire. As a minor aspect I also wanted you to be able to experience the funny absurdity of having a planet entirely dedicated to bureaucracy. The movie Brazil is a great source of inspiration here :)
Empire Sprawl We wanted to expand on how empire sprawl is used, so that it becomes a more interesting mechanic. The largest change means that pops now increase empire sprawl. Most things in your empire should be increasing empire sprawl to various degrees, to represent the administrative burden they impose.
Empire Sprawl can now be modified from its different sources, and as an example, the Courier Networks expansion tradition will now reduce empire sprawl caused directly by the number of planets and systems. As another example shows, the Harmony traditions finisher now reduces the total empire sprawl caused by all your pops.
We are also able to modify how much empire sprawl each pop contributes, and we’ve added a couple of new species traits that affect it. There are also machine variants of these traits.
We have also increased the penalty for the amount of empire sprawl that exceeds your administrative capacity. The goal is not to make administrative a hard cap, but we want to make it necessary to invest some of your resources into increasing your administrative capacity. More on that later.
The current plan is for machine empires to be more reliant on keeping their administrative capacity in line with their empire sprawl, so machine empires will suffer a much harsher penalty for exceeding their cap. We want machines to feel “centralized” and to perhaps favor a more “tall” playstyle.
Hive Minds, on the other hand, should be more tolerant of a sprawling empire where unmanaged drones are able to fall back on their instincts whenever they cannot maintain a responsive connection to the hive mind. Therefore, hive minds should be more tolerant of a “wide” playstyle.
Administrative Capacity With all these changes to empire sprawl, what about administrative capacity, I imagine you asking? Well, since empire sprawl is becoming an expanded concept, administrative capacity will naturally be a part of that. Increasing your administrative capacity will now be a part of planning your empire’s economy.
For regular empires, the bureaucrat is a new job that increases your administrative capacity at the cost of consumer goods. This is also a specialist job, and has needs accordingly. Administrators are unchanged, and do not currently affect administrative capacity or bureaucrats.
For machine empires, the coordinators have changed roles from producing unity to now increasing administrative capacity instead, and they are more effective than bureaucrats. A new job called Evaluators now produce unity for machine empires.
Hive Minds currently have the hardest time to produce administrative capacity, but it has been added as a function of the synapse drone job.
Certain sources that previously increased administrative capacity by a static amount now increase is by a percentage amount instead. This doesn’t affect the output of the jobs, but rather increases the total administrative capacity directly.
Summary Personally I’m very excited for these changes and I’m very much looking forward to taking it to its next step in the future. I hope you enjoyed reading about the changes that will come to Stellaris sometime later this year. As always, we’ll be interested to hear your thoughts.
As mentioned in last week’s dev diary, the schedule for dev diaries will now be bi-weekly, so the next dev diary will be in another 2 weeks.
If you want, you can also read this Dev Diary and comment on our forums: Dev Diary #153
Hello guys, this week the updates of fixes 1.2.2 and 1.2.3 will come in a single update log, because the 1.2.2 had to deal with some important inner bug-fixes that wouldnt be worth an update log alone, these smaller versions of 1.2 will bring alot of bugfixes untill we can finally move ahead to the 1.3, buut we also brings some gameplay changes and some visual reworks in these version! If you want to help more the game constant updates, considere joining our patreons
Bugfixes:
Fixed a bug where players could use ingame html to access other controls.
Fixed a bug with the character creation menus.
Another Attempt to fix a bug with machines.
Fixed a bug with mouse drop at item boxes.
Fixed a bug with /Pose roleplay command.
Fixed some bugs related to the new trial trainings.
Fixed some bugs related to horses.
Fixed some bugs related with training mastery.
Fixed some bugs with tailor and barber for patreons.
Fixed some bugs with ignorantia armor.
Gameplay Changes:
Bosses now have 3 MPs
Each Elite armor now have an unique look, instead of simple color diffrence.
Added run mode to use at travel window.
Chat can now be accessed through travel window
Run mode is based off speed status and flash dash
Run mode costs alot of vigor
Buffed the frequency of RP checks, happening now 2 times faster
Decreased the minimal amount of RP score to reach the 2.5 base
RP Checks now reward more activity over spams
Added Knock Door commands to exteriors houses
Added a new RP command, called /Dice, so people dont need to set macros to roll dices
Values for /Dice are, /Dice D6, /Dice D20, /Dice D100
New old male hair.
