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Stellaris Dev Diary - #145 Archaeology

Hello everyone!

Today we’re back with yet another dev diary, which will build upon some of the things we revealed last week. Last week we outlined some information about Minor Relics, and how they can be useful. We didn’t mention specifically how they are usually found, but luckily that is something you’ll learn today!

Archaeology
In the next DLC you will be able to experience some new content related to uncovering and excavating archaeological sites. Sites can be discovered in multiple ways, be it either on survey, generated at game start, or perhaps generated by an event.

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Sites that lie inside your borders can be excavated by a Scientist, and will consist of several different chapters. A site can have 1-6 chapters, in addition to an introduction/prologue. Each chapter will have its own narrative and a reward, and has to be unlocked before it becomes visible.
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Excavation in progress. Spoiler-blurred text.

A chapter will be unlocked whenever the Scientist excavating the site gets a successful result at the end of an Excavation Phase – mechanically this works very similar to how sieges work in EU4. As the Scientist goes through phases, it will roll a dice and add modifiers to the result. The final result will then either do nothing, add clues, or make a breakthrough to the next chapter.

Game mechanics details:
Result = dice roll + Archaeology Skill + Clues - Difficulty

Result Outcomes:
0-7: Status quo
8-10: +1 clue
11-13: +2 clues
14+: Breakthrough

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Chapter completed. Spoiler-blurred text.
A neat feature of this new system is that you can click previous chapters to go back and read what happened.

At the end of each Excavation Phase, it is also possible that the Scientist triggers a random event, which will inject some unpredictability and create opportunities for emergent storytelling.
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Everything is fine.

Archaeology chapters commonly reward the player with minor artifacts – but it can also be resources, research points or other more unique rewards.

Design intentions
Archaeology becomes a way for us to express narrative in a more evolving and controlled manner, and every site it also tied to a location on the map. All of these things together should make it more enjoyable to experience the content, since we hope it becomes easier to build a mental model of what is happening where. In general I believe that having narrative tied to things you can see on the map makes for a better experience. It’s not uncommon for me to forget where on the map a previous event occurred, and that is something I’d like to improve over time. I really like archaeology because it lands well between mechanics and narrative.

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We hope you could dig today’s dev diary, and next week we’ll be back with something old that is new.
 
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After the many issues with MegaCorp, this Dev Diary is a mixture of excitement for new and interesting features, and the nagging fear of the coming chaos...
 
Not really a grand strategy thing, but ties in nicely with Stellaris' strong suit exploration. Love it.
It's a staple of 4x games.
 
It depends on when you find the sites, and how difficult they are vs. your scientist skill.
I'm not a fan of how the current anomaly system locks certain anomalies behind techs (e.g. terraforming candidates). I hope that the archaeology sites are found regardless of techs, even if researching them may be tech locked, as the current rules on anomalies mean that exploring quickly and efficiently locks you out of nearby terraforming candidates.
 
So uh, what's a major artifact?

Also, will this be easily moddable? Can we make our own stories and inject them? (I'm not a modder, but this kind of thing is awesome and is really tempting me to learn).
 
I'm not a fan of how the current anomaly system locks certain anomalies behind techs (e.g. terraforming candidates). I hope that the archaeology sites are found regardless of techs, even if researching them may be tech locked, as the current rules on anomalies mean that exploring quickly and efficiently locks you out of nearby terraforming candidates.
Thats not how Terraforming candidates work though.
They arent tech locked, but are in contrast to almost any other anomaly not unique, meaning the more unique anomalies you have found,
the higher the chance any anomaly you find rolls to be a Terraforming candidate, until you have exhausted every unique anomaly and only find TCs from then on.
 
Well ok, nice feature etc, but whats about holes in game body like low fps, dead ai and nightmare micromanagement?
Last diaries make me think like base game is ok and time to make sweet features couz why not.

Low fps? Sounds like your problem. I had no such issues. And my pc isn't that good. Bet you playing on some low spec lap top. That's your problem.
 
So, a new batch of events?
Adding new story-driven content is always a good idea. If only you'd make it the norm for most aspects of the game.
 
The idea sounds nice, but it feels like an mechanical upgrade on anomalies more than a separate system. (assign a scientist for a while to a specific location that was discovered through survey or event). Is there a long term possibility that this will replace anomalies altogether ?
 
What happens if we found Prothean Beacon? Can we trigger new type of Crisis? Should we call for Shepard for now?
Even though your comment is tongue-in-cheek, it raises an interesting possibility. Spawning Crisis, or Mid-Game Crisis (or perhaps a new category of Minor Crisis) could be a distinct risk/possibility with this new Archaeology system. Excavating that Precursor ruin might lead to unlocking a unique tech option. Or it might fail and unleash an Alien-esque Crisis that spreads from planet to planet, infesting POP's as it goes.
 
The idea sounds nice, but it feels like an mechanical upgrade on anomalies more than a separate system. (assign a scientist for a while to a specific location that was discovered through survey or event). Is there a long term possibility that this will replace anomalies altogether ?
This sounds like anomolies+