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Stellaris Dev Diary #157 - Things That Rock

Hi everyone!

I’m Eladrin, Game Designer on Stellaris, and I’m one of the newer members of the Stellaris team. I joined the team during the development of Ancient Relics, and it’s been a blast. It was awesome meeting so many of you at PDXCON, and getting to hear so many ideas and excellent stories directly from you.

Back in Diary 152 and Dev Diary 153, Grekulf mentioned some of the Summer Experimentation that we did - but in today’s dev diary I wanted to talk about one of the things I worked on during the summer - game mechanics for the Lithoids.


The Lithoids Species Pack is very sedimental to me. When I wanted to dig deeper into the systems and get my hands dirty in the code, I looked at the “wouldn’t it be cool if…” list, and saw “...Lithoids ate minerals instead of food?” up near the top. This seemed like a solid foundation to start with, and a gneiss stepping stone to get my feet on the ground that fit my apatite - it seemed like a pretty simple change after all.

Okay, I’ll stop with the rock puns.

There are fifteen Lithoid portraits (and one new machine portrait), some of which have appearances that resemble some of the other phenotypes so you can do some interesting things with Syncretic Evolution.

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Look at me! I'm a sparkly space unicorn!

The ships use a beautiful asymmetrical crystal design. Remember that the colors of your ships reflect your flag. You can use this to your advantage to make a pretty sweet looking fleet.

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This is my favorite Titan in the game.

There’s also a Lithoid Advisor Voice. I may have stopped with the puns for now, but there’s no force in the universe that can stop the Lithoid Advisor.

Changing the Lithoids to consume minerals was simple enough, but we also wanted to embrace the sci-fi trope of slow growing rock beings living in inhospitable climates. We started by giving them a massive boost to habitability which they still retain today, and a much larger pop growth penalty than they eventually ended up with. For flavor they receive a bonus to Army Health, and we increased their leader lifespans (but have their leaders start somewhat older as well).

Every little change leads to several more, however. If a species eats minerals instead of food, their homeworld should start with extra mining districts and no agricultural districts built. In fact, if a species evolved to eat rocks, their homeworld should probably by mineral rich and food poor. But wait, what about if they’re a Syncretic Evolution species, or if a Rogue Servitor wants to start with pet rocks? What about if they want to be a Devouring Swarm?

Many minor changes came along with what started as a simple economic change. Just a few examples include the Lithoids being tragically unable to be declared the most delicious species in the galaxy if there are any alternatives, loosening restrictions a bit on Bio-Reactors, modifying the Fleeting trait to be -25 years for Lithoids instead of -10, and a handful of Tradition changes. We also added a few Lithoid specific traits that allow them to generate small amounts of special resources every month.

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After many rounds of qualitative feedback and a huge number of playdays, we ended up with the following as the Lithoid species trait:

IKr3aLYSPMDG6ykqVuxy9ejmx5PUFR9e6lWQY71XzKI-eiKH9U6h0-umkPRCkKos3W69GPqD5Az0GT1bA0QVryNkR2Mcma0xWyVWpcIeJuss4f8bqCuB2by4pfScOE04MYCwZBXr


The large habitability boost that Lithoids receive allow them to colonize worlds that would be marginal for other species, allowing them to work around their slower pop growth speed. Empires with a Lithoid primary species also begin with Lithoid Monolith blockers on their homeworld that can be removed at a large mineral cost for an additional Lithoid pop. (A Lithoid specific Origin in Federations modifies these a bit, and… we’ll talk more about that in another Dev Diary.)

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So very sleepy.

The Lithoid trait is automatically applied to any species that uses a Lithoid portrait. For the Xenophiles out there, Half-Lithoids generated by Xeno-Compatibility follow this rule as well, so if the portrait is a Lithoid it will consume minerals instead of food, produce minerals when purged, and so on.

We’ve exposed this ability so modders should be able to similarly add phenotype forced traits to species they create by adding trait = "trait_lithoid" to the species class entry. (Replacing the Lithoid trait with their own custom species trait, of course.) I look forward to seeing what you do with it.

