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Stellaris: Console Edition Development Diary #37 - Pop Growth and First Contact

Hello Console Edition Community!

I’m back again to talk about more of the changes coming in the free update that will launch alongside [redacted]! Today we’ll be going through some of the changes to Pop Growth as well as touching on Organic Pop assembly, and then talk about the new First Contact mechanics.

Let's get into it!

Pop Growth Changes

In the next update to Stellaris: Console Edition, biological pop growth will follow a curve based on the number of pops on the planet, and the theoretical Carrying Capacity of the planet the pop is growing on. Carrying Capacity is determined by the total amount of free housing on the planet, as well as the number of unbuilt and unblocked districts on the planet.

planet capacity.png

The amount of Pop Growth required to create a new pop is now increased by the total number of pops in the empire. This value can be adjusted to your preference during Galaxy Setup. Warning: Increasing the number of pops in the galaxy may have a negative effect on performance.

growth required scaling.png

logistic growth ceiling.png

The overall objective is to reduce the total number of pops in the galaxy but to keep production more or less the same as in the previous version. To this end, the number of jobs per building tier has been adjusted to follow a 2/4/6 progression as buildings are upgraded (as opposed to the old 2/5/8 progression), and the base output of these jobs has been increased. In addition, pop requirements for upgrading Capital buildings have been reduced to 10/25/50 from 10/40/80.

Alongside these changes, new colonies no longer receive a pop growth penalty, with the Colony planetary designation giving stability, amenities, and happiness (in regular empires).

We’ve also changed a few buildings to have new or additional features, such as the Spawning Pool and Clone Vats, which have had their Pop Growth modifiers replaced with the new Organic Pop Assembly. This new source of pop growth fills the same slot on the planet as Robotic Pop Assembly, so generally, you’ll want to pick one or the other. (Clone Vats also picked up a food upkeep cost to represent simple materials to break down.)

cloning vats.png


First Contact Changes

Exploration has always been at the heart of Stellaris, and the exploration aspect is one of the things that sets us apart from other games that follow similar themes. First Contact previously has always felt like a flat mechanic. You make contact, you research the contact, you get the contact. There was no opportunity for any of the popular sci-fi tropes that make First Contact something that is special and interesting, and the source of countless sci-fi narratives.

In the Policy menu, you can set your First Contact Protocol, choosing between Proactive, Cautious or Aggressive. Your choice here will determine whether you can do things like wars before communications are established, and will also affect things like how quickly a hostile race can establish communications with you.

Stellaris Console Edition.png


First Contact Sites

When you first encounter an unknown ship in space, a First Contact site will be created. These First Contact sites operate much like Archaeology Sites that you might be familiar with from the Ancient Relics Story Pack.
first contact site.png


first contact radial.png
first contact outliner.png


Also available in the outliner and radial menus!

After assigning an Envoy to work the First Contact site, the site will begin to progress. The events that trigger after beginning a First Contact site are determined by your empire type, as well as the empire type of the empire you’re attempting to establish contact with.

first contact start.png

During First Contact, you will be given choices that may have long-term implications for your relationship with that empire.

first contact spicy.png

Sometimes things won't go according to plan, and there will be miscommunications or setbacks during First Contact. There are also events that the other side of a First Contact site trigger, some of which are.. Unpleasant.

first contact setback.png

And finally, the effects of the establishment of communications event has also changed. But I can't show you those yet. ;)

first contact finished.png

That’s all for this week! Be sure to join us next week when we’ll be telling you about more Quality of Life improvements, Console-specific improvements, and some more free features coming in the next update for Stellaris: Console Edition!
 
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Yeah! Moving foward finaly. Keep up the good work and please paradox give this project more resources to catch up with pc build. Surely there is still untaped sales potential, and now with CK3 out you guys have monopoly on more serious grand stragedy games on PS5.
Speaking of could we get more AI to game? Could you add warning message that it could slow the game down? Im sure that next gen consoles could handle it, max ai mp game now moves really well.

Also catching up to pc build (i know hard) you guys could get extra benefit from marketing on dlc. Now it seems like 2 different games on a weird way.
 
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They are closing the gap, but I don't think they'll close it fully in the next month (when 3.4 launches). You've still got 3.1 - 3.3 and Aquatics to go through.
 
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They are closing the gap, but I don't think they'll close it fully in the next month (when 3.4 launches). You've still got 3.1 - 3.3 and Aquatics to go through.
The previous dev diary indicated (and showed screenshots) that resettlements will now cost influence in many cases, while patch 3.3 changes resettlement to cost unity.

