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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!

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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.

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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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Good idea to draw some inspiration from Sins of a Solar Empire for relics - it's a pretty underused system in its own game. If you completely conquer an empire that has relics, will you be able to obtain theirs?
 
Holy crap, all my flavour glands are salivating. Some musings about this wonderful DD:

- I really like the visual approach to relics. I want to admire my trophies and play with them!
- I really, really like the whole activation mechanic. Lots of awesome, intriguing decisions to make
- There are a ton of worlds and precursor chains that can / should be turned into relic worlds
- There are a ton of anomalies that would benefit from the relic system
- 20 relics seems like a very low number to me. I would take one thousand billion relics, thank you very much
- The best thing about relics is that it gives a satisfying conclussion to quests and chains like the tamed Pethoryn Queen
- But I really do hope that there are more mid game relics, so they become a key component of gaming sessions. The beggining and the endgame already have a lot of great content, while the middle game struggles to be interesting
- We are totally going to see a "galactic collector" ascension perk that buffs relics / decreases relic activation cooldown, aren't we?
- Stealing and guarding relics could mesh really well with the future spyionage system, rather than make it yet another spoil of war

Overall, I am loving what I am seeing.
 
Obviously we don't have a full list of relics, but I can imagine a few more instances! I imagine the successor Khanates and former Satraps would kill each other for a chance to own the Khan's Throne. Spiritualist Empires would probably want to liberate holy relics from accursed machines. Fallen Empires might want some cultural artifacts of their own making back, and will asking nicely... and ask once. Or maybe allowing a Barbaric Despoiler/Nihilistic Acquisitor to, y'know, plunder valuable loot, could be a good buff to them!

This sounds great! If barbaric despoilers could steal relics from homeworlds that would actually make them a little scary and give reason for the entire galaxy hating them besides being pop thieves. More fallen empire interactions would be nice and asking you to give their lost relics back or else would be a good addition. Oooh, maybe there are relics in them thar holy worlds!
 
Do you expect to add more relics in the future (e.g. after reworking precursors, in new DLC)?
 
It would be fun to be able to sell your relics via a lotery as a megacorp to offer a sense of pride and accomplish to the other empire. :rolleyes:
 
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I believe you are 100.0% wrong. I think visual rewards will heighten the experience quite a lot.

Good show sir.

A concern I've read a few times about the planet economy re-work, and one I share, is the loss of eye-candy (pops on buildings on tiles) that created a feeling of populated world. I also found the visuals rewarding.

Obviously I'm disregarding the abstraction of real estate potentially breaking immersion - I didn't share that and I think a 'spreadsheet' does this even more.

Anyway, glad to see your support of more visual reward in this upcoming feature.
 
Would be cool if you could re-breed or clone or whatever the Ether Drake hatchling too. Like say your teams uncovered another intact egg or whatever else might bring about another. Like uh, say cloning or something if nothing more interesting could be thought up. As it is, the drakeling is mostly just a fancy pet more than anything else, since it comes into play so, so late in the game and is irreplaceable so I just send it to hang out by my fortified home system where it won't get hurt. It'll almost never see combat since I can't bring myself to let it get hurt. That and it tends to be kinda slow compared to my fleets. The L-Drakes suffer from that too but once they catch up.... Assuming the battle's not over by then. Also irreplaceable but at least you can get several.

Oh right and with your fleets being able to Jump but they can't... That limits their usability a lot as well.
 
Would your spiritualist faction get mad for desecrating these older tomb worlds?

Do they have 100% habitability or do they need tomb world habitability?
 
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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.

How do you cover a planet in ruins? I have no idea. *nervous laughter*
 
On stream there was an action with a cooldown to spend minor artifacts to get a random tech. In the spirit of visuals I think it would be much cooler if the cooldown would be expressed as progress bar on the action button.

It would be even more emerging if this wouldn't be a cooldown, but the action itself would take time to complete - scientist need time to study the artifacts, not a long holidays after one night of crunch over them.