As for the Lithoid Devouring Swarm… They don’t have precisely the same motivations as a regular Devouring Swarm. While they will still press organics inhabiting the worlds they take into nutritive paste for the Bio-Reactors, their hunger is a bit more ambitious. Renamed Terravores, they operate largely the same way as a regular Devouring Swarm, but once off their homeworld they have an additional planetary decision to consume the habitable worlds of the galaxy, leaving devastated husks in their wake:

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Are you going to eat that?

Terravores are barred from Terraforming (and thus do not have access to Hive Worlds) and cannot clear the devastation they leave behind, but other empires can clean up after them, though it takes a major effort.

Modders will now be able to change the name and description of a civic out for another based on species class, similar to how traditions can be swapped.

civic_hive_devouring_swarm = {

>snip existing stuff<

swap_type = {
name = civic_hive_devouring_swarm_lithoid
description = "civic_tooltip_devouring_swarm_lithoid_effects"​

trigger = {
local_human_species_class = LITHOID​
}​
}​
}

I’m quite pleased with how the Lithoids turned out, I think they're a real gem. I hope that you all enjoy it just as much.

In a few hours the free 2.5.0 patch will be up and the Lithoids Species Pack will be available for shale, so pick it up, rock out, and leave the galaxy gravelling at your feet!

#################################################################
######################### VERSION 2.5.0 ############################
#################################################################

###################
# Balance
###################
* The Pop Growth Reduction for Bio-Trophies now actually reduces their growth rate. Driven Assimilators now apply their organic growth penalty as a multiplier the same way as Rogue Servitors do, and is now also 50%
* Defensive Platforms placed on Outposts now provide 2 points of Piracy Suppression for their system. The Great Game tradition from the Supremacy tree now also reduces the cost to build Defensive Platforms by 33%


###################
# UI
###################
* Shift+clicking on ship count in the Fleet Manager now adds ships up to the nearest unit of ten, using ctrl fills up to the template max size (for realzies this time)
* The Shared Burdens civic will no longer appear by itself in the civics list when you select Gestalt Consciousness ethics but have not yet selected Machine Intelligence or Hive Minded authority
* Added a notification when one empire guarantees the independence of another

###################
# AI
###################
* Automated building now checks that upkeep cost is covered by income

###################
# Bugfixes
###################
* Fixed wrong save file being loaded from the resume button in the launcher, caused by a conflict between local and cloud saves
* Fixed the game complaining about mods not being in UTF8-BOM3 for no good reason
* Fixed a potential crash in AI when evaluating market values
* Fixed cases where planetary events could fire multiple notifications
* Odd Factories no longer sometimes block pops from getting purged, because you monsters should be free to purge whatever you want
* Mod load order is now the same as the order in which the mods are displayed

Known Issue: Lithoids are currently affected like other biological pops when there is a food deficit, instead of being upset by mineral deficits. They’re very empathetic.
 
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That would work. Terravores just can't make their own since they can't terraform.
Awesome. I'll ally myself with a bunch of hive minds then.

Temporarily.

Also just realised, can lithoids (not necessarily hive ones) live on machine worlds? My understanding is that they don't breathe and shouldn't care too much about temperature.
Not talking about how viable it is (not at all lol) but it'd be sweet to know already. Not like I can check for myself in 2.5 hours after all.
 
After many rounds of qualitative feedback and a huge number of playdays, we ended up with the following as the Lithoid species trait:

IKr3aLYSPMDG6ykqVuxy9ejmx5PUFR9e6lWQY71XzKI-eiKH9U6h0-umkPRCkKos3W69GPqD5Az0GT1bA0QVryNkR2Mcma0xWyVWpcIeJuss4f8bqCuB2by4pfScOE04MYCwZBXr


The large habitability boost that Lithoids receive allow them to colonize worlds that would be marginal for other species, allowing them to work around their slower pop growth speed. Empires with a Lithoid primary species also begin with Lithoid Monolith blockers on their homeworld that can be removed at a large mineral cost for an additional Lithoid pop. (A Lithoid specific Origin in Federations modifies these a bit, and… we’ll talk more about that in another Dev Diary.)

