• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.

upload_2019-5-17_14-47-5.png

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

upload_2019-5-16_12-41-9.png

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.

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

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.

---

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.
 
Last edited:
  • 1Like
Reactions:
Have you considered having special archaeology projects tied to each of the precursor capitals?
 
Will the Queen scale over time, or will she always toss out a static fleet? I can't imagine that being very useful and worth even a single usage unless it grows in power or something to match your fleet cap. Or the fleets themselves slowly grow to meet your fleet cap.
 
Only the Galatron can be stolen right now. I updated the dev diary with some more information regarding stealing The Galatron and score from Relics.
It is worth point out, that the Galatron was already stealable.
Just because nobody ever managed the 0.5% chance to get it, nobody knew.

A interesting choice to make the queen a relic. Can the spawned fleet be combined with regular fleets? Or can multiple spawned fleets be combined for a larger one?

Will other Unique Ship/Fleet Rewards (like the Automated Dreadnought, Dragon, the AI, the Amobea) be turned into soemthing similar? Or will they stay largely unuseable micro-fleets?
 
Add me to the list of people that want Relics as war goals, as a tall player I have little incentive to go to war most of the time, this could be a nice incentive to try military focused empires.
 
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 think influence should be about choices, if you want to expand all over then you shouldn't be able to easily have all the megastructures, and not use vassals, and run all the edicts you want, and build a bunch of gateways, and keep not worry about keeping factions happy, etc. Otherwise just mod the game.
 
Celebrate Diversity? Really? Ugh

How about destroying relics speeds up the rate of ethic switching for conquered civilizations?

It's incredible that a UI guy is now in charge of Stellaris. Now can we get a mouse scroll speed setting? This is 2019 and you are overriding driver and windows mouse scroll speed settings in a game with a ton of menuing.
 
I'm really looking forward to the expansion at this point, but there's one thing that really bugs me about the new Archeology system: the dice rolling. I don't mind at all having randomized stuff in the game (I usually really like it), but I really don't want to see the game literally rolling dice in front of me. Feels very immersion-breaking to me, and I feel like that information in the UI could've just as easily been replaced with something like "steady progress", "minor snag", "significant step back", or "breakthrough!".
 
Celebrate Diversity? Really? Ugh

How about destroying relics speeds up the rate of ethic switching for conquered civilizations?

It's incredible that a UI guy is now in charge of Stellaris. Now can we get a mouse scroll speed setting? This is 2019 and you are overriding driver and windows mouse scroll speed settings in a game with a ton of menuing.
Well aren't you just a ray of hope.

I agree, obviously, that certain Empires should be able to do quite the opposite of celebrating diversity, but they might be able to and you don't even know it. He was playing the UNE, a xenophilic empire that would obviously celebrate diversity, not the Commonwealth of Man, something that would celebrate their own strength and inner power.
 
Are older save files affected by the new DLC? Before I bought Megacorp, I still had the Nomads on that save even after I enabled MegaCorp. So will the First League turn into a Relic World automatically on a pre-existing save even before I find the system? Or do I need to create a new save in order to get the new features from the DLC? Similar to Distant Stars etc?
 
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!
What's a score?


This seems pretty cool and general. I assume there will be an alert to tell you when you can activate a new relic.

I actually would like it if relics could be sold, stolen, taken by force, looted, etc. I do agree this should be a fairly rare thing to happen, but at the same time there should be a way to get relics even if you're a peaceful, isolationist or just criminal empire... plus there's probably going to be a bunch of relics you never use. It would also open the gates towards storylines where one empire steals some relic that should belong to another empire (there's that one little event that already does this), and allowing for trading or stealing relics could help resolve conflicts like these... or spark them. Imagine going to war because the bastards next door steal your royal crown or something.
 
I’m also on board for CBs to take other relics. Would be a nice thing to go to war over when territory is not needed. If the team doesn’t want to have all relics have a CB, maybe it could depend on ethics? So spiritualists could get a CB on the temple of whatever it’s called (shown in some images) while militarists would get a CB to take the Kahn’s throne, etc...
 
Looks really good.
I see the place for semi random big plots.
I think we can even go bigger with plots which will affect multiple empires at once, but that maybe should be seperate DLC, so you can always switch it off.
Beside that maybe some cinematic, to show off our newly acquired relict with sexy robo lady voiceover. Just to tell it is very important peace of junk we just get. But that probably aready planned.
And of course i would like to have CB gimmie relicts. They are mine by right.
Keep it comming.
 
Though it remains to be seen if those objects will be an interesting mechanic, I have to say I liked the idea of objects being held by and empire, and being liable to be taken away in a war! That would not only stimulate more interesting conflicts from the part of the empire that does not have it, but also keep the empire that does have it on its toes!
 
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.
I've taken a poll... its highly requested lol jk i really do hope it becomes highly requested because it sounds AMAZING. I've always considered that there are no real reasons to fight other empires except more clay and death to the insult happy exterminators. Props though on the megacorp casus belli though. filthy hutts need to get their thugs off my planet.
 
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.
Finally, thank you, couldn't agree more. Now Fen Habanis is locked behind some tech I assume to use the Ecumenopolis.

Let's hope that every Precursor chain gives a relic as a result or at least a cool archeological site.
 
I really like this new future. I hope that the relics won't be lost if you fully annex a enemy. I know the snowballing would be bad but still.

How about making a dialog once you annex an empire like

"there is a relic detected"

Then you could spend some ressources to gather intel which relic and give some further choices like:

"leave it",
"try to get it" a small chance like 1% for some ressources,
"get it at all cost" bigger chance like 10 % for very high ressource cost.

This would give conquering an additional flavor. For future updates if you go for espionage some covert ops for relic claiming could be an awesome boost to small empires.
 
I believe you are 100.0% wrong. I think visual rewards will heighten the experience quite a lot.
I'm personally all for visual rewards, but when they don't hurt the immersion. And in this case it seems that this decision hurts the immersion (not the decision to include the visual rewards themselves, they are great; the decision to have the relics offer timed bonuses where you can have only one of them at a time, which was motivated by the visual rewards amd balance reasonings).

I mean that for a game to be immersive all the gameplay elements should be the less abstract the better, i.e. every gameplay element should ideally have an in-lore explanation. In this case, I can't really imagine any plausible reason of why I wouldn't be able to activate multiple relics at a time, it's a purely "gamey" restriction that actively hurts the immersion (and in my opinion in this way it detracts from the game considerably more than the visual reward of activating a relic adds).

Maybe you could consider changing this to a soft limit instead of a hard one? For instance, for each simultaneous activation to cost something, with the cost rising prohibitively the more relics you try to activate at once. This is still not very immersion-friendly, but it'd definitely be better, at least you can say something like "maintaining many teams taking care of artifacts is costly", or something along these lines.

EDIT: To all the people who pressed "Disagree", care to clarify what specifically do you disagree with? I'm genuinely wondering. Also note that I'm not the person to whom grekulf replied in his comment that I cited.
 
Last edited: