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Stellaris Dev Diary #148 - Relics & Relic Worlds

Hello everyone!

As most of you probably know, the next upcoming DLC for Stellaris will be the Ancient Relics Story Pack. Last week I also promised I would show something awesome, by which I meant the headline feature of the story pack – the Relics themselves.

We announced Ancient Relics on tuesday and we also streamed a lot of stuff that will be coming with Ancient Relics and the free 2.3 update that goes with it. If you haven’t seen the stream yet, you may want to check out the summary on YouTube.

Relic Worlds
A smaller part of Ancient Relics are the Relics Worlds. It is a new planet class that is essentially a planet entirely covered in ruins. If you find a Relic World, it's very likely that you will be the first to get to excavate its archaeological site. An archaeological site found on a Relic World should have many chapters and have a high difficulty.

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A Relic World can be restored to an Ecumenopolis, but it will lose its unique deposits and archaeology site if there is one.

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The homeworld of the First League precursors have been changed into a Relic World. We felt that this fits way better thematically and we also felt that finding a “free” Ecumenopolis was too strong. You will now have to work a little harder to restore the ancient city planet.

As mentioned before, we haven’t quite had the time to refresh the old precursor content, but this is something we want to do over time, so eventually it's quite likely you’ll be able to find more Relic Worlds and associated archaeological sites.

Relics
The Relics are a really cool new feature to Stellaris. Relics are very powerful artifacts and trophies that you can collect. Every Relics has a passive effect as well as an activation effect. All Relics share the same activation cooldown, so you will have to choose which one you will want to activate. The activation cooldown is 10 years.

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Most relics will have an Influence cost for the activation cost, but in some cases this will be different.

Relics cannot normally be taken from other empires, as we felt that the Relics you found should be yours. The only exception to this rule is The Galatron, for which you can declare wars to steal from another empire. Relics also add a lot of score, with The Galatron being the most powerful relic in that regard. If you want to have the highest score, securing The Galatron will be vital for your success!

upload_2019-5-16_12-41-51.png

The Relics system itself will be included in the base game, and you will be able to find a few Relics from previous content. Each crisis will have a Relic tied to it, and owners of MegaCorp will be able to get The Galatron. Owners of Apocalypse will be able to take the Khan’s Throne and owners of Leviathans will be able to take a trophy by defeating the Ether Drake.

upload_2019-5-16_12-42-4.png

Ancient Relics will feature a whole bunch of new Relics that you can collect. In total you’ll be able to find 20 of these new Relics.

The system is very moddable, and since the Relics system itself is free, mods will be able to use the system without requiring its users to own Ancient Relics. We’re very much looking forward to seeing what cool new Relics the community can conjure up!

Relics Design Intentions
I started as the first UI/UX designer at Paradox Development Studio over 6 years ago now, before switching over to purely doing game design and now eventually taking over as the game director for Stellaris. EU4 was the first game I worked on, and the macro builder is what I see as my first large contribution to our games. I’ve always thought that the UI/UX design and game design need to mesh really well for a solid experience. Although we can’t always get it right (my faults included), it's really fun to do something different here.

With the Relics I wanted us to start experimenting with more visual rewards. I wanted something that would be so cool to find, collect, and look at, that you almost didn't care about what the effects of the thing were. I wanted large icons with a slight animation, kind of like golden Hearthstone cards. Originally we only planned to have passive effects for them, but in order for the player to experience the visual rewards more often, we had to create incentives for them to open the UI and look at them. That is how the active effects came into play. By giving the Relics a really cool activation effect, players will open the UI more often and get those “feel good” moments by looking at their Relics.

From a design perspective, I am very happy with how the Relics turned out. We’ve made a really nice-looking UI with a thematic background that really fits the art style. We’ve also made awesome and animated relic icons that are really rewarding to collect and look at. The activation effects for a lot of the Relics are also really cool.

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Ancient Relics is turning out to be a really cool addition to Stellaris, and it's going to be really great seeing how you guys react to the content once you get a chance to try it out.

That is all we had to share for this week’s dev diary. Next week we will be back with something different, technically speaking.
 
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So much to do with influence... so little influence...