... So, Lithoids are the new hyper powerhouse among literally any created empire?
I mean, yeah, I don't yet have the actual expansion in my hands, but I'm pretty sure any decent player will tell you that this is beyond broken. Starting with the obvious
whilst Pop Growth is a very powerful stat, its value lessens dramatically as the game progresses simply because there's so damn much of it everywhere. +10 from Expansion, +10 from a potential (if costly) trait, +10 from Frontier Clinics (later +25), +10 from Nutrional Plentitude... Ye, -25 is definitely a disadvantage, but it's not 'THE' disadvantage.

However, to 'compensate' for that, we get +50 Lifespan (remember, that's on par with that 4 point cost perk), a completely irrelevant bonus to armies, and whopping +50% habitability. Which is, early on, insane, because it allows you to colonize any of the regular planets with just 10% less habitability than a regular species. Of course habitability becomes less valuable as the game goes on, due to Terraforming and Gene Modding... but I would wager that habitability boost alone is more powerful an advantage than the growth speed penality is a disadvantage. (If you want to go for bland math, if you just end up with 1 additional early colonizeable planet, this already compensates for having -25% growth on 3 other planets... and that's at +-0 growth modifiers, which multiply with the number of planets you control).

So, just with this, I'm very eager to prove this is a shitload of unbalanced.

But there's more: Minerals are the easiest resource to specialize in harvesting, primarily because of the Mining Guild + Industrious combo, the fact it's an abundant space resource, and the fact you will need tons of it come mid and late game anyways. Removing food from the equation, without suffering the other drawbacks that Machine Empires have to deal with, is an insane implicit advantage. Which is added on top of what I perceived as unbalanced as mentioned prior.

I mean, as I mentioned initially, it's still a few hours until I can verify my assumption in actual practice, but I can't really see what, outside of critical glitches and bugs that may ship with the update anyways, would stop Lithoids from being completely out of tune.

Known Issue: Lithoids are currently affected like other biological pops when there is a food deficit, instead of being upset by mineral deficits. They’re very empathetic.

You know, I could make yet another remark regarding how PDX really needs to up the QA budget... but you already know that. Just keep in mind that these kind of blatant and known issues imply that there will be a couple more just-as-blatant, but not yet known issues. Which doesn't speak well of the shipped quality of the update and kind of innately invalidates any claim of 'don't worry, it's balanced, we tested it'.


I mean, kudos to implementing the trope, the idea behind the implementation is nice, too (albeit I might have opted to make Barren Worlds colonizeable by Lithoids, with a habitability penality to other planets or something) and the artwork looks sweet... but PDX was never about being fancy, but about having solid gameplay.
 
we get +50 Lifespan (remember, that's on par with that 4 point cost perk)
It was mentioned their leaders start older, though.

But yeah. +50% Habitability is INSANE and more than makes up for the lack of pop growth, not even considering the 'pay 1000 minerals for a pop' deal.

You know, I could make yet another remark regarding how PDX really needs to up the QA budget...
Tell me about it. Ancient Relics shipped with capitalization errors!
 
I was not expecting a habitability bonus that high. For reference, this is stronger than the old Tomb World preference, giving you 100/100/70 habitability from the start instead of 80/60, and Post-Apocalyptic cost a civic and a crappy starting planet.
 
I already like you Eladrin for those puns, you rock!
 
I was not expecting a habitability bonus that high. For reference, this is stronger than the old Tomb World preference, giving you 100/100/70 habitability from the start instead of 80/60, and Post-Apocalyptic cost a civic and a crappy starting planet.
??? No it's not.

Tomb World preference is +100% across the board if I remember right. Post-Apocalyptic ONLY gives +70% to tomb worlds specifically via the Survivor trait; you still have stuff like Continental Preference to show what your world used to be like.

It is pretty bonkers high, though.
 
Lithoids sound awesome but adding my voice to those concerned about how mod order is going to work in the future. Please hold off on making this change until you can also add options in the launcher to 'sort by'. Load in the order displayed and let players sort by: enabled, downloaded, updated, alphabetical etc. If it could mirror the Steam Workshop sorting that would be nice.
 
