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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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I welcome more toys to play with, however not sure about the new Precursors, doesn't seem to add a lot

Let's be honest, most players won't respond to the story per se, it'll come down to what goodies the discovering empire gains by the end of the chain. It's going to take a lot for anything to live up to the excitement of finding Fen Habbanis, though.

I've recently taken to trying out hive minds. My first few attempts failed, but that was because I didnt understand. Expansion tree first, take the expansion/claim rediction AP first, and take industrious. Then just spam hella planets. 20% habitability just means -20% growth. Who cares? You have +30% growth speed just for hive. You now have 10 worlds. Slap down research and foundries everywhere. Reseach towards cloning building asap. 33% more growth speed. Did you take the grasp the void for +5 anchorages? Good. Your fleet is large, cheap, and unstoppable. You're industry is insane. Gobble more space, take more worlds, build more mines. Unity worries? Nah... synapse drones. And this all before you even convert to hive worlds. You're now OP. Someone has an ecumenopolis? Cute. You have 1.4k fleet cap and 25 worlds just pumping out resources.

Machine Intelligences are in a pretty good place now too, for similar reasons. The basic thing to remember is that you have access to massively more mineral districts than a non-gestalt empire. These will both be directly turned into alloys, and also the motes needed to run the alloy foundries. When you also throw in the fact that machine metallurgists make 4 alloys instead of 3, it's clear that you don't need an Ecumenopolis to stay competitive on alloys.
 
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What good will was lost? I generally ignore herds of people because you all whine a lot. I thought megacorp was great. It's pretty enjoyable. They could tweak criminal syndicate to be a bit better or have newer government forms and narratives, but as a whole Megacorp did nothing but bring good will for me. Stop demanding the devs to do things with emotional terrorist tactics.

Did you buy MegaCorp at release? It's in pretty good shape now but there was plenty of feedback here about the quality of 2.2/MegaCorp. Most of it boiled down to a general consensus that the DLC/patch 2.2 was released before it was ready. It required several patches to get where it is today. I don't see how you can say no goodwill was lost when you basically admit to ignoring a month of forum discussion because you think it's "whining."

As I said in the post you didn't comprehend before blasting me, I'm looking forward to the relics DLC. It sounds really cool and I'm sure I'll buy it, probably on or before release day. I merely suggested, with respect (you missed that too), that the devs consider spending a bit of extra time now converting some game systems which they've implied they're going to convert eventually anyway. If I was in charge of PR or marketing for Paradox, that's the suggestion I would make to the higher-ups as a gesture to the community that they're going to take a bit more time to get it right with this DLC than they did with the last one. I know they probably won't do it because the release schedule is likely set but I tried to make a constructive suggestion and word it politely. I didn't demand anything and I'm certainly not an emotional terrorist.
 
Did you buy MegaCorp at release? It's in pretty good shape now but there was plenty of feedback here about the quality of 2.2/MegaCorp. Most of it boiled down to a general consensus that the DLC/patch 2.2 was released before it was ready. It required several patches to get where it is today. I don't see how you can say no goodwill was lost when you basically admit to ignoring a month of forum discussion because you think it's "whining."

As I said in the post you didn't comprehend before blasting me, I'm looking forward to the relics DLC. It sounds really cool and I'm sure I'll buy it, probably on or before release day. I merely suggested, with respect (you missed that too), that the devs consider spending a bit of extra time now converting some game systems which they've implied they're going to convert eventually anyway. If I was in charge of PR or marketing for Paradox, that's the suggestion I would make to the higher-ups as a gesture to the community that they're going to take a bit more time to get it right with this DLC than they did with the last one. I know they probably won't do it because the release schedule is likely set but I tried to make a constructive suggestion and word it politely. I didn't demand anything and I'm certainly not an emotional terrorist.
I got it release day. I apologize for misunderstanding your position. I intended no insult. You seemed to imply they should get this perfect, or else they would anger/annoy you and the community.

I thought there were odd bugs and quirks in Megacorp at release (the resource balance was... hard to deal with), but nothing to lose goodwill. We know they are trying their hardest to get things right and have a limited amount of resources to test everything in a quick enough pace to keep the game fresh and interesting for us. It was nothing so tragic as fallout 76. I just believe that when things change, people expect perfection, which is difficult to achieve even given years of time especially when crafting a game tailored to your audience.

I tend to shy away from reading all of the forums due to the fact that quite a bit of it seems to devolve into whining or finger pointing at the devs over nuanced things that will simply take a bit of time to smooth out. While it is constructive to criticize things that could be improved or suggest direction on where we would like the game to grow, I think there is a serious danger of simply bashing the devs over the head with unrealistic expectations.

As for implementing changes as a gesture to us, I think the devs are fine continuing on their charted course and updating after the patch. It was not in their original plans and will add a lot of hours to test and ensure it is working properly. Taking the time to listen to and alter things to suit us is already a gesture of goodwill. Waiting and doing rolling updates allows them to gauge smaller changes in concert with the community to rapidly turn their ideas into something we all enjoy.

