Stellaris

Stellaris Dev Tracker




12 Nov

Hi all!

As mentioned last week[forum.paradoxplaza.com], our plan for today is to go over some changes to automated colony management and pop resettlement.

Major goals here were to reduce the micromanagement burden in the mid to late game when individual decisions are less oppressive, and to significantly decrease the need to manually move pops at all. As with the economic changes we were discussing before, a lot of this is still a work in progress to varying degrees.
Automated Colony Management
Some sector management improvements have already been made in the 2.8.1 test branch (you can experiment and leave feedback on it by following the instructions... Read more

11 Nov


10 Nov

Comment
    TinyWiking on Steam Forums - Thread - Direct
This was brought to my attention as I'm the support manager. Hai!

You're right, we don't accept tickets via email and in the auto reply you got, there was a link to our helpdesk where you can contact us. However as has already been suggested in this thread your ticket is nothing that we can help you with, we are support, not developers ;).

If you want some background as to why we don't accept email tickets please see this article:
https://support.paradoxplaza.com/hc/en-us/articles/360002290474-I-emailed-support-paradoxplaza-com-and-no-one-replied-

09 Nov


06 Nov


05 Nov

Hi everyone!

Way back in Dev Diary 152[forum.paradoxplaza.com], we discussed some planetary changes that we experimented with during summer 2019. At the time, we decided that while we learned a lot from the experiment, they required significant additional refinement before being something we wanted to incorporate into Stellaris.

Summer 2020 gave us the additional time we needed to revive these (and some other) experiments. Our primary objectives were to reduce the mid to late game micromanagement burden and provide quality of life improvements, including generally making the prebuilding of planets more viable, making planetary automation reliable enough to be trusted in the mid to late game, and making dealing with unemployment and pops easier.
... Read more

02 Nov


01 Nov