When writing an event its now possible to set wich group of players will receive it.
Final Notes:
There are still more bugs to be fixed and some may not have been completelly fixed in this, these weeks I have been completelly focused in chasing these bugs, to finally prepare for the next round of actual new contents! Hope to see you all ingame!
1. Introducing Dancer, a new female character with an Enchant ability that can shift the impact of the board. Try it out and see what she brings to the table!
2. You can now tweak your match settings for Bot and Room mode, including:
Fast Mode: The pace (animations, cards' display time) will be a lot faster in the fast mode, so if you are still learning the cards, don't turn it on...
Seer Mode: You get to know the color of the islands during the scan, no need to burn your brain anymore. You can turn this on to learn the correlation between island composition and compass color, or to test your deck strength without worrying about what the next island is gonna be. Don't turn this on if you want to have the full experience.
Think Time: How long you get to think before having to play your card or make a choice.
Bear in mind that in Ladder, Fast Mode will be turned on after the first rank, Seer Mode will always be turned off, and think time is 15s.
3. You can now shrink the Island Card in the match to check the board if you need.
4. Deck limit is now 12, and you can put 15-25 Skill Cards in your deck.
5. New and changed keywords:
Commission (X) [Mercenary] - gain X Coins on green islands, stackable, last three turns.
Hunt Effect+ (X) [Mercenary]- The strength of each Hunt increase by X.
Enchant (X) [Dancer] - Take X Attack damage on green islands, get Defense+ X on red islands, stackable, last three turns.
Purify (X) [Common]-- remove X number of buffs from the target player.
6. Now, to card updates... We reworked on a lot of less popular cards. Each character now plays a little bit different now (maybe not a little), here are the details:
Alchemist:
Blood Culture:[Rename, Rework] Blood Virus: Whenever other players restore Health, they lose 2 Health, last three turns.
Illegal Alchemy:[Increase] You gain [12] -> [18] Coins.
Stable Potion:[Rework] Fortune: Restore 1 Health and Draw 1 Card
Insanity:[Rework] Defense -1, gain 6 Coins at the end of each turn, both last till your Health <2
Gold Blast:[Increase] Fortune: Each player gains [8] -> [20] Coins but loses [1] -> [2] Health
Escape Device:[Added] Black Island Postpone (3)
Corrosive Beam:[Rework] Draw 1 Card, all players to your left get Purify (3)
Berserk Injection:[Increase] Active players with Health > 5 lose [1] -> [2] Health. Active players with Health < 4 restore [1] -> [2] Health
---Cost Update: Gold Generator:[Decrease] Coin Cost - [5] to [1] Low Pressure:[Decrease] Coin Cost - [4] to [1]
Deceiver:
Gold Thirst:[Changed] From [All players] to [Other players]
Dark Dealing:[Rename, Rework] Poison Treasure: Each player loses 2 Health when they split any Coins from Islands. Last three turns
Balance:[Rework] Take 1 Coin from each player at the end of each turn, until you are at the far right
Shadow Walk:[Change] No longer remove the effect after you lose Health. Cost is now 5 Coins.
Swift Hands:[Rework] Misfortune: You get 10+X Coins, last till your Health <5, X is the points of your Take effect.
Weightless:[Change] +3 Take effect, last till your Health < [5] to [4], Draw 1 Card this turn. Cost is now [4] Coins
Me First:[Increase] You get Split+ [20] -> [25]
Hand in Glove:[Rework] You and players next to you get Split+ 5, last three turns. Other players get Purity (4)
Blood Ritual:[Rework] You gain 10 Coins. Each player restores 2 Health and gets Purify (4)
Spirit Conjuring:[Rework] You gain 5 Coins. Players next to you get Purify (4)
Crisis Exploit:[Rename, Rework] Selfless: At the end of the turn, you lose 1 Health, other players restore 1 Health, you take 3 Coins from them, all last three turns.
Life Extortion:[Increase] you take [7] -> [10] Coins
Mandatory Healing:[Increase] you take [4] -> [5] Coins
Ancestral Admiration:[Rework] You get Take Effect+ 3, last till your Health <5. Other players get Split+ 15 this turn.