Seriously, are you considering to add a few more influence sources, or at least raise the influence cap? Between building gateways and other megastructures, refreshing edicts, and potentially claiming key systems and/or integrating vassals, I usually don't have much influence to spare even in he late game until I've won the game already anyway
 
Practical question: will we really get very much use out of relics that you can only get after defeating the crises? Are there a lot of people who play past the crisis? I've never gotten to the crisis before basically having dominated the galaxy already.
 
A change to Armageddon bombardment that turns ecumenopolis into relic worlds instead of tomb worlds would be fitting.

Can Ecumenopolises even be turned into tomb worlds? I've read somewhere that you are not able to terraform Ecumenopolises.

Edit: Ecumenopolises are a planet decision and not terraforming after all.
 
Can Ecumenopolises even be turned into tomb worlds? I've read somewhere that you are not able to terraform Ecumenopolises.

Edit: Ecumenopolises are a planet decision and not terraforming after all.

The planet class change by bombardement is no normal terraforming the player can perform. It changes due to an event that changes the planet class. The script of the event would needed to be altered to check if the planet class is pc_city and if thats the case change it into pc_relic instead of pc_nuked.
 
Will we get a relic after defeating the Grey Tempest, similar to the Great Khan and the three endgame crises? Right now the Grey Tempest isn't particularly interesting in terms of rewards.
 
You can go back and read what they found, but your progress continues off from where they were. The previous rewards will already be taken, however.
are there any relics(or other archeological benefits) that are linked to a planet(be it the one where it was discovered, or one chosen by decision) and thus transferable to whoever owns it?
 
So much to do with influence... so little influence...

Seriously, are you considering to add a few more influence sources, or at least raise the influence cap? Between building gateways and other megastructures, refreshing edicts, and potentially claiming key systems and/or integrating vassals, I usually don't have much influence to spare even in he late game until I've won the game already anyway
I just finished a run, generating +10 influence and still needed a lot more.
 
Are there any plans on changing up the UI for message boxes, maybe something with more focus on imagery than a text box with a small image? I absolutely love this game, but I always felt that the text boxes were not as exciting. It may have something to do with me being more visual but I would love to have the events pop out at me as they happen. I like the way endless space does their events where the images and events really grab me.

(Sorry, I don't mean to compare the two games, I just wanted to give an example of what I mean :) )
 
As mentioned before, we haven’t quite had the time to refresh the old precursor content, but this is something we want to do over time, so eventually it's quite likely you’ll be able to find more Relic Worlds and associated archaeological sites.

The expansion sounds great but I have to ask why are you already excluding some rather obvious content for this patch?

The broken features from the release of MegaCorp really hurt that release and an otherwise great expansion - even now however, we're still suffering from some of the fallout to a rushed delivery from MegaCorp.

Please reconsider and spend a few extra weeks / months getting the new expansion right rather than rushing out a new expansion with (by your own admission), incomplete features....
 
Hello everyone!

As most of you probably know, the next upcoming DLC for Stellaris will be the Ancient Relics Story Pack. Last week I also promised I would show something awesome, by which I meant the headline feature of the story pack – the Relics themselves.

We announced Ancient Relics on tuesday and we also streamed a lot of stuff that will be coming with Ancient Relics and the free 2.3 update that goes with it. If you haven’t seen the stream yet, you may want to check out the summary on YouTube.

Relic Worlds
A smaller part of Ancient Relics are the Relics Worlds. It is a new planet class that is essentially a planet entirely covered in ruins. If you find a Relic World, it's very likely that you will be the first to get to excavate its archaeological site. An archaeological site found on a Relic World should have many chapters and have a high difficulty.


A Relic World can be restored to an Ecumenopolis, but it will lose its unique deposits and archaeology site if there is one.


The homeworld of the First League precursors have been changed into a Relic World. We felt that this fits way better thematically and we also felt that finding a “free” Ecumenopolis was too strong. You will now have to work a little harder to restore the ancient city planet.

As mentioned before, we haven’t quite had the time to refresh the old precursor content, but this is something we want to do over time, so eventually it's quite likely you’ll be able to find more Relic Worlds and associated archaeological sites.

Relics
The Relics are a really cool new feature to Stellaris. Relics are very powerful artifacts and trophies that you can collect. Every Relics has a passive effect as well as an activation effect. All Relics share the same activation cooldown, so you will have to choose which one you will want to activate. The activation cooldown is 10 years.