But yeah. +50% Habitability is INSANE and more than makes up for the lack of pop growth, not even considering the 'pay 1000 minerals for a pop' deal.
Most empires (all normal ones at least) start with a blocker on their home world that will give a POP once cleared. Though for most empires it's 300 energy rather than 1000 minerals to clear it. So that's not a plus for Lithoids it's a minus.

??? No it's not.

Tomb World preference is +100% across the board if I remember right. Post-Apocalyptic ONLY gives +70% to tomb worlds specifically via the Survivor trait; you still have stuff like Continental Preference to show what your world used to be like.

It is pretty bonkers high, though.
Tomb World preference is 80% on Tomb worlds and 60% for all other.
 
Most empires (all normal ones at least) start with a blocker on their home world that will give a POP once cleared. Though for most empires it's 300 energy rather than 1000 minerals to clear it. So that's not a plus for Lithoids it's a minus.
Lithoids, from what we've heard, start with that Slums blocker, and MULTIPLE Mineral Blockers too.
TRomb World preference is 80% on Tomb worlds and 60% for all other.
Huh. Maybe I was thinking of the Pre-Sapient Irradiated trait.
 
They cannot terraform though.
Nope, that's not entirely accurate:
Terravores are barred from Terraforming

Only Terravores , the Devouring Swarm civic variant of Lithoids, are subject to that restriction (presumably to avoid exploiting their Devour World mechanic)... and even if all Lithoids would be banned from Terraforming, everyone except Xenophobes could simply go for the 2nd option that is habitability genemodding (albeit I'll admit that one comes later than plain terraforming).

It was mentioned their leaders start older, though.
Yeah, but that's true for ALL leader lifespan modifiers. It's a part of the core mechanic that calculates leader age.
This is the equivalent of saying "Well, yes, they live longer BUT THEY CAN DIE." as if any other leader from any other race would be per default immortal.

But yeah. +50% Habitability is INSANE and more than makes up for the lack of pop growth, not even considering the 'pay 1000 minerals for a pop' deal.

I'm honestly less concerned about the pop purchase, because from what I understood this merely refers to their capital planet. And all organic races get a free pop for 300 credits, too, so them getting 1-3 for 1000 minerals each isn't that big. (It's still a minor advantage though, on top of all the other issues.)
 
Known Issue: Lithoids are currently affected like other biological pops when there is a food deficit, instead of being upset by mineral deficits. They’re very empathetic.

That's abit immersion breaking tbh. I'm in a mind to wait until that's patched out. I only got Megacorp last weekend so I've got plenty new to play with until then. Having said that the lithoid ships do look great and I can always play against rather than as them. I don't know...
 
Why would I ever want to consume a world if I can just colonize it myself with my +50% habitability?
Could be small. Could have poor modifiers. Could be your enemy's homeworld. Or simply because it's delicious, and you like minerals, alloys, and pops.

That's abit immersion breaking tbh.
It's a bug, I just wanted it to be explicitly mentioned so people aren't surprised by it before it's fixed. Lithoids are still largely treated as biological, and the food deficit effect reduces biological pop growth and happiness. We're going to change it to only affect biologicals that eat food. (And add similar penalties to mineral deficit for Lithoids.)
 
Continuing the glorious traditions of 2.2.0, consciously release buggy versions?

To explain that bit, it's a part of Developement Cycles. The version that will be released today is the one that was 'tested and packed up' a few days, maybe weeks ago.
If they would instantly stop any ongoing release and re-start the whole process every time they found a new bug, we would legitimately never get any release.

So, don't blame them for shipping a release whilst there are bugs known (and probably fixed on a dev branch that will come out as a hotfix in a week or so),

but do feel free to blame them for not catching these kind of obvious issues WAY earlier so that it could have been fixed weeks ago.
 
I was hoping for fixes to the problematic launcher we got (inability to upload mods, mods not working after updating them...) but it will be actually worse in 2.5.
Managing a load order with 100+ mods is going to be a nightmare.