Benediction:[Change] until any Active player's Health is <[5]->[4] at the end of the turn
Soul Benevolent:[Change] Green Island Advance (3). Remove Defense+ effects from all players.
Time for a new Starbase feature video, this time filled with useful information to help you get started with designing your own ship. 🚀
The video also takes a closer look at some of the clever features of our developer built ships that you may use as inspiration when the time comes to design your own.
If you are eager to build your own ships in Starbase, don’t miss out on this video! Check out Starbase - Spaceship Design Feature Video from the link above.
So, after careful consideration, I've decided to do some quality control, and unfortunately this means that I will be removing a few of my games from Steam.
I've learned a lot so far, on my journey making games. This has ultimately led me to rethink a lot of things. I tend to make smaller games as to avoid risk, but this usually ends up affecting quality and the overall experience negatively.
So I'm making a few changes, as this is no longer sustainable. From now on, I want to focus on a single title more, ensuring that gameplay is enjoyable, and "deep".
Let me also take a moment to thank everyone who has ever supported one or more of my games, it is greatly appreciated! ːsteamhappyː
The following games will be removed: ButcherBox Burst Butterfly Moment Weirdest Thing
Before removing these titles, they will all be on a weeklong deal for $0.50 each. The deal will start on 23 September 2019. It will end on 30 September, and the games will be removed on 1 October.
These changes will be permanent, I do not intend to revert at any time in the future.
Yes, Weirdest Thing has been removed before, and then put back up again. However this time I can assure you that it will not be put back up again. The game promotes themes that, as previously stated, I don not feel comfortable promoting. I reconsidered a while ago, but it started bothering me again. ^^'
I trust that you will understand, thank you, and apologies for any inconvenience.
So, after careful consideration, I've decided to do some quality control, and unfortunately this means that I will be removing a few of my games from Steam.
I've learned a lot so far, on my journey making games. This has ultimately led me to rethink a lot of things. I tend to make smaller games as to avoid risk, but this usually ends up affecting quality and the overall experience negatively.
So I'm making a few changes, as this is no longer sustainable. From now on, I want to focus on a single title more, ensuring that gameplay is enjoyable, and "deep".
Let me also take a moment to thank everyone who has ever supported one or more of my games, it is greatly appreciated! ːsteamhappyː
The following games will be removed: ButcherBox Burst Butterfly Moment Weirdest Thing
Before removing these titles, they will all be on a weeklong deal for $0.50 each. The deal will start on 23 September 2019. It will end on 30 September, and the games will be removed on 1 October.
These changes will be permanent, I do not intend to revert at any time in the future.
So, after careful consideration, I've decided to do some quality control, and unfortunately this means that I will be removing a few of my games from Steam.
I've learned a lot so far, on my journey making games. This has ultimately led me to rethink a lot of things. I tend to make smaller games as to avoid risk, but this usually ends up affecting quality and the overall experience negatively.
So I'm making a few changes, as this is no longer sustainable. From now on, I want to focus on a single title more, ensuring that gameplay is enjoyable, and "deep".
Let me also take a moment to thank everyone who has ever supported one or more of my games, it is greatly appreciated! ːsteamhappyː
The following games will be removed: ButcherBox Burst Butterfly Moment Weirdest Thing
Before removing these titles, they will all be on a weeklong deal for $0.50 each. The deal will start on 23 September 2019. It will end on 30 September, and the games will be removed on 1 October.
These changes will be permanent, I do not intend to revert at any time in the future.
So, after careful consideration, I've decided to do some quality control, and unfortunately this means that I will be removing a few of my games from Steam.
I've learned a lot so far, on my journey making games. This has ultimately led me to rethink a lot of things. I tend to make smaller games as to avoid risk, but this usually ends up affecting quality and the overall experience negatively.
So I'm making a few changes, as this is no longer sustainable. From now on, I want to focus on a single title more, ensuring that gameplay is enjoyable, and "deep".
Let me also take a moment to thank everyone who has ever supported one or more of my games, it is greatly appreciated! ːsteamhappyː
The following games will be removed: ButcherBox Burst Butterfly Moment Weirdest Thing
Before removing these titles, they will all be on a weeklong deal for $0.50 each. The deal will start on 23 September 2019. It will end on 30 September, and the games will be removed on 1 October.
These changes will be permanent, I do not intend to revert at any time in the future.