So we can surmise we're not getting 3.3, but I believe it's likely console will go straight to 3.2 in order to get Aquatics support.

3.4 is not yet released for PC, but it seems it will continue (and perhaps mostly finalize) the significant Unity changes that began in 3.3, along with providing support for the next major expansion and continuing the integration of the new quest system.

If Console gets patched to 3.2 by let's say end of May, then the timing will be right for console devs to quickly start integrating 3.4, which could then be available roughly around the time 3.5 launches for PC. That would put console just one patch behind PC.

That's my somewhat optimistic timeline. Might not happen, but I think it's feasible. The interesting question to me is what happens after that? Will Stellaris Console Edition receive every PC patch ported in a timely manner, remaining close to but always about one patch behind?

That's not a terrible place to be, but it would be nice to eventually see simultaneous development and patch release for PC and console. Maybe it'll never happen for Stellaris, but perhaps a future paradox title like Victoria 3 or Stellaris 2 might tackle truly simultaneous development and release.
 
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The previous dev diary indicated (and showed screenshots) that resettlements will now cost influence in many cases, while patch 3.3 changes resettlement to cost unity.

So we can surmise we're not getting 3.3, but I believe it's likely console will go straight to 3.2 in order to get Aquatics support.

3.4 is not yet released for PC, but it seems it will continue (and perhaps mostly finalize) the significant Unity changes that began in 3.3, along with providing support for the next major expansion and continuing the integration of the new quest system.

If Console gets patched to 3.2 by let's say end of May, then the timing will be right for console devs to quickly start integrating 3.4, which could then be available roughly around the time 3.5 launches for PC. That would put console just one patch behind PC.

That's my somewhat optimistic timeline. Might not happen, but I think it's feasible. The interesting question to me is what happens after that? Will Stellaris Console Edition receive every PC patch ported in a timely manner, remaining close to but always about one patch behind?

That's not a terrible place to be, but it would be nice to eventually see simultaneous development and patch release for PC and console. Maybe it'll never happen for Stellaris, but perhaps a future paradox title like Victoria 3 or Stellaris 2 might tackle truly simultaneous development and release.
Best case scenario console is fully caught up to pc by December next year and if a Stellaris 2 were to come out I would hope to see simultaneous releases
 
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The previous dev diary indicated (and showed screenshots) that resettlements will now cost influence in many cases, while patch 3.3 changes resettlement to cost unity.

So we can surmise we're not getting 3.3, but I believe it's likely console will go straight to 3.2 in order to get Aquatics support.

3.4 is not yet released for PC, but it seems it will continue (and perhaps mostly finalize) the significant Unity changes that began in 3.3, along with providing support for the next major expansion and continuing the integration of the new quest system.

If Console gets patched to 3.2 by let's say end of May, then the timing will be right for console devs to quickly start integrating 3.4, which could then be available roughly around the time 3.5 launches for PC. That would put console just one patch behind PC.

That's my somewhat optimistic timeline. Might not happen, but I think it's feasible. The interesting question to me is what happens after that? Will Stellaris Console Edition receive every PC patch ported in a timely manner, remaining close to but always about one patch behind?

That's not a terrible place to be, but it would be nice to eventually see simultaneous development and patch release for PC and console. Maybe it'll never happen for Stellaris, but perhaps a future paradox title like Victoria 3 or Stellaris 2 might tackle truly simultaneous development and release.
Yeah I think one patch behind is best case scenario for consoles for the foreseeable future, I'm not expecting version parity with PC.

By the time 3.4 is out on console (and I'm already drooling about Overlord :p), PC will be on 3.5 >. I'm just happy at the continued support for consoles for a game like this.
 
, but perhaps a future paradox title like Victoria 3 or Stellaris 2 might tackle truly simultaneous development and release.
Age of Wonders: Planetfall had beautiful simultaneous releases on all it's Expansions, as a console strategy gamer I couldn't be happier. They're a shining example that it can be done.

Unlike most other paradox games, however, they actually stopped working on it and moved on to work on a new game. So now nobody is getting updates for it...
 
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So we can surmise we're not getting 3.3, but I believe it's likely console will go straight to 3.2 in order to get Aquatics support.
I assume you're getting Nemesis since so far the changes are all changes that were added to 3.0. And I don't think they do two DLC at the same time.

The big tell will be if they reveal selectable tradition trees. That was the big feature for 3.1.

