Stellaris

Stellaris Dev Tracker



Yesterday

Hello everyone!

This week we are going to talk about something new that we’ve been working on - namely improving first contact and extending the exploration aspects of the game. All of this is work in progress and may not accurately represent what the game will look like once all of this work is finished. A lot of UI is very much work in progress, so don't pay too much attention to icons or such.

Background Exploration has always been one of the best parts of Stellaris, and it is perhaps what sets us apart from other games that follow similar themes. Looking back, Stellaris has mostly revolved around the physical exploration of space, discovering an ancient galaxy full of wonders. We believe that exploring and uncovering the galaxy is such an important and fun aspect of the game that we really want to dive deeper into those experiences. We intend to take the next steps by improving the means by which you can establish communication and make the process of learning mo... Read more

25 Nov


23 Nov

Comment

Originally posted by SC_Reap

Oh hey, Wiz. Been a while. Is the project going well?

I’m referring to Victorian Secrets of course.

Going well! Keeping busy, but look forward to being able to talk about my (non-hobby) work sometime in the future :)

Comment

Originally posted by xor50

Wait... what are you doing here? 👀

pdx_wiz

Lurking my old hunting grounds, ofc

Comment

Originally posted by ThirteenMoney

Dumb question, but aren’t the scourge running from the unbidden? I could of sworn there was some evidence saying that they were running from them, so they had to go to another galaxy

The Hunters are not the Unbidden


22 Nov


21 Nov


20 Nov


19 Nov

Hello!

This week we’re going to look at some more changes we're planning, as well as a review of how some of the experiments mentioned in the last few dev diaries have evolved.

Thank you for the massive amount of feedback in those threads.

Reduction in Pops
Due to the effects on performance and a desire to reduce the micromanagement burden in the mid to late game, some of the things we’ve been deeply looking into are different ways of dramatically reducing the number of pops in the galaxy.

These experiments have generally revolved around modifying the growth (or assembly required) for pops as an empire’s population grows, with some variants trying a logistic pop growth (where growth follows an S-shaped curve as planets develop, based on a carrying capacity of a planet). These experiments have reduced the end date pop count to somewhere around one half of the old numbers with the expected performance improvements.

Organic pops will foll... Read more



devtrackers.gg