Anyway, thanks for your time mate. Have a good weekend and keep adding constructive input for the devs!
 
Now that there is more of a story driven focus to planets and expansion, I'd love to see more depth added to colonization and exploration. I really enjoy the exploration side of the game, and I tend to start a lot of new games that I don't finish, and so spend a lot of time in the first 50-100 years. I'd love to see exploring planets and creating new colonies become a long term, story driven investment, as opposed to just a quick return or a stepping stone on the way to snowballing. For instance, a planetary expedition could be sent to planets, perhaps owned or not, allowing players to uncover additional resources, relics, or planetary modifiers. Similarly, colonization could be a drawn out process over tens of years or more, where the planet surface and below are explored in depth. This could help to slow down the early snowball, making expansion an interesting component of the game for much longer.

One additional thing that would make the exploration game a lot more fun, and make the fight for relics a lot more interesting - let us trespass. Currently, closed borders are completely impassable, which is both absurd and not very fun. Either allowing us to trespass for some diplomatic penalty, and risking our ships, or providing some more nuance to border policy, such that exploration and trade is allowed, but not military and colonization, etc., would allow the early game tension and pioneering to continue on even after major powers have established their borders. This could add the potential for more interesting concepts relating to competition and borders, like smuggling, privateering, raiding, unauthorized colonies, and other border tensions. Right now our options are essentially deal with it or fight to the death, which isn't very immersive, and pushes us toward min-maxing instead of indulging in a great story.
Closed borders exist for a reason, you dont want them in your territory and neither do they want you usually. Adding a way to ignore closed borders just changes the entire diplomacy system.
 
You already do explore the planet by surveying...All that matters that its habitable.
And they're saying it'd be more interesting if colonization required a deeper, more detailed surveying operation than Random Airless Rock #2257.
Because theyre theirs, not yours.
...and? That's not actually a reason against being able to see them. It would make other empires feel just a little bit more flavourful if there was a way to compare their society to yours more directly.
Resettle them.
Manual resettlement is a tedious pain in the ass and it makes total sense that Gestalts would "automate" that sort of thing and have the movement of populations be (at least optionally) reflexive. The developers have agreed with as much elsewhere, and are looking into potential reworks to the entire Migration/Resettlement model that would allow hiveminds to take advantage of Migration growth.
 
We will probably do something about obtaining Relics from other empires, but it won't be available at release. Another reason why we leaned against it was that we didn't really want you to be able to know what relics other empires have yet, unless it was The Galatron. Having an event that can randomly trigger when you annex another empire's capital seems reasonable though, so will probably look into something along those lines.
A thought - if you have a migration treaty with another empire, those migrating to your empire might be able to tell you what great artifacts their former home empire has on display (or has had on display)?
Similarly with refugees pops - and if things are going *really* badly, one of the refugees might smuggle out a relic that would otherwise be lost/destroyed?
 
what about improving empire AI?. I mean i have played alot of campaign's and my enemies always have the pooriest designed ship's meanly picket ship with so little offensive and defensive ability's. im in one right now and there's a emipire with the tech same as me but due to poor ship design's i am able to crush them with brute force.

Also there is the issue of Sector AI too they dont do anything so i have to miromanage them. oh and one more thing is the empire decleare war on a empire that they cant beat and end up surrendering. i thought they only declare war if they think they can win.

Excuse my poor spelling and grammer this is a rush post.
 
what about improving empire AI?
Something they literally always work on.
but due to poor ship design's i am able to crush them with brute force.
AI Empires all have specific designs they prefer. Hegemonic Imperialists prefer energy weapons, Devouring Swarms Strike Craft, Exterminators missiles, etc
Also there is the issue of Sector AI too they dont do anything so i have to miromanage them
Read the previous dev diaries.
h and one more thing is the empire decleare war on a empire that they cant beat and end up surrendering. i thought they only declare war if they think they can win.
Yeah, they THINK they can win. They thought they could win, and they were wrong. Furthermore, AI Personalities have a Bravery value that influences how much they take relative power into account. Some care about it less; the joke Personality Metalheads doesn't care about it at all, so they'll bash their heads against Fallen Empires hopelessly.
 
This whole idea reminds me of secret societies in M&M in CK2. I hope they will give people who didn't buy the DLC an option to turn relics off, or at least make it simple to mod out all relics, because I really dislike the idea of yet another "+20% Naval Capacity" bonuses for free.
 
This whole idea reminds me of secret societies in M&M in CK2. I hope they will give people who didn't buy the DLC an option to turn relics off, or at least make it simple to mod out all relics, because I really dislike the idea of yet another "+20% Naval Capacity" bonuses for free.
The option to turn off features you, particularly, dislike is called "mod it out".