Paradox is only the publisher for Surviving the Aftermath, but I believe they do simultaneous or near-simultaneous releases with PC and console there. So it is possible, but the main franchises are made PC-first and then some other team does the console adaptations later. (Will be interesting to see how quickly CK3 catches up given there were some long delays between PC patches that may not fully apply to the console version, e.g. Royal Court experiments.)
 
I totally foresee parity beetween consoles and PC versions. There may be a few day gap between updates due to console update verification procedures. But it could happen. I won't be disappointed if it doesn't, because I kinda like having a little space between the two versions, but I don't see why it can happen.

Taking Stellaris from PC and porting it to Console isn't as simple as copying/pasting the code into a new folder. There are no automatic processes in the version of Clauswitz that Stellaris PC is built on that allow building a console port from the PC code.

The process generally works like this: Our internal developers at PDS Green & PDS Arctic finish a major patch/DLC for Stellaris. They then do one (or several) follow-up patches that we call "post-launch support", fixing bugs, and doing balance changes. Sometime after that process is complete, the source code gets sent to Tantalus, who handles the port from the PC code into the Console Edition code.

Here's a video from PDXCON2021 of the Console Edition Devs from Tantalus talking more about the process of making a new version of Stellaris: Console Edition:


Hope this shines a little more light on the process of getting new versions of Stellaris to Console. :)
 
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The process generally works like this: Our internal developers at PDS Green & PDS Arctic finish a major patch/DLC for Stellaris. They then do one (or several) follow-up patches that we call "post-launch support", fixing bugs, and doing balance changes. Sometime after that process is complete, the source code gets sent to Tantalus, who handles the port from the PC code into the Console Edition code.

Here's a video from PDXCON2021 of the Console Edition Devs from Tantalus talking more about the process of making a new version of Stellaris: Console Edition:


Hope this shines a little more light on the process of getting new versions of Stellaris to Console. :)
Oh man, I really didn't mean to sound like I was downplaying the amount of effort it takes to bring Stellaris to console edition.
That's actually one of my favorite streams and saved it for rewatching. I found the whole process fascinating! Especially the bit about having to update the UI to integrate controller support so players can actually navigate and click on the buttons. Something that's not even present in the PC version.
I just got a bit excited with the new update coming to consoles. I apologize for my unfair outburst.
(Maybe nobody will notice if I just delete that first comment...)
 
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Oh man, I really didn't mean to sound like I was downplaying the amount of effort it takes to bring Stellaris to console edition.
That's actually one of my favorite streams and saved it for rewatching. I found the whole process fascinating! Especially the bit about having to update the UI to integrate controller support so players can actually navigate and click on the buttons. Something that's not even present in the PC version.
I just got a bit excited with the new update coming to consoles. I apologize for my unfair outburst.
(Maybe nobody will notice if I just delete that first comment...)
No worries friend.

Honestly though, its better for everyone that Tantalus to be allowed to take their time with the ports, rather than crunching to make it a rigid deadline. Console has now become my preferred system of playing Stellaris, and so I've stopped purchasing the new dlc day one on my PC and even stopped following the PC dev dairies, as it bugs me less not knowing about the new features the PC version has 12 months in advance of seeing them on console.

Needless to say, I'm avoiding CK3 PC altogether.
 
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These and the changes mentioned in diary 36, indeed look interesting, do you have any idea when we'll actually get these or any other additions or even when we'll see the relevant patch notes?!

I'm eager to see how they affect the slightly stagnated economy in my current late game save and of course how much the first contact changes affect new playthroughs .
 
These and the changes mentioned in diary 36, indeed look interesting, do you have any idea when we'll actually get these or any other additions or even when we'll see the relevant patch notes?!

I'm eager to see how they affect the slightly stagnated economy in my current late game save and of course how much the first contact changes affect new playthroughs .
I would not recommend using this new update with an older save. There are a lot of changes behind the scenes.
 
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I would not recommend using this new update with an older save. There are a lot of changes behind the scenes.
Thanks for the advice, I'm lucky enough to have two PS4s, one in my house and one in my girlfriend's, I might patch one install and not the other then...

It wouldn't be the first time I held off installing a big patch in this game, the one that changed war exhaustion and sector control for example, however that time it was specifically stated to not be compatible with older saves and I didn't want to lose about a two year save, which indeed my current playthrough is* :) .

(*My current playthrough was slightly broken by the patch that changed Dyson spheres to the current more powerful though maxed at one per empire.

My one is stuck unable to upgrade any further at only level three or so, so I'm struggling to make enough energy, but otherwise it's still perfectly playable.

I don't know if my empire will survive if I try to selfdestruct then rebuild it.)
 
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