Most relics will have an Influence cost for the activation cost, but in some cases this will be different.

Relics cannot normally be taken from other empires, as we felt that the Relics you found should be yours. The only exception to this rule is The Galatron, for which you can declare wars to steal from another empire. Relics also add a lot of score, with The Galatron being the most powerful relic in that regard. If you want to have the highest score, securing The Galatron will be vital for your success!


The Relics system itself will be included in the base game, and you will be able to find a few Relics from previous content. Each crisis will have a Relic tied to it, and owners of MegaCorp will be able to get The Galatron. Owners of Apocalypse will be able to take the Khan’s Throne and owners of Leviathans will be able to take a trophy by defeating the Ether Drake.


Ancient Relics will feature a whole bunch of new Relics that you can collect. In total you’ll be able to find 20 of these new Relics.

The system is very moddable, and since the Relics system itself is free, mods will be able to use the system without requiring its users to own Ancient Relics. We’re very much looking forward to seeing what cool new Relics the community can conjure up!

Relics Design Intentions
I started as the first UI/UX designer at Paradox Development Studio over 6 years ago now, before switching over to purely doing game design and now eventually taking over as the game director for Stellaris. EU4 was the first game I worked on, and the macro builder is what I see as my first large contribution to our games. I’ve always thought that the UI/UX design and game design need to mesh really well for a solid experience. Although we can’t always get it right (my faults included), it's really fun to do something different here.

With the Relics I wanted us to start experimenting with more visual rewards. I wanted something that would be so cool to find, collect, and look at, that you almost didn't care about what the effects of the thing were. I wanted large icons with a slight animation, kind of like golden Hearthstone cards. Originally we only planned to have passive effects for them, but in order for the player to experience the visual rewards more often, we had to create incentives for them to open the UI and look at them. That is how the active effects came into play. By giving the Relics a really cool activation effect, players will open the UI more often and get those “feel good” moments by looking at their Relics.

From a design perspective, I am very happy with how the Relics turned out. We’ve made a really nice-looking UI with a thematic background that really fits the art style. We’ve also made awesome and animated relic icons that are really rewarding to collect and look at. The activation effects for a lot of the Relics are also really cool.

---

Ancient Relics is turning out to be a really cool addition to Stellaris, and it's going to be really great seeing how you guys react to the content once you get a chance to try it out.

That is all we had to share for this week’s dev diary. Next week we will be back with something different, technically speaking.

Um I do have one question though. Will the prethoryn queen still be a ship or will she be a pure relic now? Her new active effect seems much more interesting than the little fleet she brought in the past, however, I did enjoy watching her fly around freely and if she is now restricted to a non entity role as a relic I would be kind of saddened. Unless you tell me you found a way for her to be both.
 
We did discuss it, but in the end decided against it. We're very open to changing that though, if it becomes a very requested feature. It should be fairly possible to do with mods as well, since you can in theory just copy paste the war goal to take The Galatron.
What happens when you kill an empire with relics then? Do they just disappear? I think there should be a way to preserve relics if that's the case. Maybe they get captured by space scavengers who will sell it back randomly to other empires for absurd prices?

Also is there a way to see other empires relics?
 
Hi there! I’m new to the forums, but not new to Stellaris (I have 700 hours in it, and have all the DLCs). I would like to request that you consider making relics capturable in war. Thanks :)
 
Because it makes for better gameplay. Without a shared cooldown there are much less interesting choices. It just becomes a question of "can I afford X right now?".

How about a compromise by giving a universal cooldown and an individual cooldown? Assuming Empires end up with 3-4 each on average it should consistently provide 2-3 possible options.
 
Since there is quite a lot of people talking about takinf relic via conquest let me suggest this:

Empire A declares war on Empire B
Empire B has completed relic search (Empire A doesn't know about the relic)
Empire B gets fully conquered by Empire A
Empire A gets notification that Empire B was in possesion of powerful relic(s) but they have been lost near the end of the war
Empire A needs to conduct archeological search to track down lost relic and own it for themselves

Doesn't cut the search and obtain part of Relic System and allows to take over existing relics from defeated empire. If many empires having one type of relic is possible there could be a twist "This is one of the relics we have already owned and has no significant value to us" where it could be broken down to few Minor Artifacts or turned into stored research gain.